Danbias/Code/Game/GameLogic/Player.cpp

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#include "Player.h"
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#include "OysterMath.h"
#include "CollisionManager.h"
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#include "Weapon.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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struct Player::PrivateData
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{
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PrivateData()
{
weapon = new Weapon();
life = 100;
teamID = -1;
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playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
lookDir = Oyster::Math::Float3(1,0,0);
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}
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~PrivateData()
{
if (weapon)
{
delete weapon;
}
}
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int life;
int teamID;
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Weapon *weapon;
PLAYER_STATE playerState;
Oyster::Math::Float3 lookDir;
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}myData;
Player::Player()
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:Object(CollisionManager::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
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{
myData = new PrivateData();
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}
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Player::~Player(void)
{
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delete myData;
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
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switch(movement)
{
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
Jump();
break;
}
}
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void Player::MoveForward()
{
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
}
void Player::MoveBackwards()
{
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
}
void Player::MoveRight()
{
//Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross(myData->lookDir);
API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100);
}
void Player::MoveLeft()
{
//Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross(myData->lookDir);
API::Instance().ApplyForceAt(rigidBody, rigidBody->GetCenter(), r * 100);
}
void Player::UseWeapon(const WEAPON_FIRE &fireInput)
{
myData->weapon->Use(fireInput);
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}
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
API::Instance().SetCenter(rigidBody,spawnPoint);
myData->life = 100;
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myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
myData->lookDir = Oyster::Math::Float3(1,0,0);
}
void Player::Jump()
{
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100);
}
bool Player::IsWalking()
{
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return (myData->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
}
bool Player::IsJumping()
{
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return (myData->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
}
bool Player::IsIdle()
{
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return (myData->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
}
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Oyster::Math::Float3 Player::GetPos()
{
return rigidBody->GetCenter();
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return Oyster::Math::Float3(0,0,0);
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}
Oyster::Math::Float3 Player::GetLookDir()
{
return myData->lookDir;
}
int Player::GetTeamID()
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{
return myData->teamID;
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}
void Player::DamageLife(int damage)
{
myData->life -= damage;
}