diff --git a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp index 35a5f295..c1cc4ae1 100644 --- a/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LobbyState.cpp @@ -91,8 +91,8 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key if( KeyInput->IsKeyPressed(DIK_G)) { - if(!DanBias::GameServerAPI::GameStart()) - return GameClientState::ClientState_Same; + //if(!DanBias::GameServerAPI::GameStart()) + //return GameClientState::ClientState_Same; return ClientState_Game; } diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp index cd1e4663..4d1079bc 100644 --- a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp @@ -109,7 +109,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key if( KeyInput->IsKeyPressed(DIK_J)) { // game ip - nwClient->Connect(15151, "194.47.150.56"); + nwClient->Connect(15151, "193.11.184.109"); if (!nwClient->IsConnected()) { diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index 7554c879..839293d9 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -1,5 +1,6 @@ #include "AttatchmentMassDriver.h" #include "PhysicsAPI.h" +#include "GameLogicStates.h" using namespace GameLogic; @@ -45,13 +46,14 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, ********************************************************/ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) { - //Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); + Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition()); Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); - int arg = 0; + forcePushData args; + args.pushForce = pushForce; - Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction); + Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction); } /******************************************************** diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index 27aa6db6..512be3d6 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -81,20 +81,13 @@ using namespace GameLogic; void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args) { - Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500); Oyster::Physics::ICustomBody::State state; Object *realObj = (Object*)obj->GetCustomTag(); - if(realObj->GetObjectType() == OBJECT_TYPE_BOX) - { - state = obj->GetState(); - state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1)); - obj->SetState(state); - } if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD) return; + state = obj->GetState(); - state.ApplyLinearImpulse(pushForce); + state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce); obj->SetState(state); - //((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce); } \ No newline at end of file diff --git a/Code/Game/GameLogic/GameLogicStates.h b/Code/Game/GameLogic/GameLogicStates.h index 2b0d0b8b..00c2e7ff 100644 --- a/Code/Game/GameLogic/GameLogicStates.h +++ b/Code/Game/GameLogic/GameLogicStates.h @@ -1,5 +1,6 @@ #ifndef GAMELOGICSTATES_H #define GAMELOGICSTATES_H +#include "OysterMath.h" namespace GameLogic { @@ -46,6 +47,12 @@ namespace GameLogic WEAPON_STATE_RELOADING = 2, }; + struct forcePushData + { + Oyster::Math::Float3 pushForce; + }; + + }; diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index 18f57212..72f9ea1f 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -9,7 +9,7 @@ Game::PlayerData::PlayerData() Oyster::Physics::API::SimpleBodyDescription sbDesc; sbDesc.centerPosition = Oyster::Math::Float3(0,320,0); sbDesc.size = Oyster::Math::Float3(4,7,4); - sbDesc.mass = 10; + sbDesc.mass = 90; //create rigid body Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release(); diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index c0b0685b..78633444 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -44,7 +44,7 @@ void Level::InitiateLevel(float radius) sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0); sbDesc_TestBox.ignoreGravity = false; sbDesc_TestBox.mass = 10; - sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0); + sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0); ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);