diff --git a/Code/GameLogic/GameLogic.vcxproj b/Code/GameLogic/GameLogic.vcxproj
index e4e48526..b0733004 100644
--- a/Code/GameLogic/GameLogic.vcxproj
+++ b/Code/GameLogic/GameLogic.vcxproj
@@ -176,8 +176,10 @@
+
+
@@ -187,8 +189,10 @@
+
+
diff --git a/Code/GameLogic/GameLogic.vcxproj.filters b/Code/GameLogic/GameLogic.vcxproj.filters
index 38b2d5fa..e0ed6161 100644
--- a/Code/GameLogic/GameLogic.vcxproj.filters
+++ b/Code/GameLogic/GameLogic.vcxproj.filters
@@ -42,6 +42,12 @@
Header Files
+
+ Header Files
+
+
+ Header Files
+
@@ -74,5 +80,11 @@
Source Files
+
+ Source Files
+
+
+ Source Files
+
\ No newline at end of file
diff --git a/Code/GameLogic/IGame.cpp b/Code/GameLogic/IGame.cpp
index 883a9285..0fe09345 100644
--- a/Code/GameLogic/IGame.cpp
+++ b/Code/GameLogic/IGame.cpp
@@ -8,16 +8,14 @@ BOOL WINAPI DllMain(
_In_ LPVOID lpvReserved
)
{
-
return TRUE;
}
using namespace GameLogic;
+
IGame::IGame()
{
gameModule = new Game();
}
-
-
IGame::~IGame()
{
delete gameModule;
diff --git a/Code/GameLogic/Object.cpp b/Code/GameLogic/Object.cpp
index a83d1fb6..d93dba63 100644
--- a/Code/GameLogic/Object.cpp
+++ b/Code/GameLogic/Object.cpp
@@ -43,7 +43,6 @@ void Object::Render()
{
this->rigidBody->GetOrientation(model->WorldMatrix);
Oyster::Graphics::API::RenderScene(model, 1);
-
}
Object::OBJECT_TYPE Object::GetType()
diff --git a/Code/GameLogic/Player.cpp b/Code/GameLogic/Player.cpp
index 3a9ae029..93a83506 100644
--- a/Code/GameLogic/Player.cpp
+++ b/Code/GameLogic/Player.cpp
@@ -1,54 +1,53 @@
#include "Player.h"
#include "OysterMath.h"
-
using namespace GameLogic;
using namespace Oyster::Physics;
-using namespace Utility::DynamicMemory;
-
-
-
Player::Player(void)
:Object()
{
life = 100;
}
-
-
Player::~Player(void)
{
delete this->rigidBody;
}
+
void Player::Update(keyInput keyPressed)
{
if(keyPressed != keyInput_none)
{
- Move();
-
- if(keyPressed == keyInput_A)
- {
- Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
- pos.x -= 0.1;
- rigidBody->SetCenter(pos);
- }
- if(keyPressed == keyInput_D)
- {
- Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
- pos.x += 0.1;
- rigidBody->SetCenter(pos);
- }
+ Move(keyPressed);
}
-
}
-void Player::Move()
+void Player::Move(keyInput keyPressed)
{
- //API::Instance().Update();
- /*Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
- pos.x += 0.1;
- rigidBody->SetCenter(pos);*/
- //API::Instance().SetCenter(rigidBody, pos);
+ if(keyPressed == keyInput_A)
+ {
+ Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
+ pos.x -= 0.1;
+ rigidBody->SetCenter(pos);
+ }
+ if(keyPressed == keyInput_D)
+ {
+ Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
+ pos.x += 0.1;
+ rigidBody->SetCenter(pos);
+ }
+ if(keyPressed == keyInput_S)
+ {
+ Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
+ pos.y -= 0.1;
+ rigidBody->SetCenter(pos);
+ }
+ if(keyPressed == keyInput_W)
+ {
+ Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
+ pos.y += 0.1;
+ rigidBody->SetCenter(pos);
+ }
}
void Player::Shoot()
{
diff --git a/Code/GameLogic/Player.h b/Code/GameLogic/Player.h
index 7726fed4..9b4b86b0 100644
--- a/Code/GameLogic/Player.h
+++ b/Code/GameLogic/Player.h
@@ -13,27 +13,25 @@
namespace GameLogic
{
-
-
class Player : public Object
{
public:
Player(void);
~Player(void);
-
+
+ /********************************************************
+ * Update the position of the rigid body
+ * This will be done with physics later
+ ********************************************************/
void Update(keyInput keyPressed);
- void Move();
+ void Move(keyInput keyPressed);
void Shoot();
-
private:
int life;
Weapon *weapon;
-
-
};
-
}
#endif
\ No newline at end of file
diff --git a/Code/GameLogic/TestGLMain.cpp b/Code/GameLogic/TestGLMain.cpp
index 8cf34e5f..2d6e4853 100644
--- a/Code/GameLogic/TestGLMain.cpp
+++ b/Code/GameLogic/TestGLMain.cpp
@@ -272,10 +272,10 @@ HRESULT Render(float deltaTime)
}
// test view and projection matrix
- Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
- Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
+ Oyster::Math::Float3 dir = Oyster::Math::Float3(0, 0, -1);
+ Oyster::Math::Float3 up = Oyster::Math::Float3(0, 1, 0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
-
+
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
view = view.GetInverse();