Merge remote-tracking branch 'origin/GameLogic' into Camera-Merge-buffer

Conflicts:
	Code/Game/DanBiasGame/DanBiasGame_Impl.cpp
	Code/Game/DanBiasGame/GameClientState/GameState.cpp
This commit is contained in:
Dander7BD 2014-02-14 10:02:25 +01:00
commit 14661a86f8
34 changed files with 468 additions and 305 deletions

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@ -21,16 +21,20 @@ namespace DanBias
ButtonEllipse()
: EventButtonGUI(), radius(0)
{}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
{}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
{}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
{}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
{}
virtual ~ButtonEllipse()

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@ -21,16 +21,20 @@ namespace DanBias
ButtonRectangle()
: EventButtonGUI(), width(0), height(0)
{}
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
{}
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
{}
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
{}
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
{}
virtual ~ButtonRectangle()

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@ -35,19 +35,22 @@ namespace DanBias
EventButtonGUI()
: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0)
{}
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{
CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{
CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{
CreateTexture(textureName);

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@ -147,7 +147,7 @@ namespace GameLogic
//Läs in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile("C:/Users/Sam/Documents/GitHub/Danbias/Bin/Content/worlds/cgf/"+ fileName, fileLength);
char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;

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@ -14,10 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
AttatchmentSocket::~AttatchmentSocket(void)
{
//if(this->attatchment)
//delete this->attatchment;
if(this->attatchment)
delete this->attatchment;
//this->attatchment = 0;
this->attatchment = 0;
}
IAttatchment* AttatchmentSocket::GetAttatchment()

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@ -8,12 +8,15 @@
#include "CollisionManager.h"
#include "JumpPad.h"
#include "Portal.h"
#include "CrystalFormation.h"
#include "ExplosiveCrate.h"
using namespace Oyster;
using namespace GameLogic;
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
@ -26,17 +29,27 @@ using namespace GameLogic;
switch (realObj->GetObjectType())
{
case ObjectSpecialType_StandarsBox:
case ObjectSpecialType::ObjectSpecialType_Generic:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType_Player:
case ObjectSpecialType::ObjectSpecialType_StandardBox:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType_World:
case ObjectSpecialType::ObjectSpecialType_Player:
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_World:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,((CrystalFormation*)realObj)->getShreddingDamage());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
}
//return Physics::ICustomBody::SubscriptMessage_none;
@ -49,14 +62,13 @@ using namespace GameLogic;
switch (realObj->GetObjectType())
{
case ObjectSpecialType_Generic:
case ObjectSpecialType::ObjectSpecialType_Generic:
break;
case ObjectSpecialType_StandarsBox:
break;
case ObjectSpecialType_Player:
case ObjectSpecialType::ObjectSpecialType_StandardBox:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
case ObjectSpecialType_World:
case ObjectSpecialType::ObjectSpecialType_Player:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
}
}
@ -79,7 +91,44 @@ using namespace GameLogic;
{
obj.SetPosition(target);
}
void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
int forceThreashHold = 200000; //how much force for the box to explode of the impact
if(kineticEnergyLoss > forceThreashHold)
{
ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
delete hitSphere;
}
}
void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
{
Object *realObj = (Object*)obj->GetCustomTag();
ExplosiveCrate* ExplosionSource = ((ExplosiveCrate*)args);
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->shreddingDamage);
//do shredding damage
}
realObj->GetRigidBody()->ApplyImpulse(ExplosionSource->pushForce);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{
@ -97,6 +146,20 @@ using namespace GameLogic;
}
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
{
int damageDone = 0;
int forceThreashHold = 200000;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = (int)(kineticEnergyLoss * 0.10f);
damageDone += ExtraDamage;
//player.DamageLife(damageDone);
}
}
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
@ -122,7 +185,7 @@ using namespace GameLogic;
Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() == ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType_World)
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
return;
obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
@ -145,9 +208,7 @@ using namespace GameLogic;
switch(realObj->GetObjectType())
{
case ObjectSpecialType_StandarsBox:
//move obj to limbo in physics to make sure it wont collide with anything
// Oyster::Physics::API::Instance().MoveToLimbo(obj);
case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;

