Danbias/Code/Game/GameLogic/Player.cpp

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#include "Player.h"
#include "Weapon.h"
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#include "CollisionManager.h"
#include "Game.h"
using namespace GameLogic;
using namespace Oyster::Physics;
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const int MOVE_FORCE = 500;
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* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(collisionFuncBefore,collisionFuncAfter,type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
{
InitPlayer();
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}
void Player::InitPlayer()
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{
weapon = new Weapon(2,this);
this->life = 100;
this->teamID = -1;
this->playerState = PLAYER_STATE_IDLE;
lookDir = Oyster::Math::Float4(0,0,-1,0);
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}
Player::~Player(void)
{
if(weapon)
{
delete weapon;
weapon = NULL;
}
}
void Player::BeginFrame()
{
weapon->Update(0.002f);
Object::BeginFrame();
}
void Player::EndFrame()
{
// snap to axis
Object::EndFrame();
// rotate
Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ;
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//currPhysicsState.AddRotation(deltaAxis);
dx = 0;
this->newPhysicsState = this->currPhysicsState;
}
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()
{
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
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//newPhysicsState.ApplyLinearImpulse(forward * (MOVE_FORCE * this->gameInstance->GetFrameTime()));
}
void Player::MoveBackwards()
{
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
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//newPhysicsState.ApplyLinearImpulse(-forward * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
void Player::MoveRight()
{
//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
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//Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward);
//newPhysicsState.ApplyLinearImpulse(-r * MOVE_FORCE * this->gameInstance->GetFrameTime());
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}
void Player::MoveLeft()
{
//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2];
//Oyster::Math::Float3 forward = lookDir;
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//Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero
//newPhysicsState.ApplyLinearImpulse(r * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
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void Player::UseWeapon(const WEAPON_FIRE &usage)
{
this->weapon->Use(usage,gameInstance->GetFrameTime());
}
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0);
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this->newPhysicsState.centerPos = spawnPoint;
}
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
{
Oyster::Math::Float dx = lookDir.w;
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if(dx > 0.0f)
{
int i =0 ;
}
this->lookDir = lookDir.xyz;
this->dx = lookDir.w;
}
void Player::Jump()
{
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Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1];
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//newPhysicsState.ApplyLinearImpulse(up * MOVE_FORCE * this->gameInstance->GetFrameTime());
}
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
{
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return (Oyster::Math::Float3)currPhysicsState.centerPos;
}
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Oyster::Math::Float4x4 Player::GetOrientation() const
{
return this->currPhysicsState.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;
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this->life = 0;
if(this->life <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this, 0.0f);
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}
}