Danbias/Code/Game/DanBiasGame/GameClientState/GameState.cpp

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#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "GameState/C_Player.h"
using namespace DanBias::Client;
struct GameState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* player;
}privData;
GameState::GameState(void)
{
}
GameState::~GameState(void)
{
}
bool GameState::Init()
{
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ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"worldDummy";
// load models
privData = new myData();
privData->player = new C_Player;
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privData->player->Init(modelData);
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f));
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
if(KeyInput->IsKeyPressed(DIK_L))
return ClientState_Lobby;
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
privData->player->Render();
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
privData->player->Release();
delete privData->player;
privData->player = NULL;
delete privData;
privData = NULL;
return true;
}