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@ -8,8 +8,8 @@ CrystalFormation::CrystalFormation(void)
this->shreddingDamage = 0;
}
CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float shreddingDamage)
:StaticObject(rigidBody, collisionFuncAfter, type)
CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, int objectID,Oyster::Math::Float shreddingDamage)
:StaticObject(rigidBody, CrystalFormation::DefaultCollisionAfter, ObjectSpecialType::ObjectSpecialType_CrystalFormation, objectID)
{
this->shreddingDamage = shreddingDamage;
}
@ -18,3 +18,8 @@ CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void
CrystalFormation::~CrystalFormation(void)
{
}
Oyster::Math::Float CrystalFormation::getShreddingDamage()
{
return this->shreddingDamage;
}

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@ -8,12 +8,13 @@ namespace GameLogic
public:
CrystalFormation(void);
CrystalFormation(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float shreddingDamage);
CrystalFormation(Oyster::Physics::ICustomBody *rigidBody
,int objectID,Oyster::Math::Float shreddingDamage);
~CrystalFormation(void);
Oyster::Math::Float getShreddingDamage();
private:
Oyster::Math::Float shreddingDamage;
};

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@ -9,29 +9,14 @@ DynamicObject::DynamicObject()
{
}
DynamicObject::DynamicObject(ObjectSpecialType type)
:Object(type)
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
:Object(rigidBody,type)
{
}
DynamicObject::DynamicObject( void* collisionFuncAfter, ObjectSpecialType type)
:Object(collisionFuncAfter,type)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type)
:Object(rigidBody, collisionFuncAfter, type)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
:Object(rigidBody, collisionFuncAfter, type)
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}

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@ -14,12 +14,8 @@ namespace GameLogic
public:
DynamicObject();
DynamicObject(ObjectSpecialType type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
DynamicObject( void* collisionFuncAfter, ObjectSpecialType type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
~DynamicObject(void);

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@ -0,0 +1,29 @@
#include "ExplosiveCrate.h"
using namespace GameLogic;
ExplosiveCrate::ExplosiveCrate(void)
:DynamicObject()
{
this->shreddingDamage = 0;
this->pushForce = 0;
this->ExplosionRadius = 0;
}
ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius)
:DynamicObject(rigidBody,ExplosiveCrate::ExplosiveCrateCollision, type, objectID)
{
this->shreddingDamage = shreddingDamage;
this->pushForce = pushForce;
this->ExplosionRadius = ExplosionRadius;
}
ExplosiveCrate::~ExplosiveCrate(void)
{
}

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@ -0,0 +1,24 @@
#ifndef EXPLOSIVECRATE_H
#define EXPLOSIVECRATE_H
#include "DynamicObject.h"
namespace GameLogic
{
class ExplosiveCrate : public DynamicObject
{
public:
ExplosiveCrate(void);
ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius);
~ExplosiveCrate(void);
static void ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
static void Explode(Oyster::Physics::ICustomBody *obj, void* args);
private:
Oyster::Math::Float shreddingDamage;
Oyster::Math::Float3 pushForce;
Oyster::Math::Float ExplosionRadius;
};
}
#endif

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@ -82,7 +82,8 @@ Game::LevelData* Game::CreateLevel()
this->level = new LevelData();
//this->level->level->InitiateLevel(1000);
this->level->level->InitiateLevel("C:/Users/Sam/Documents/GitHub/Danbias/Bin/Content/worlds/ccc.bias");
this->level->level->InitiateLevel("../Content/Worlds/ccc.bias");
return this->level;
}

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@ -176,7 +176,9 @@
<ClInclude Include="AttatchmentMassDriver.h" />
<ClInclude Include="AttatchmentSocket.h" />
<ClInclude Include="CollisionManager.h" />
<ClInclude Include="CrystalFormation.h" />
<ClInclude Include="DynamicObject.h" />
<ClInclude Include="ExplosiveCrate.h" />
<ClInclude Include="Game.h" />
<ClInclude Include="GameAPI.h" />
<ClInclude Include="GameLogicDef.h" />
@ -202,7 +204,9 @@
<ClCompile Include="AttatchmentMassDriver.cpp" />
<ClCompile Include="AttatchmentSocket.cpp" />
<ClCompile Include="CollisionManager.cpp" />
<ClCompile Include="CrystalFormation.cpp" />
<ClCompile Include="DynamicObject.cpp" />
<ClCompile Include="ExplosiveCrate.cpp" />
<ClCompile Include="Game.cpp" />
<ClCompile Include="GameModeType.cpp" />
<ClCompile Include="Game_LevelData.cpp" />

