Danbias/Code/Game/GameLogic/Player.cpp

236 lines
5.4 KiB
C++
Raw Normal View History

#include "Player.h"
#include "Weapon.h"
2014-01-20 15:47:52 +01:00
#include "CollisionManager.h"
#include "Game.h"
using namespace GameLogic;
using namespace Oyster::Physics;
2014-02-11 13:41:38 +01:00
const int MOVE_FORCE = 30;
const float KEY_TIMER = 0.03f;
Player::Player()
:DynamicObject()
{
}
Player::Player(OBJECT_TYPE type)
:DynamicObject(type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:DynamicObject(rigidBody,type)
{
InitPlayer();
}
Player::Player( void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(collisionFuncAfter,type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
2014-01-27 08:54:25 +01:00
}
void Player::InitPlayer()
2014-01-27 08:54:25 +01:00
{
weapon = new Weapon(2,this);
this->life = 100;
this->teamID = -1;
this->playerState = PLAYER_STATE_IDLE;
2014-02-12 11:36:08 +01:00
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->moveDir = Oyster::Math::Float3(0,0,0);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
2014-01-27 13:56:31 +01:00
}
Player::~Player(void)
{
if(weapon)
{
delete weapon;
weapon = NULL;
}
}
void Player::BeginFrame()
{
2014-02-11 11:46:06 +01:00
//weapon->Update(0.002f);
Object::BeginFrame();
Oyster::Math::Float3 forward(0,0,0);
Oyster::Math::Float3 back(0,0,0);
Oyster::Math::Float3 right(0,0,0);
Oyster::Math::Float3 left(0,0,0);
Oyster::Math::Float3 moveDirection(0,0,0);
if (key_forward > 0.001)
{
key_forward -= gameInstance->GetFrameTime(); // fixed timer
forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized();
}
if (key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
back = -this->rigidBody->GetState().GetOrientation().v[2].GetNormalized();
}
if (key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized();
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.Normalize();
right = -((up).Cross(forward).Normalize());
right.Normalize();
}
if (key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized();
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.Normalize();
left = (up).Cross(forward).Normalize();
left.Normalize();
}
moveDirection = forward + back + left + right;
//moveDirection.Normalize();
rigidBody->SetLinearVelocity( MOVE_FORCE * moveDirection );
2014-02-12 13:12:51 +01:00
weapon->Update(0.01f);
}
void Player::EndFrame()
{
// snap to axis
2014-02-11 11:46:06 +01:00
Object::EndFrame();
}
void Player::Move(const PLAYER_MOVEMENT &movement)
{
switch(movement)
{
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
MoveForward();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
MoveBackwards();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
MoveLeft();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
MoveRight();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
Jump();
break;
}
}
void Player::MoveForward()
{
key_forward = KEY_TIMER;
}
void Player::MoveBackwards()
{
key_backward = KEY_TIMER;
}
void Player::MoveRight()
{
key_strafeRight = KEY_TIMER;
}
void Player::MoveLeft()
{
key_strafeLeft = KEY_TIMER;
}
2014-01-16 11:17:19 +01:00
void Player::UseWeapon(const WEAPON_FIRE &usage)
{
this->weapon->Use(usage,gameInstance->GetFrameTime());
}
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
key_jump =
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0);
2014-02-11 11:46:06 +01:00
this->rigidBody->SetPosition(spawnPoint);
}
void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right)
{
2014-02-12 11:36:08 +01:00
// this is the camera right vector
this->lookDir = lookDir;
2014-02-11 11:46:06 +01:00
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
this->rigidBody->SetUpAndRight(up, right);
2014-02-11 13:41:38 +01:00
this->rigidBody->SetUpAndRight(this->rigidBody->GetState().centerPos.GetNormalized(), this->rigidBody->GetState().GetOrientation().v[0].xyz.GetNormalized());
}
void Player::Jump()
{
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
2014-02-12 11:36:08 +01:00
this->rigidBody->ApplyImpulse(up *1500);
this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING;
}
bool Player::IsWalking()
{
return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
}
bool Player::IsJumping()
{
return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
}
bool Player::IsIdle()
{
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
}
Oyster::Math::Float3 Player::GetPosition() const
{
2014-02-11 10:11:38 +01:00
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
}
2014-01-16 12:26:14 +01:00
Oyster::Math::Float4x4 Player::GetOrientation() const
{
2014-02-11 10:11:38 +01:00
return this->rigidBody->GetState().GetOrientation();
}
Oyster::Math::Float3 Player::GetLookDir() const
{
return this->lookDir;
}
int Player::GetTeamID() const
{
return this->teamID;
}
PLAYER_STATE Player::GetState() const
{
return this->playerState;
}
void Player::DamageLife(int damage)
{
this->life -= damage;
2014-02-04 11:13:02 +01:00
this->life = 0;
if(this->life <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this, 0.0f);
2014-02-04 11:13:02 +01:00
}
}