GameLogic - Basic game interface made (functions not yet implemented)
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#include "Game.h"
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#include "Player.h"
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#include "Level.h"
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using namespace GameLogic;
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struct Game::PrivateData
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{
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PrivateData()
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{
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}
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~PrivateData()
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{
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}
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Player **players;
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Level *level;
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}myData;
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Game::Game(void)
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{
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myData = new PrivateData();
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}
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Game::~Game(void)
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{
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if(myData)
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{
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delete myData;
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}
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}
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void Game::MovePlayer(int playerID, const PLAYER_MOVEMENT &movement)
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{
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}
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void Game::PlayerUseWeapon(int playerID, const WEAPON_FIRE &Usage)
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{
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}
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void Game::GetPlayerPos(int playerID)
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{
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}
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void Game::GetAllPlayerPos()
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{
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}
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Game::PlayerData Game::CreatePlayer()
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{
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}
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void Game::CreateTeam()
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{
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}
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void Game::NewFrame()
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{
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}
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@ -0,0 +1,88 @@
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#ifndef GAME_H
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#define GAME_H
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#include "GameLogicStates.h"
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namespace GameLogic
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{
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class Game
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{
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public:
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struct PlayerData
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{
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int playerID;
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int teamID;
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PlayerData()
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{
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playerID = 0;
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teamID = 0;
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}
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PlayerData(int playerID,int teamID)
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{
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this->playerID = playerID;
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this->teamID = teamID;
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}
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~PlayerData()
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{
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}
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};
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public:
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Game(void);
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~Game(void);
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/********************************************************
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* Moves the chosen player based on input
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* @param playerID: ID of the player you want to recieve the message
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* @param movement: enum value on what kind of action is to be taken
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********************************************************/
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void MovePlayer(int playerID, const PLAYER_MOVEMENT &movement);
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/********************************************************
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* Uses the chosen players weapon based on input
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* @param playerID: ID of the player you want to recieve the message
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* @param Usage: enum value on what kind of action is to be taken
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********************************************************/
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void PlayerUseWeapon(int playerID, const WEAPON_FIRE &Usage);
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/********************************************************
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* Gets a specific players position
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* @param playerID: ID of the player whos position you want
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********************************************************/
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void GetPlayerPos(int playerID);
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/********************************************************
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* Gets the position of all players currently in the game
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********************************************************/
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void GetAllPlayerPos();
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/********************************************************
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* Creates a player and returns PlayerData containing ID of the player
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********************************************************/
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PlayerData CreatePlayer();
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/********************************************************
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* Creates a team
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********************************************************/
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void CreateTeam();
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/********************************************************
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* Runs a update of the gamelogic and physics
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********************************************************/
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void NewFrame();
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private:
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struct PrivateData;
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PrivateData *myData;
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};
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}
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#endif
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@ -173,6 +173,7 @@
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<ClInclude Include="AttatchmentSocket.h" />
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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="GameLogicDef.h" />
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<ClInclude Include="GameLogicStates.h" />
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<ClInclude Include="GameMode.h" />
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<ClCompile Include="AttatchmentSocket.cpp" />
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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="IAttatchment.cpp" />
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<ClCompile Include="Level.cpp" />
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@ -50,7 +50,6 @@ Object::Object(void* collisionFunc, OBJECT_TYPE type)
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Object::~Object(void)
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{
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}
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OBJECT_TYPE Object::GetType()
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@ -94,9 +94,9 @@ void Player::MoveLeft()
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state.ApplyLinearImpulse(-r * 100);
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}
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void Player::UseWeapon(const WEAPON_FIRE &fireInput)
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void Player::UseWeapon(const WEAPON_FIRE &Usage)
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{
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myData->weapon->Use(fireInput);
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myData->weapon->Use(Usage);
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}
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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@ -33,7 +33,7 @@ namespace GameLogic
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* Uses the weapon based on input
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* @param fireInput: enum value on what kind of action is to be taken
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********************************************************/
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void UseWeapon(const WEAPON_FIRE &fireInput);
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void UseWeapon(const WEAPON_FIRE &Usage);
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/********************************************************
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* Respawns the player, this resets several stats and settings on the player
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