GL - merge errors

This commit is contained in:
Linda Andersson 2013-12-19 10:31:59 +01:00
commit 057dce0aca
9 changed files with 159 additions and 85 deletions

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@ -4,6 +4,10 @@
#include <PostBox\PostBox.h>
#include "ClientObject.h"
#include "DynamicObject.h"
#include "CollisionManager.h"
#include "GameLogicStates.h"
#define ERIK
@ -83,6 +87,8 @@ namespace DanBias
return true;
}
////private:
void GameSession::Init()
{
@ -126,13 +132,20 @@ namespace DanBias
#pragma region TESTING
using namespace GameLogic;
void ConvertToMovement(ClientObject* reciever, CustomNetProtocol& inputToConvert);
//VARIABLES GOES HERE
int i = 0;
GameLogic::Player erik;
DynamicObject* objectBox;
void GameSession::EricLogicInitFunc()
{
//CollisionManager::BoxCollision(0,0);
//objectBox = new DynamicObject(CollisionManager::BoxCollision, OBJECT_TYPE::OBJECT_TYPE_BOX);
}
void GameSession::EricLogicFrameFunc()
{
@ -141,6 +154,26 @@ namespace DanBias
void GameSession::EricsLogicTestingProtocalRecieved(ClientObject* reciever, CustomNetProtocol& protocol)
{
switch (protocol[protocol_ID_INDEX].value.netShort)
{
case protocol_Gameplay_PlayerNavigation:
ConvertToMovement(reciever, protocol);
break;
}
}
void ConvertToMovement(ClientObject* reciever,CustomNetProtocol& inputToConvert)
{
if (inputToConvert[1].value.netBool == true)
{
reciever->Logic_Object()->Move(PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD);
}
if (inputToConvert[2].value.netBool == true)
{
reciever->Logic_Object()->Move(PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD);
}
}
#pragma endregion

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@ -6,26 +6,22 @@
using namespace Oyster;
namespace GameLogic
{
namespace CollisionManager
{
using namespace GameLogic;
void PlayerVBox(Player &player, DynamicObject &box);
Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
{
Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType())
switch (realObj->GetType().value)
{
case OBJECT_TYPE_BOX:
case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj));
break;
case OBJECT_TYPE_PLAYER:
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
break;
}
@ -38,22 +34,24 @@ namespace GameLogic
player.DamageLife(20);
}
Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
Physics::ICustomBody::SubscriptMessage CollisionManager::BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
{
if(rigidBodyBox == 0)
{
return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none;
}
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType())
switch (realObj->GetType().value)
{
case OBJECT_TYPE_BOX:
case OBJECT_TYPE::OBJECT_TYPE_BOX:
break;
case OBJECT_TYPE_PLAYER:
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//PlayerVBox(*(Player*)realObj,*box);
break;
}
return Physics::ICustomBody::SubscriptMessage_none;
}
}
}

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@ -7,12 +7,13 @@
namespace GameLogic
{
namespace CollisionManager
class CollisionManager
{
public:
//these are the main collision functions
//typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
//these are the specific collision case functions
//void PlayerVBox(Player &player, DynamicObject &box);

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@ -4,12 +4,13 @@
#ifndef DYNAMICOBJECT_H
#define DYNAMICOBJECT_H
#include "Object.h"
#include "GameLogicDef.h"
namespace GameLogic
{
class DynamicObject : public Object
class DANBIAS_GAMELOGIC_DLL DynamicObject : public Object
{
public:

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@ -174,6 +174,7 @@
<ClInclude Include="CollisionManager.h" />
<ClInclude Include="DynamicObject.h" />
<ClInclude Include="GameLogicDef.h" />
<ClInclude Include="GameLogicStates.h" />
<ClInclude Include="GameMode.h" />
<ClInclude Include="IAttatchment.h" />
<ClInclude Include="Level.h" />

