Danbias/Code/Game/GameLogic/Level.cpp

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#include "Level.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
{
}
Level::~Level(void)
{
}
void Level::InitiateLevel(std::string levelPath)
{
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}
void Level::InitiateLevel(float radius)
{
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API::SphericalBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
sbDesc.ignoreGravity = true;
sbDesc.radius = 8; //radius;
sbDesc.mass = 10e12f;
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//sbDesc.mass = 0; //10^16
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sbDesc.subscription_onCollision = CollisionManager::LevelCollision;
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
API::Instance().AddObject(rigidBody);
ICustomBody::State state;
rigidBody->GetState(state);
state.SetRestitutionCoeff(0.1);
rigidBody->SetState(state);
API::Gravity gravityWell;
gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 10e12f;
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell);
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}
void Level::AddPlayerToTeam(Player *player, int teamID)
{
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this->teamManager.AddPlayerToTeam(player,teamID);
}
void Level::CreateTeam(int teamSize)
{
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this->teamManager.CreateTeam(teamSize);
}
void Level::RespawnPlayer(Player *player)
{
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this->teamManager.RespawnPlayerRandom(player);
}