GL starting commenting
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@ -176,8 +176,10 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="CollisionManager.h" />
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<ClInclude Include="DynamicObject.h" />
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<ClInclude Include="Game.h" />
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<ClInclude Include="GameMode.h" />
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<ClInclude Include="IGame.h" />
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<ClInclude Include="Level.h" />
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<ClInclude Include="Object.h" />
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@ -187,8 +189,10 @@
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<ClInclude Include="Weapon.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="CollisionManager.cpp" />
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<ClCompile Include="DynamicObject.cpp" />
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<ClCompile Include="Game.cpp" />
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<ClCompile Include="GameMode.cpp" />
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<ClCompile Include="IGame.cpp" />
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<ClCompile Include="Level.cpp" />
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<ClCompile Include="Object.cpp" />
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@ -42,6 +42,12 @@
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<ClInclude Include="RefManager.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="GameMode.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="CollisionManager.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Game.cpp">
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@ -74,5 +80,11 @@
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<ClCompile Include="TestGLMain.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="GameMode.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="CollisionManager.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -8,16 +8,14 @@ BOOL WINAPI DllMain(
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_In_ LPVOID lpvReserved
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)
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{
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return TRUE;
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}
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using namespace GameLogic;
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IGame::IGame()
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{
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gameModule = new Game();
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}
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IGame::~IGame()
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{
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delete gameModule;
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@ -43,7 +43,6 @@ void Object::Render()
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{
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this->rigidBody->GetOrientation(model->WorldMatrix);
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Oyster::Graphics::API::RenderScene(model, 1);
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}
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Object::OBJECT_TYPE Object::GetType()
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@ -1,54 +1,53 @@
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#include "Player.h"
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#include "OysterMath.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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Player::Player(void)
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:Object()
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{
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life = 100;
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}
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Player::~Player(void)
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{
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delete this->rigidBody;
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}
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void Player::Update(keyInput keyPressed)
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{
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if(keyPressed != keyInput_none)
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{
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Move();
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if(keyPressed == keyInput_A)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.x -= 0.1;
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rigidBody->SetCenter(pos);
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}
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if(keyPressed == keyInput_D)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.x += 0.1;
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rigidBody->SetCenter(pos);
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}
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Move(keyPressed);
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}
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}
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void Player::Move()
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void Player::Move(keyInput keyPressed)
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{
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//API::Instance().Update();
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/*Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.x += 0.1;
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rigidBody->SetCenter(pos);*/
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//API::Instance().SetCenter(rigidBody, pos);
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if(keyPressed == keyInput_A)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.x -= 0.1;
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rigidBody->SetCenter(pos);
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}
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if(keyPressed == keyInput_D)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.x += 0.1;
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rigidBody->SetCenter(pos);
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}
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if(keyPressed == keyInput_S)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.y -= 0.1;
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rigidBody->SetCenter(pos);
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}
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if(keyPressed == keyInput_W)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.y += 0.1;
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rigidBody->SetCenter(pos);
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}
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}
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void Player::Shoot()
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{
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@ -13,27 +13,25 @@
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namespace GameLogic
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{
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class Player : public Object
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{
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public:
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Player(void);
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~Player(void);
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/********************************************************
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* Update the position of the rigid body
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* This will be done with physics later
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********************************************************/
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void Update(keyInput keyPressed);
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void Move();
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void Move(keyInput keyPressed);
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void Shoot();
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private:
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int life;
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Weapon *weapon;
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};
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}
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#endif
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@ -272,10 +272,10 @@ HRESULT Render(float deltaTime)
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}
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// test view and projection matrix
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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 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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Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
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view = view.GetInverse();
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