diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp index e7c2bfc0..57b39ede 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp @@ -44,6 +44,7 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient) privData->nwClient = nwClient; privData->state = LoadGame(); pitch = 0; + //tELL SERver ready nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready)); @@ -148,7 +149,7 @@ bool GameState::LoadModels(std::wstring mapFile) privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); - */ + // add jumppad modelData.world = Oyster::Math3D::Float4x4::identity; translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0)); @@ -178,6 +179,7 @@ bool GameState::LoadModels(std::wstring mapFile) privData->object.push_back(obj); privData->object[privData->object.size() -1 ]->Init(modelData); + */ return true; } bool GameState::InitCamera(Oyster::Math::Float3 startPos) diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp index 4a244a8b..e2392558 100644 --- a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp @@ -105,7 +105,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key DanBias::GameServerAPI::ServerInitiate(desc); DanBias::GameServerAPI::ServerStart(); // my ip - nwClient->Connect(15151, "127.0.0.1"); + nwClient->Connect(15152, "127.0.0.1"); if (!nwClient->IsConnected()) { @@ -118,7 +118,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key if( KeyInput->IsKeyPressed(DIK_J)) { // game ip - nwClient->Connect(15151, "127.0.0.1"); + nwClient->Connect(15152, "127.0.0.1"); if (!nwClient->IsConnected()) { diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index c3903cfc..e449f14d 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -23,35 +23,36 @@ void Level::InitiateLevel(std::string levelPath) } void Level::InitiateLevel(float radius) { - float heading = Utility::Value::Radian(180.0f); - float attitude = Utility::Value::Radian(0.0f); - float bank = Utility::Value::Radian(0); + //float heading = Utility::Value::Radian(180.0f); + //float attitude = Utility::Value::Radian(0.0f); + //float bank = Utility::Value::Radian(0); + // + //double c1 = cos(heading/2); + //double s1 = sin(heading/2); + //double c2 = cos(attitude/2); + //double s2 = sin(attitude/2); + //double c3 = cos(bank/2); + //double s3 = sin(bank/2); + //double c1c2 = c1*c2; + //double s1s2 = s1*s2; + //double w =c1c2*c3 - s1s2*s3; + //double x =c1c2*s3 + s1s2*c3; + //double y =s1*c2*c3 + c1*s2*s3; + //double z =c1*s2*c3 - s1*c2*s3; + //double angle = 2 * acos(w); + // + //double norm = x*x+y*y+z*z; + //if (norm < 0.001) { // when all euler angles are zero angle =0 so + // // we can set axis to anything to avoid divide by zero + // x=1; + // y=z=0; + //} else { + // norm = sqrt(norm); + // x /= norm; + // y /= norm; + // z /= norm; + //} - double c1 = cos(heading/2); - double s1 = sin(heading/2); - double c2 = cos(attitude/2); - double s2 = sin(attitude/2); - double c3 = cos(bank/2); - double s3 = sin(bank/2); - double c1c2 = c1*c2; - double s1s2 = s1*s2; - double w =c1c2*c3 - s1s2*s3; - double x =c1c2*s3 + s1s2*c3; - double y =s1*c2*c3 + c1*s2*s3; - double z =c1*s2*c3 - s1*c2*s3; - double angle = 2 * acos(w); - - double norm = x*x+y*y+z*z; - if (norm < 0.001) { // when all euler angles are zero angle =0 so - // we can set axis to anything to avoid divide by zero - x=1; - y=z=0; - } else { - norm = sqrt(norm); - x /= norm; - y /= norm; - z /= norm; - } int idCount = 100; // add level sphere @@ -162,7 +163,8 @@ void Level::InitiateLevel(float radius) rigidBody_House->GetState(state); Oyster::Math::Float4x4 world = state.GetOrientation(); - +*/ + // add gravitation API::Gravity gravityWell; gravityWell.gravityType = API::Gravity::GravityType_Well;