GameLogic - Modified some names and cleand up some junk
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484b055338
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0e23bcfc82
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@ -46,7 +46,7 @@ using namespace GameLogic;
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break;
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case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
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PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision());
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PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
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//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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break;
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}
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@ -181,7 +181,7 @@ using namespace GameLogic;
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}
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}
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Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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@ -26,14 +26,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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case ObjectSpecialType_None:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_Sky:
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{
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float skySize = ((SkyAttributes*)obj)->skySize;
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//gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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//gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_World:
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@ -44,21 +44,21 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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float worldSize = ((WorldAttributes*)obj)->worldSize;
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float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_Building:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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case ObjectSpecialType_Stone:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_StandardBox:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_RedExplosiveBox:
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@ -75,24 +75,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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// break;
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case ObjectSpecialType_SpikeBox:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_Spike:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_CrystalFormation:
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{
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int dmg = 50;
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//gameObj = new Crystal(rigidBody);
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_CrystalShard:
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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case ObjectSpecialType_JumpPad:
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@ -122,12 +122,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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break;
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case ObjectSpecialType_Generic:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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default:
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID++);
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}
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break;
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}
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@ -355,14 +355,14 @@ void Level::InitiateLevel(float radius)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
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}
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/*offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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@ -371,7 +371,7 @@ void Level::InitiateLevel(float radius)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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@ -379,18 +379,18 @@ void Level::InitiateLevel(float radius)
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{
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultOnCollision, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
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}*/
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// add crystal
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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);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultOnCollision, ObjectSpecialType_StandardBox, idCount++));
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// add house
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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);
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this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
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this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultOnCollision, ObjectSpecialType_Generic, idCount++));
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// add jumppad
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@ -15,11 +15,11 @@ const Game *Object::gameInstance = (Game*)(&Game::Instance());
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Object::Object()
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{
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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);
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this->type = ObjectSpecialType_Unknown;
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this->objectID = -1;
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this->scale = Float3(1.0f, 1.0f, 1.0f);
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}
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Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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@ -48,39 +48,12 @@ Object::~Object(void)
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}
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ObjectSpecialType Object::GetObjectType() const
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void Object::SetOnCollision(OnCollisionCallback func)
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{
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return this->type;
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}
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int Object::GetID() const
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{
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return this->objectID;
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(func));
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}
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Oyster::Physics::ICustomBody* Object::GetRigidBody()
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{
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return this->rigidBody;
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}
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void Object::BeginFrame()
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{
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}
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// update physic
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void Object::EndFrame()
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{
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}
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void Object::setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter))
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{
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//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(collisionFuncBefore));
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}
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void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss))
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{
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
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}
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Oyster::Math::Float3 Object::GetPosition()
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{
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@ -94,21 +67,9 @@ Oyster::Math::Quaternion Object::GetRotation()
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state = this->rigidBody->GetState();
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return state.quaternion;
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}
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Oyster::Math::Float3 Object::GetScale()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return Float3();
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}
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Oyster::Math::Float4x4 Object::GetOrientation()
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{
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Oyster::Physics::ICustomBody::State state;
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state = this->rigidBody->GetState();
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return state.GetOrientation();
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}
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Oyster::Math::Float Object::getExtraDamageOnCollision()
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{
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return this->extraDamageOnCollision;
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}
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@ -17,46 +17,38 @@ namespace GameLogic
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class Object :public IObjectData
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{
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public:
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Object();
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typedef Oyster::Physics::ICustomBody::SubscriptMessage (*OnCollisionCallback)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss);
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public:
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Object();
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Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
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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);
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~Object(void);
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ObjectSpecialType GetObjectType() const override;
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int GetID() const override;
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void setID(int id);
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Oyster::Math::Float3 GetPosition() override;
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Oyster::Math::Quaternion GetRotation() override;
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Oyster::Math::Float3 GetScale() override;
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Oyster::Math::Float4x4 GetOrientation() override;
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inline ObjectSpecialType GetObjectType() const override { return this->type; }
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inline int GetID() const override { return this->objectID; }
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inline Oyster::Math::Float3 GetScale() override { return this->scale; }
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inline Oyster::Math::Float3 GetPosition() override;
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inline Oyster::Math::Quaternion GetRotation() override;
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inline Oyster::Math::Float4x4 GetOrientation() override;
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inline Oyster::Physics::ICustomBody* GetRigidBody() { return this->rigidBody; }
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inline Oyster::Math::Float GetExtraDamageOnCollision() { return this->extraDamageOnCollision; }
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Oyster::Math::Float getExtraDamageOnCollision();
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virtual void BeginFrame() { };
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virtual void EndFrame() { };
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// API overrides
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Oyster::Physics::ICustomBody* GetRigidBody();
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virtual void BeginFrame();
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virtual void EndFrame();
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void setBeforeCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter));
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void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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public: //TODO: Hax This should be private when level is dynamic
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void SetOnCollision(OnCollisionCallback func);
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static Oyster::Physics::ICustomBody::SubscriptMessage DefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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protected:
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Oyster::Physics::ICustomBody *rigidBody;
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static const Game* gameInstance;
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Oyster::Math::Float3 currLook;
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Oyster::Math::Float3 newLook;
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Oyster::Math::Float3 lookDirection; //The look direction for the camera
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Oyster::Math::Float3 forwardDirection; //The forward direction of the rigid body
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Oyster::Math::Float3 scale; //The scale of both rigid body and the mesh
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ObjectSpecialType type;
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int objectID;
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