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@ -1,23 +1,63 @@
#ifndef GAMELOGICSTATES_H
#define GAMELOGICSTATES_H
#include "GameLogicDef.h"
namespace GameLogic
{
enum PLAYER_STATE
class DANBIAS_GAMELOGIC_DLL PLAYER_STATE
{
PLAYER_STATE_JUMPING = 0,
PLAYER_STATE_WALKING = 1,
PLAYER_STATE_IDLE = 2,
public:
PLAYER_STATE()
{
}
PLAYER_STATE(int value)
{
this->value = value;
}
static const int PLAYER_STATE_JUMPING = 0;
static const int PLAYER_STATE_WALKING = 1;
static const int PLAYER_STATE_IDLE = 2;
int value;
};
class DANBIAS_GAMELOGIC_DLL PLAYER_MOVEMENT
{
public:
PLAYER_MOVEMENT()
{
}
PLAYER_MOVEMENT(int value)
{
this->value = value;
}
static const int PLAYER_MOVEMENT_FORWARD = 0;
static const int PLAYER_MOVEMENT_BACKWARD = 1;
static const int PLAYER_MOVEMENT_LEFT = 2;
static const int PLAYER_MOVEMENT_RIGHT = 4;
static const int PLAYER_MOVEMENT_JUMP = 8;
int value;
};
enum PLAYER_MOVEMENT
class DANBIAS_GAMELOGIC_DLL OBJECT_TYPE
{
PLAYER_MOVEMENT_FORWARD = 0,
PLAYER_MOVEMENT_BACKWARD = 1,
PLAYER_MOVEMENT_LEFT = 2,
PLAYER_MOVEMENT_RIGHT = 4,
PLAYER_MOVEMENT_JUMP = 8,
public:
OBJECT_TYPE()
{
}
OBJECT_TYPE(int value)
{
this->value = value;
}
static const int OBJECT_TYPE_PLAYER = 0;
static const int OBJECT_TYPE_BOX = 1;
static const int OBJECT_TYPE_UNKNOWN = 2;
public: int value;
};
enum WEAPON_FIRE
@ -37,12 +77,7 @@ namespace GameLogic
WEAPON_STATE_RELOADING = 2,
};
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER = 0,
OBJECT_TYPE_BOX = 1,
OBJECT_TYPE_UNKNOWN = 2,
};
};
#endif

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@ -20,7 +20,7 @@ Object::Object()
rigidBody->gameObjectRef = this;
this->objectID = GID();
this->type = OBJECT_TYPE_UNKNOWN;
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
}

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@ -14,7 +14,7 @@ struct Player::PrivateData
life = 100;
teamID = -1;
playerState = PLAYER_STATE_IDLE;
playerState.value = PLAYER_STATE::PLAYER_STATE_IDLE;
lookDir = Oyster::Math::Float3(1,0,0);
}
@ -36,7 +36,7 @@ struct Player::PrivateData
}myData;
Player::Player()
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE_PLAYER)
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
{
myData = new PrivateData();
}
@ -51,23 +51,23 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
{
Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
switch(movement)
switch(movement.value)
{
case PLAYER_MOVEMENT_FORWARD:
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
break;
case PLAYER_MOVEMENT_BACKWARD:
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
break;
case PLAYER_MOVEMENT_LEFT:
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
break;
case PLAYER_MOVEMENT_RIGHT:
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
break;
case PLAYER_MOVEMENT_JUMP:
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
Jump();
break;
}
@ -82,7 +82,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
API::Instance().SetCenter(rigidBody,spawnPoint);
myData->life = 100;
myData->playerState = PLAYER_STATE_IDLE;
myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
myData->lookDir = Oyster::Math::Float3(1,0,0);
}
@ -93,20 +93,21 @@ void Player::Jump()
bool Player::IsWalking()
{
return (myData->playerState == PLAYER_STATE_WALKING);
return (myData->playerState.value == PLAYER_STATE::PLAYER_STATE_WALKING);
}
bool Player::IsJumping()
{
return (myData->playerState == PLAYER_STATE_JUMPING);
return (myData->playerState.value == PLAYER_STATE::PLAYER_STATE_JUMPING);
}
bool Player::IsIdle()
{
return (myData->playerState == PLAYER_STATE_IDLE);
return (myData->playerState.value == PLAYER_STATE::PLAYER_STATE_IDLE);
}
Oyster::Math::Float3 Player::GetPos()
{
return rigidBody->GetCenter();
return Oyster::Math::Float3(0,0,0);
}
Oyster::Math::Float3 Player::GetLookDir()

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@ -7,12 +7,16 @@
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
#define protocol_Gameplay_PlayerNavigation 0
#define protocol_Gameplay_PlayerMouseMovement 1
#define protocol_Gameplay_PlayerPosition 2
#define protocol_Gameplay_CreateObject 3
#define protocol_Gameplay_RemoveObject 4
#define protocol_Gameplay_ObjectPosition 5
#define protocol_ID_INDEX 0
#define protocol_Gameplay_PlayerNavigation 300
#define protocol_Gameplay_PlayerMouseMovement 301
#define protocol_Gameplay_PlayerPosition 302
#define protocol_Gameplay_CreateObject 303
#define protocol_Gameplay_RemoveObject 304
#define protocol_Gameplay_ObjectPosition 305
#define protocol_Status 50