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@ -43,6 +43,12 @@ namespace GameLogic
Oyster::Math::Float3 pushForce;
};
struct ExplosionData
{
Oyster::Math::Float3 pushForce;
Oyster::Math::Float3 ShreddingDamage;
};
};

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@ -7,9 +7,9 @@ Game::PlayerData::PlayerData()
{
//set some stats that are appropriate to a player
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0);
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5;
Oyster::Math::Float frictionCoeff_Static = 0.4;
@ -20,13 +20,14 @@ Game::PlayerData::PlayerData()
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
rigidBody->SetAngularFactor(0.0f);
//create player with this rigid body
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player);
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
this->player->GetRigidBody()->SetCustomTag(this);
player->EndFrame();
}
Game::PlayerData::PlayerData(int playerID,int teamID)
{
Oyster::Physics::ICustomBody* rigidBody;
this->player = new Player();
}
Game::PlayerData::~PlayerData()

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@ -8,8 +8,8 @@ JumpPad::JumpPad(void)
{
}
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, collisionFuncAfter, type)
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, JumpPad::JumpPadActivated, type, objectID)
{
this->pushForce = pushForce;
}

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@ -8,9 +8,8 @@ namespace GameLogic
public:
JumpPad(void);
JumpPad(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,ObjectSpecialType type, Oyster::Math::Float3 pushForce);
JumpPad(Oyster::Physics::ICustomBody *rigidBody
,ObjectSpecialType type, int objectID,Oyster::Math::Float3 pushForce);
~JumpPad(void);

