GameLogic - Modified some names and cleand up some junk

This commit is contained in:
dean11 2014-02-19 10:36:45 +01:00
parent 484b055338
commit 0e23bcfc82
4 changed files with 43 additions and 90 deletions

View File

@ -46,7 +46,7 @@ using namespace GameLogic;
break; break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation: case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision()); PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break; break;
} }
@ -181,7 +181,7 @@ using namespace GameLogic;
} }
} }
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{ {
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
} }

View File

@ -26,14 +26,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
{ {
case ObjectSpecialType_None: case ObjectSpecialType_None:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_Sky: case ObjectSpecialType_Sky:
{ {
float skySize = ((SkyAttributes*)obj)->skySize; float skySize = ((SkyAttributes*)obj)->skySize;
//gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); //gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_World: case ObjectSpecialType_World:
@ -44,21 +44,21 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
float worldSize = ((WorldAttributes*)obj)->worldSize; float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_Building: case ObjectSpecialType_Building:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
case ObjectSpecialType_Stone: case ObjectSpecialType_Stone:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_StandardBox: case ObjectSpecialType_StandardBox:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_RedExplosiveBox: case ObjectSpecialType_RedExplosiveBox:
@ -75,24 +75,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
// break; // break;
case ObjectSpecialType_SpikeBox: case ObjectSpecialType_SpikeBox:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_Spike: case ObjectSpecialType_Spike:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_CrystalFormation: case ObjectSpecialType_CrystalFormation:
{ {
int dmg = 50; int dmg = 50;
//gameObj = new Crystal(rigidBody); //gameObj = new Crystal(rigidBody);
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_CrystalShard: case ObjectSpecialType_CrystalShard:
{ {
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
case ObjectSpecialType_JumpPad: case ObjectSpecialType_JumpPad:
@ -122,12 +122,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_Generic: case ObjectSpecialType_Generic:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
default: default:
{ {
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++); gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
} }
break; break;
} }
@ -355,14 +355,14 @@ void Level::InitiateLevel(float radius)
{ {
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f); rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
} }
/*offset += nrOfBoxex; /*offset += nrOfBoxex;
for(int i =0; i< nrOfBoxex; i ++) for(int i =0; i< nrOfBoxex; i ++)
{ {
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5); rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
} }
@ -371,7 +371,7 @@ void Level::InitiateLevel(float radius)
{ {
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5); rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
} }
offset += nrOfBoxex; offset += nrOfBoxex;
@ -379,18 +379,18 @@ void Level::InitiateLevel(float radius)
{ {
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5); rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
}*/ }*/
// add crystal // add crystal
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++)); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
// add house // add house
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f); ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++)); this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultOnCollision, ObjectSpecialType_Generic, idCount++));
// add jumppad // add jumppad

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@ -15,11 +15,11 @@ const Game *Object::gameInstance = (Game*)(&Game::Instance());
Object::Object() Object::Object()
{ {
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f); this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
this->type = ObjectSpecialType_Unknown; this->type = ObjectSpecialType_Unknown;
this->objectID = -1; this->objectID = -1;
this->scale = Float3(1.0f, 1.0f, 1.0f);
} }
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
@ -48,39 +48,12 @@ Object::~Object(void)
} }
ObjectSpecialType Object::GetObjectType() const
void Object::SetOnCollision(OnCollisionCallback func)
{ {
return this->type; this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(func));
}
int Object::GetID() const
{
return this->objectID;
} }
Oyster::Physics::ICustomBody* Object::GetRigidBody()
{
return this->rigidBody;
}
void Object::BeginFrame()
{
}
// update physic
void Object::EndFrame()
{
}
void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
{
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
}
void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
{
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
}
Oyster::Math::Float3 Object::GetPosition() Oyster::Math::Float3 Object::GetPosition()
{ {
@ -94,21 +67,9 @@ Oyster::Math::Quaternion Object::GetRotation()
state = this->rigidBody->GetState(); state = this->rigidBody->GetState();
return state.quaternion; return state.quaternion;
} }
Oyster::Math::Float3 Object::GetScale()
{
Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState();
return Float3();
}
Oyster::Math::Float4x4 Object::GetOrientation() Oyster::Math::Float4x4 Object::GetOrientation()
{ {
Oyster::Physics::ICustomBody::State state; Oyster::Physics::ICustomBody::State state;
state = this->rigidBody->GetState(); state = this->rigidBody->GetState();
return state.GetOrientation(); return state.GetOrientation();
} }
Oyster::Math::Float Object::getExtraDamageOnCollision()
{
return this->extraDamageOnCollision;
}

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@ -16,47 +16,39 @@ namespace GameLogic
class Object :public IObjectData class Object :public IObjectData
{ {
public:
typedef Oyster::Physics::ICustomBody::SubscriptMessage (*OnCollisionCallback)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss);
public: public:
Object(); Object();
Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID); Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
~Object(void); ~Object(void);
ObjectSpecialType GetObjectType() const override; inline ObjectSpecialType GetObjectType() const override { return this->type; }
int GetID() const override; inline int GetID() const override { return this->objectID; }
void setID(int id); inline Oyster::Math::Float3 GetScale() override { return this->scale; }
Oyster::Math::Float3 GetPosition() override; inline Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Quaternion GetRotation() override; inline Oyster::Math::Quaternion GetRotation() override;
Oyster::Math::Float3 GetScale() override; inline Oyster::Math::Float4x4 GetOrientation() override;
Oyster::Math::Float4x4 GetOrientation() override; inline Oyster::Physics::ICustomBody* GetRigidBody() { return this->rigidBody; }
inline Oyster::Math::Float GetExtraDamageOnCollision() { return this->extraDamageOnCollision; }
Oyster::Math::Float getExtraDamageOnCollision(); virtual void BeginFrame() { };
virtual void EndFrame() { };
// API overrides void SetOnCollision(OnCollisionCallback func);
Oyster::Physics::ICustomBody* GetRigidBody();
virtual void BeginFrame();
virtual void EndFrame();
void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
public: //TODO: Hax This should be private when level is dynamic
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
protected: protected:
Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody *rigidBody;
static const Game* gameInstance; static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook; Oyster::Math::Float3 lookDirection; //The look direction for the camera
Oyster::Math::Float3 forwardDirection; //The forward direction of the rigid body
Oyster::Math::Float3 scale; //The scale of both rigid body and the mesh
ObjectSpecialType type; ObjectSpecialType type;
int objectID; int objectID;