2013-11-19 09:52:36 +01:00
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#include "Game.h"
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using namespace GameLogic;
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Game::Game(void)
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{
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2013-11-29 10:04:44 +01:00
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player = NULL;
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level = NULL;
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camera = NULL;
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2013-11-19 09:52:36 +01:00
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}
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Game::~Game(void)
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{
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2013-11-27 16:17:47 +01:00
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//SAFE_DELETE(player);
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if(player)
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{
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delete player;
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player = NULL;
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}
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2013-11-29 10:04:44 +01:00
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if(camera)
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{
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delete camera;
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camera = NULL;
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}
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2013-11-19 09:52:36 +01:00
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}
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2013-11-19 11:07:14 +01:00
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void Game::Init()
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{
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2013-11-21 12:05:39 +01:00
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player = new Player();
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2013-11-29 10:04:44 +01:00
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camera = new Camera();
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2013-11-19 11:07:14 +01:00
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}
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2013-11-20 15:47:11 +01:00
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void Game::StartGame()
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{
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2013-11-29 10:04:44 +01:00
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Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
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Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
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2013-11-20 15:47:11 +01:00
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2013-11-29 10:04:44 +01:00
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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2013-11-20 15:47:11 +01:00
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}
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2013-11-29 10:04:44 +01:00
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void Game::Update(keyInput keyPressed, float pitch, float yaw)
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2013-11-20 15:47:11 +01:00
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{
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2013-11-29 10:04:44 +01:00
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//player->Update(keyPressed);
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camera->Yaw(yaw);
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camera->Pitch(pitch);
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if(keyPressed == keyInput_A)
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{
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camera->Strafe(-0.1);
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}
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if(keyPressed == keyInput_D)
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{
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camera->Strafe(0.1);
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}
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if(keyPressed == keyInput_S)
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{
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camera->Walk(-0.1);
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}
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if(keyPressed == keyInput_W)
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{
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camera->Walk(0.1);
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}
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camera->UpdateViewMatrix();
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2013-11-20 15:47:31 +01:00
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}
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2013-11-21 12:05:39 +01:00
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void Game::Render()
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{
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2013-11-29 10:04:44 +01:00
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Oyster::Graphics::API::NewFrame(camera->View(), camera->Proj());
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2013-11-28 11:23:11 +01:00
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player->Render();
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2013-11-21 12:05:39 +01:00
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}
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