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@ -16,48 +16,190 @@ Level::~Level(void)
delete this->levelObj;
this->levelObj = NULL;
}
void Level::parseObjectType(ObjectTypeHeader* obj)
Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
{
/*switch (obj->objectTypeID)
Object* gameObj =NULL;
switch ((ObjectSpecialType)obj->specialTypeID)
{
case skySphere:
// save the skysphere to be able to rotate it
case ObjectSpecialType_None:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case jumppad:
// save direction
break;
case portal:
// save portal destination
break;
case world:
// add gravitation well here
// add outer limit of the world
case spawn:
// save spawnpoint pos
case ObjectSpecialType_Sky:
{
float skySize = ((SkyAttributes*)obj)->skySize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_World:
{
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200); // could balance gravitation with the world size
default:
float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
}*/
case ObjectSpecialType_Building:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
case ObjectSpecialType_Stone:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_StandarsBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_RedExplosiveBox:
{
int dmg = 50;
//gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_RedExplosiveBox);
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
//case ObjectSpecialType_BlueExplosiveBox:
// int dmg = 70;
// gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox);
// break;
case ObjectSpecialType_SpikeBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_Spike:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_CrystalFormation:
{
int dmg = 50;
//gameObj = new Crystal(rigidBody);
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_CrystalShard:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_JumpPad:
{
float power = ((JumpPadAttributes*)obj)->power;
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
//gameObj = JumpPad(rigidBody, );
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_Portal:
{
Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_SpawnPoint:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_Player:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
case ObjectSpecialType_Generic:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
default:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID);
}
break;
}
return gameObj;
}
void Level::parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj)
ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj)
{
// offset physObj med modelObj
ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
Oyster::Math::Float3 rigidBodySize;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass;
//size scaled
rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale;
//create the rigid body
rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic);
return rigidBody;
}
ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
{
ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
//Radius scaled
//rigidBodyRadius = (staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
return rigidBody;
}
void Level::InitiateLevel(std::string levelPath)
{
LevelLoader ll;
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
objects = ll.LoadLevel(levelPath);
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200);
int objCount = objects.size();
int modelCount = 0;
int staticObjCount = 0;
int dynamicObjCount = 0;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
Oyster::Math::Float3 rigidBodySize;
int modelCount = 100;
for (int i = 0; i < objCount; i++)
{
ObjectTypeHeader* obj = objects.at(i);
@ -75,69 +217,32 @@ void Level::InitiateLevel(std::string levelPath)
{
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
//LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj);
staticObjData->ModelFile;
ICustomBody* rigidBody_Static = NULL;
// collision shape
// radius, rotation in world, position in world, mass, restitution, static and dynamic friction
if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)staticObjData->position + (Oyster::Math::Float3)staticObjData->boundingVolume.sphere.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * staticObjData->scale;
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = (Oyster::Math::Float4)staticObjData->rotation + (Oyster::Math::Float4)staticObjData->boundingVolume.sphere.rotation;
//mass scaled
rigidBodyMass = staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] * staticObjData->boundingVolume.sphere.mass;
//Radius scaled
rigidBodyRadius = (staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
//create the rigid body
rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, staticObjData->boundingVolume.sphere.restitutionCoeff , staticObjData->boundingVolume.sphere.frictionCoeffStatic , staticObjData->boundingVolume.sphere.frictionCoeffDynamic);
rigidBody_Static = InitRigidBodySphere(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box)
{
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)staticObjData->position + (Oyster::Math::Float3)staticObjData->boundingVolume.box.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * staticObjData->scale;
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = (Oyster::Math::Float4)staticObjData->rotation + (Oyster::Math::Float4)staticObjData->boundingVolume.box.rotation;
//mass scaled
rigidBodyMass = staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] * staticObjData->boundingVolume.box.mass;
//size scaled
rigidBodySize = (Oyster::Math::Float3)staticObjData->boundingVolume.box.size * (Oyster::Math::Float3)staticObjData->scale;
//create the rigid body
rigidBody_Static = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, staticObjData->boundingVolume.box.restitutionCoeff , staticObjData->boundingVolume.box.frictionCoeffStatic , staticObjData->boundingVolume.box.frictionCoeffDynamic);
rigidBody_Static = InitRigidBodySphere(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
{
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
}
// add rigidbody to the logical obj
// Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this
// set object_type to objID
if(rigidBody_Static != NULL)
{
this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID));
this->staticObjects[staticObjCount]->objectID = modelCount++;
rigidBody_Static->SetCustomTag(this->staticObjects[staticObjCount]);
this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID, 0));
//this->staticObjects[staticObjCount]->objectID = modelCount++;
}
}
@ -150,61 +255,26 @@ void Level::InitiateLevel(std::string levelPath)
ICustomBody* rigidBody_Dynamic = NULL;
// collision shape
// radius, rotation in world, position in world, mass, restitution, static and dynamic friction
if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)dynamicObjData->position + (Oyster::Math::Float3)dynamicObjData->boundingVolume.sphere.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * dynamicObjData->scale;
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = (Oyster::Math::Float4)dynamicObjData->rotation + (Oyster::Math::Float4)dynamicObjData->boundingVolume.sphere.rotation;
//mass scaled
rigidBodyMass = dynamicObjData->scale[0] * dynamicObjData->scale[1] * dynamicObjData->scale[2] * dynamicObjData->boundingVolume.sphere.mass;
//size scaled
rigidBodyRadius = (dynamicObjData->scale[0] * dynamicObjData->scale[1] * dynamicObjData->scale[2] / 3) * dynamicObjData->boundingVolume.sphere.radius;
//create the rigid body
rigidBody_Dynamic = API::Instance().AddCollisionBox(rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, dynamicObjData->boundingVolume.sphere.restitutionCoeff , dynamicObjData->boundingVolume.sphere.frictionCoeffStatic , dynamicObjData->boundingVolume.sphere.frictionCoeffDynamic);
rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData);
}
else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box)
{
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)dynamicObjData->position + (Oyster::Math::Float3)dynamicObjData->boundingVolume.box.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * dynamicObjData->scale;
//offset the rigidRotation from modelspace to worldspace;
rigidWorldRotation = (Oyster::Math::Float4)dynamicObjData->rotation + (Oyster::Math::Float4)dynamicObjData->boundingVolume.box.rotation;
//mass scaled
rigidBodyMass = dynamicObjData->scale[0] * dynamicObjData->scale[1] * dynamicObjData->scale[2] * dynamicObjData->boundingVolume.box.mass;
//size scaled
rigidBodySize = (Oyster::Math::Float3)dynamicObjData->boundingVolume.box.size * (Oyster::Math::Float3)dynamicObjData->scale;
//create the rigid body
rigidBody_Dynamic = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, dynamicObjData->boundingVolume.box.restitutionCoeff , dynamicObjData->boundingVolume.box.frictionCoeffStatic , dynamicObjData->boundingVolume.box.frictionCoeffDynamic);
rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData);
}
else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
{
//rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData);
}
// add rigidbody to the logical obj
// Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this
// set object_type to objID
if(rigidBody_Dynamic != NULL)
{
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic , Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID));
this->dynamicObjects[dynamicObjCount]->objectID = modelCount++;
rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[dynamicObjCount]);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic , Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID, 0));
//this->dynamicObjects[dynamicObjCount]->objectID = modelCount++;
}
}
@ -225,9 +295,9 @@ void Level::InitiateLevel(float radius)
// add level sphere
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World);
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++);
this->levelObj->objectID = idCount++;
//this->levelObj->objectID = idCount++;
rigidBody->SetCustomTag(levelObj);
@ -239,9 +309,9 @@ 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);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox));
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
this->dynamicObjects[i]->objectID = idCount++;
//this->dynamicObjects[i]->objectID = idCount++;
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
}
/*offset += nrOfBoxex;
@ -278,24 +348,24 @@ void Level::InitiateLevel(float radius)
// 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);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox));
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
//this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
// 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);
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic));
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
rigidBody_House->SetCustomTag(this->staticObjects[0]);
this->staticObjects[0]->objectID = idCount++;
//this->staticObjects[0]->objectID = idCount++;
// add jumppad
ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, ObjectSpecialType_JumpPad, Oyster::Math::Float3(0,2000,0)));
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
this->staticObjects[1]->objectID = idCount++;
//this->staticObjects[1]->objectID = idCount++;
}
void Level::AddPlayerToTeam(Player *player, int teamID)

