2014-01-15 11:03:25 +01:00
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2014-01-09 12:51:17 +01:00
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#include "Player.h"
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#include "Weapon.h"
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2014-01-20 15:47:52 +01:00
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#include "CollisionManager.h"
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#include "Game.h"
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2014-01-09 12:51:17 +01:00
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using namespace GameLogic;
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using namespace Oyster::Physics;
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2014-02-14 10:09:03 +01:00
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const float MOVE_FORCE = 30;
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2014-02-12 13:11:35 +01:00
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const float KEY_TIMER = 0.03f;
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2014-01-09 12:51:17 +01:00
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Player::Player()
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2014-01-29 14:33:21 +01:00
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:DynamicObject()
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2014-01-09 12:51:17 +01:00
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{
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2014-02-25 11:46:05 +01:00
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Player::initPlayerData();
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this->teamID = -1;
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2014-01-29 14:33:21 +01:00
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}
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2014-02-12 14:48:58 +01:00
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2014-02-14 09:53:02 +01:00
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Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
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:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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2014-01-29 14:33:21 +01:00
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{
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2014-02-14 09:53:02 +01:00
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weapon = new Weapon(2,this);
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2014-02-25 11:46:05 +01:00
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Player::initPlayerData();
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2014-02-14 12:03:29 +01:00
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this->teamID = teamID;
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2014-01-27 08:54:25 +01:00
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}
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2014-02-14 09:53:02 +01:00
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Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
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:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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2014-01-27 08:54:25 +01:00
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{
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2014-01-27 13:54:57 +01:00
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weapon = new Weapon(2,this);
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2014-02-25 11:46:05 +01:00
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Player::initPlayerData();
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2014-02-14 09:53:02 +01:00
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this->teamID = teamID;
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2014-01-27 13:56:31 +01:00
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}
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2014-01-09 12:51:17 +01:00
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Player::~Player(void)
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{
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2014-01-27 13:54:57 +01:00
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if(weapon)
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{
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delete weapon;
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weapon = NULL;
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2014-01-29 14:33:21 +01:00
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}
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2014-01-09 12:51:17 +01:00
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}
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2014-02-25 11:46:05 +01:00
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void Player::initPlayerData()
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{
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this->playerStats.hp = MAX_HP;
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this->playerStats.movementSpeed = BASIC_SPEED;
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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this->playerState = PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float3(0,0,-1);
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this->key_forward = 0;
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this->key_backward = 0;
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this->key_strafeRight = 0;
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this->key_strafeLeft = 0;
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this->key_jump = 0;
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this->invincibleCooldown = 0;
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this->deathTimer = 0;
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this->rotationUp = 0;
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}
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2014-01-09 12:51:17 +01:00
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2014-02-03 15:32:46 +01:00
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void Player::BeginFrame()
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{
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2014-02-25 11:46:05 +01:00
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if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED)
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2014-02-21 15:42:09 +01:00
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{
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weapon->Update(0.002f);
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2014-02-14 11:52:44 +01:00
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2014-02-21 15:42:09 +01:00
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Oyster::Math::Float maxSpeed = 30;
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2014-02-14 11:52:44 +01:00
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2014-02-21 15:42:09 +01:00
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// Rotate player accordingly
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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2014-02-20 15:13:52 +01:00
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2014-02-21 15:42:09 +01:00
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this->rigidBody->SetRotation(secondTurn*firstUp);
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2014-02-17 06:44:29 +01:00
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2014-02-21 15:42:09 +01:00
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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2014-02-25 11:46:05 +01:00
