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)
{
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}
Level::~Level(void)
{
}
void Level::InitiateLevel(std::string levelPath)
{
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}
void Level::InitiateLevel(float radius)
{
// add level sphere
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API::SphericalBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
sbDesc.ignoreGravity = true;
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sbDesc.radius = 300;
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sbDesc.mass = 10e12f;
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sbDesc.frictionCoeff_Static = 0;
sbDesc.frictionCoeff_Dynamic = 0;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody::State state;
rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.2);
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rigidBody->SetState(state);
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
rigidBody->SetCustomTag(levelObj);
//this->dynamicObjects = new DynamicArray< DynamicObject>;
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// add box
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 50;
sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0);
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[0]);
rigidBody_TestBox->GetState(state);
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state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
rigidBody_TestBox->SetState(state);
// add crystal
API::SimpleBodyDescription sbDesc_Crystal;
sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0);
sbDesc_Crystal.ignoreGravity = false;
sbDesc_Crystal.mass = 70;
sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0);
ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[1]);
rigidBody_Crystal->GetState(state);
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
rigidBody_Crystal->SetState(state);
// add house
API::SimpleBodyDescription sbDesc_House;
sbDesc_House.centerPosition = Oyster::Math::Float4(50, 300, 0, 0);
sbDesc_House.ignoreGravity = false;
sbDesc_House.mass = 70;
sbDesc_House.size = Oyster::Math::Float4(2,3,2,0);
ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release();
rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
rigidBody_House->SetCustomTag(this->staticObjects[0]);
rigidBody_House->GetState(state);
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
rigidBody_House->SetState(state);
// add gravitation
API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 1e17f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell);
}
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);
}
Object* Level::GetObj( int ID) const
{
for (int i = 0; i< this->dynamicObjects.Size(); i++)
{
if(this->dynamicObjects[i]->GetID() == ID)
return this->dynamicObjects[i];
}
return NULL;
}
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
{
// function call from physics update when object was moved
Object* temp = (Object*)object->GetCustomTag();
}