View File

@ -32,9 +32,10 @@ namespace GameLogic
********************************************************/
void InitiateLevel(std::string levelPath);
void InitiateLevel(float radius);
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
void parseObjectType(ObjectTypeHeader* obj);
void parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj);
Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
/********************************************************
* Creates a team in the level
* @param teamSize: The size of the team you want to create

View File

@ -75,7 +75,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandarsBox:
case ObjectSpecialType_StandardBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
{

View File

@ -30,7 +30,7 @@ namespace GameLogic
ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building,
ObjectSpecialType_Stone,
ObjectSpecialType_StandarsBox,
ObjectSpecialType_StandardBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,

View File

@ -149,7 +149,7 @@ namespace GameLogic
//Läs in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile("C:/Users/Sam/Documents/GitHub/Danbias/Bin/Content/worlds/cgf/"+ fileName, fileLength);
char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;

View File

@ -19,55 +19,28 @@ 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->type = ObjectSpecialType_Unknown;
this->objectID = GID();
this->objectID = -1;
}
Object::Object(ObjectSpecialType type)
{
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 = type;
this->objectID = GID();
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
{
this->rigidBody = rigidBody;
this->type = type;
this->objectID = GID();
}
Object::Object( void* collisionFuncAfter, ObjectSpecialType type)
{
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 = type;
this->objectID = GID();
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type)
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
{
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = GID();
this->objectID = objectID;
this->rigidBody->SetCustomTag(this);
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
Object::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)
{
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = GID();
this->objectID = objectID;
this->rigidBody->SetCustomTag(this);
}
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{
}
Object::~Object(void)
{

View File

@ -18,11 +18,9 @@ namespace GameLogic
{
public:
Object();
Object(ObjectSpecialType type);
Object(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
Object(void* collisionFuncAfter, ObjectSpecialType type);
Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
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(void);
ObjectSpecialType GetObjectType() const override;
@ -38,7 +36,6 @@ namespace GameLogic
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
virtual void BeginFrame();
virtual void EndFrame();
@ -50,8 +47,7 @@ namespace GameLogic
public: //TODO: Hax This should be private when level is dynamic
ObjectSpecialType type;
int objectID;
protected:
Oyster::Physics::ICustomBody *rigidBody;
@ -59,6 +55,9 @@ namespace GameLogic
static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
ObjectSpecialType type;
int objectID;
};
}