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Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
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2014-02-21 15:42:09 +01:00
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// Check for input
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if(key_forward > 0.001)
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2014-02-20 15:13:52 +01:00
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{
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2014-02-21 15:42:09 +01:00
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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2014-02-20 15:13:52 +01:00
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}
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2014-02-21 15:42:09 +01:00
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if(key_backward > 0.001)
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2014-02-20 15:13:52 +01:00
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{
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2014-02-21 15:42:09 +01:00
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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}
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if(key_strafeRight > 0.001)
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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}
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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2014-02-20 15:13:52 +01:00
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}
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2014-02-21 15:42:09 +01:00
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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2014-02-20 09:21:38 +01:00
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{
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2014-02-21 15:42:09 +01:00
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if(key_forward <= 0.001 && key_backward <= 0.001)
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2014-02-20 15:13:52 +01:00
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{
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2014-02-21 15:42:09 +01:00
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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2014-02-20 15:13:52 +01:00
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}
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2014-02-21 15:42:09 +01:00
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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2014-02-20 15:13:52 +01:00
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{
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2014-02-21 15:42:09 +01:00
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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2014-02-20 15:13:52 +01:00
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}
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2014-02-20 09:21:38 +01:00
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}
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2014-02-25 16:08:45 +01:00
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if(walkDirection == Oyster::Math::Float3::null)
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_IDLE)
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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}
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}
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2014-02-21 15:42:09 +01:00
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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2014-02-20 09:21:38 +01:00
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{
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2014-02-21 15:42:09 +01:00
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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2014-02-20 15:13:52 +01:00
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{
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2014-02-21 15:42:09 +01:00
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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}
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2014-02-20 15:13:52 +01:00
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}
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2014-02-21 15:42:09 +01:00
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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2014-02-20 15:13:52 +01:00
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{
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2014-02-21 15:42:09 +01:00
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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}
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2014-02-20 15:13:52 +01:00
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}
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2014-02-25 16:08:45 +01:00
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Walk);
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this->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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}
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2014-02-20 09:21:38 +01:00
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}
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2014-02-12 13:12:51 +01:00
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2014-02-21 15:42:09 +01:00
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// Adjust velocities so no squaring occurs
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forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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2014-02-20 15:13:52 +01:00
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2014-02-21 15:42:09 +01:00
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this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
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2014-02-20 15:13:52 +01:00
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2014-02-21 15:42:09 +01:00
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//Jump
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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2014-02-25 11:46:05 +01:00
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
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2014-02-25 16:08:45 +01:00
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Jump);
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2014-02-21 15:42:09 +01:00
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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2014-02-25 16:08:45 +01:00
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else
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{
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if(this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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}
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}
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2014-02-21 15:42:09 +01:00
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}
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2014-02-03 15:32:46 +01:00
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}
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void Player::EndFrame()
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{
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}
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2014-01-09 12:51:17 +01:00
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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switch(movement)