View File

@ -13,34 +13,9 @@ Player::Player()
{
}
Player::Player(ObjectSpecialType type)
:DynamicObject(type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
:DynamicObject(rigidBody,type)
{
InitPlayer();
}
Player::Player( void* collisionFuncAfter, ObjectSpecialType type)
:DynamicObject(collisionFuncAfter,type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
void Player::InitPlayer()
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
@ -55,6 +30,36 @@ void Player::InitPlayer()
key_strafeLeft = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
this->rigidBody = rigidBody;
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5;
Oyster::Math::Float frictionCoeff_Static = 0.4;
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
this->rigidBody->SetAngularFactor(0.0f);
weapon = new Weapon(2,this);
this->life = 100;
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->moveDir = Oyster::Math::Float3(0,0,0);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
}
Player::~Player(void)
{
if(weapon)

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@ -16,15 +16,12 @@ namespace GameLogic
{
public:
Player(void);
Player(ObjectSpecialType type);
Player(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
Player( void* collisionFuncAfter, ObjectSpecialType type);
Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type);
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
~Player(void);
void InitPlayer();
/********************************************************
* Moves the player based on input
* @param movement: enum value on what kind of action is to be taken
@ -81,7 +78,7 @@ namespace GameLogic
void Jump();
private:
int life;
Oyster::Math::Float life;
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;

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@ -9,8 +9,13 @@ Portal::Portal(void)
this->portalExit = Float3(0,0,0);
}
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 portalExit)
<<<<<<< HEAD
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 portalExit)
:StaticObject(rigidBody, collisionFuncAfter, type)
=======
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit)
:StaticObject(rigidBody, EventOnCollision, type, objectID)
>>>>>>> GL - fixed constructors to ease creation of objects, also fixed weapon crash on destruction
{
this->portalExit = portalExit;
}

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@ -9,8 +9,8 @@ namespace GameLogic
Portal(void);
Portal(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float3 portalExit);
,void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit);
~Portal(void);

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@ -10,32 +10,17 @@ StaticObject::StaticObject()
{
}
StaticObject::StaticObject(ObjectSpecialType type)
:Object(type)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
:Object(rigidBody,type)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
//this->rigidBody->SetGravity(true);
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::StaticObject( void* collisionFuncAfter, ObjectSpecialType type)
:Object(collisionFuncAfter,type)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type)
:Object(rigidBody, collisionFuncAfter, type)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
:Object(rigidBody, collisionFuncAfter, type)
{
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::~StaticObject(void)

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@ -18,11 +18,8 @@ namespace GameLogic
public:
StaticObject();
StaticObject(ObjectSpecialType type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
StaticObject( void* collisionFuncAfter, ObjectSpecialType type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
~StaticObject(void);

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@ -19,7 +19,11 @@ Weapon::Weapon()
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
{
attatchmentSockets.Resize(MaxNrOfSockets);
attatchmentSockets[0] = new AttatchmentSocket();
for(int i = 0; i < MaxNrOfSockets; i++)
{
attatchmentSockets[i] = new AttatchmentSocket();
}
weaponState = WEAPON_STATE_IDLE;
currentNrOfAttatchments = 0;
@ -38,8 +42,12 @@ Weapon::~Weapon(void)
{
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
{
delete this->attatchmentSockets[i];
this->attatchmentSockets[i] = 0;
if(this->attatchmentSockets[i])
{
delete this->attatchmentSockets[i];
this->attatchmentSockets[i] = 0;
}
}
}

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@ -15,7 +15,7 @@ EventButtonCollection::EventButtonCollection(EventCollectionState state)
EventButtonCollection::~EventButtonCollection()
{
for(int i = 0; i < EventHandler::Instance().collections.size(); i++)
for(int i = 0; i < (int)EventHandler::Instance().collections.size(); i++)
{
if(EventHandler::Instance().collections.at(i) == this)
{

View File

@ -53,7 +53,7 @@ void EventHandler::RenderText()
void EventHandler::AddCollection(EventButtonCollection* collection)
{
for(int i = 0; i < collections.size(); i++)
for(int i = 0; i < (int)collections.size(); i++)
{
//Do not add the collection if it's already in the list.
if(collections.at(i) == collection)
@ -64,7 +64,7 @@ void EventHandler::AddCollection(EventButtonCollection* collection)
void EventHandler::ReleaseCollection(EventButtonCollection* collection)
{
for(int i = 0; i < collections.size(); i++)
for(int i = 0; i < (int)collections.size(); i++)
{
if(collections.at(i) == collection)
{