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{
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
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MoveForward();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
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MoveBackwards();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
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MoveLeft();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
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MoveRight();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
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Jump();
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break;
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}
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}
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void Player::MoveForward()
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{
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2014-02-12 12:16:16 +01:00
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key_forward = KEY_TIMER;
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2014-01-09 12:51:17 +01:00
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}
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void Player::MoveBackwards()
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{
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2014-02-12 12:16:16 +01:00
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key_backward = KEY_TIMER;
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2014-01-09 12:51:17 +01:00
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}
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void Player::MoveRight()
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{
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2014-02-12 12:16:16 +01:00
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key_strafeRight = KEY_TIMER;
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2014-01-09 12:51:17 +01:00
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}
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void Player::MoveLeft()
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{
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2014-02-12 12:16:16 +01:00
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key_strafeLeft = KEY_TIMER;
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2014-01-09 12:51:17 +01:00
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}
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2014-01-16 11:17:19 +01:00
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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2014-01-09 12:51:17 +01:00
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{
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2014-01-21 15:46:54 +01:00
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this->weapon->Use(usage,gameInstance->GetFrameTime());
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2014-01-09 12:51:17 +01:00
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}
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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2014-02-14 10:09:03 +01:00
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{
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2014-02-21 15:42:09 +01:00
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if( this->playerState == PLAYER_STATE_DEAD)
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{
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2014-02-25 11:46:05 +01:00
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Player::initPlayerData();
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2014-02-21 15:42:09 +01:00
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this->rigidBody->SetPosition(spawnPoint);
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this->gameInstance->onRespawnFnc( this, spawnPoint);
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2014-02-25 11:46:05 +01:00
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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2014-02-21 15:42:09 +01:00
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}
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2014-01-09 12:51:17 +01:00
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}
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2014-02-21 11:10:47 +01:00
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void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
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2014-01-21 09:52:48 +01:00
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{
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2014-02-12 11:36:08 +01:00
|
|
|
// this is the camera right vector
|
2014-02-21 11:10:47 +01:00
|
|
|
this->lookDir = -lookDir;
|
2014-02-11 11:46:06 +01:00
|
|
|
|
2014-01-21 09:52:48 +01:00
|
|
|
}
|
2014-02-19 13:47:49 +01:00
|
|
|
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
|
|
|
|
{
|
2014-02-19 13:59:59 +01:00
|
|
|
this->rotationUp += deltaRadians;
|
2014-02-19 13:47:49 +01:00
|
|
|
}
|
2014-01-21 09:52:48 +01:00
|
|
|
|
2014-01-09 12:51:17 +01:00
|
|
|
void Player::Jump()
|
|
|
|
{
|
2014-02-17 06:44:29 +01:00
|
|
|
this->key_jump = KEY_TIMER;
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::IsWalking()
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
bool Player::IsJumping()
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
bool Player::IsIdle()
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
2014-02-20 16:52:36 +01:00
|
|
|
void Player::Inactivate()
|
|
|
|
{
|
|
|
|
//this->
|
|
|
|
}
|
|
|
|
|
2014-01-15 11:03:25 +01:00
|
|
|
Oyster::Math::Float3 Player::GetPosition() const
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-02-11 10:11:38 +01:00
|
|
|
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
2014-01-16 12:26:14 +01:00
|
|
|
Oyster::Math::Float4x4 Player::GetOrientation() const
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-02-11 10:11:38 +01:00
|
|
|
return this->rigidBody->GetState().GetOrientation();
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
2014-01-15 11:03:25 +01:00
|
|
|
Oyster::Math::Float3 Player::GetLookDir() const
|
|
|
|
{
|
2014-01-28 15:44:32 +01:00
|
|
|
return this->lookDir;
|
2014-01-15 11:03:25 +01:00
|
|
|
}
|
|
|
|
int Player::GetTeamID() const
|
|
|
|
{
|
|
|
|
return this->teamID;
|
|
|
|
}
|
|
|
|
PLAYER_STATE Player::GetState() const
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return this->playerState;
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void Player::DamageLife(int damage)
|
|
|
|
{
|
2014-02-25 11:46:05 +01:00
|
|
|
if( this->playerState != PLAYER_STATE_DEAD)
|
2014-02-04 11:13:02 +01:00
|
|
|
{
|
2014-02-25 11:46:05 +01:00
|
|
|
this->playerStats.hp -= damage;
|
|
|
|
// send hp to client
|
|
|
|
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
|
2014-02-21 15:42:09 +01:00
|
|
|
|
2014-02-25 11:46:05 +01:00
|
|
|
if(this->playerStats.hp <= 0)
|
|
|
|
{
|
|
|
|
this->playerStats.hp = 0;
|
|
|
|
this->playerState = PLAYER_STATE_DIED;
|
|
|
|
}
|
|
|
|
}
|
2014-02-25 10:37:33 +01:00
|
|
|
}
|
2014-02-25 11:46:05 +01:00
|
|
|
bool Player::deathTimerTick(float dt)
|
2014-02-25 10:37:33 +01:00
|
|
|
{
|
2014-02-25 11:46:05 +01:00
|
|
|
this->deathTimer -= dt;
|
|
|
|
if( this->deathTimer <= 0)
|
2014-02-25 10:37:33 +01:00
|
|
|
{
|
2014-02-25 11:46:05 +01:00
|
|
|
return true;
|
2014-02-04 11:13:02 +01:00
|
|
|
}
|
2014-02-25 11:46:05 +01:00
|
|
|
return false;
|
2014-01-15 11:03:25 +01:00
|
|
|
}
|
2014-02-25 11:46:05 +01:00
|
|
|
void Player::setDeathTimer(float deathTimer)
|
|
|
|
{
|
|
|
|
this->deathTimer = deathTimer;
|
|
|
|
this->playerState = PLAYER_STATE_DEAD;
|
|
|
|
}
|