GL - adjusting in GL, added forcepushData struct for passing args when shooting. connect changes in network
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4df6b849a6
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16a342da49
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@ -91,8 +91,8 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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if( KeyInput->IsKeyPressed(DIK_G))
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if( KeyInput->IsKeyPressed(DIK_G))
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{
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{
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if(!DanBias::GameServerAPI::GameStart())
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//if(!DanBias::GameServerAPI::GameStart())
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return GameClientState::ClientState_Same;
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//return GameClientState::ClientState_Same;
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return ClientState_Game;
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return ClientState_Game;
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}
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}
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@ -109,7 +109,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
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if( KeyInput->IsKeyPressed(DIK_J))
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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{
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// game ip
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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nwClient->Connect(15151, "193.11.184.109");
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if (!nwClient->IsConnected())
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if (!nwClient->IsConnected())
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{
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{
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@ -1,5 +1,6 @@
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#include "AttatchmentMassDriver.h"
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#include "AttatchmentMassDriver.h"
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#include "PhysicsAPI.h"
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#include "PhysicsAPI.h"
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#include "GameLogicStates.h"
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using namespace GameLogic;
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using namespace GameLogic;
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@ -45,13 +46,14 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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********************************************************/
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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{
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//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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int arg = 0;
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forcePushData args;
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args.pushForce = pushForce;
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
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}
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}
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/********************************************************
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/********************************************************
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@ -81,20 +81,13 @@ using namespace GameLogic;
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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{
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{
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Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
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Oyster::Physics::ICustomBody::State state;
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Oyster::Physics::ICustomBody::State state;
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Object *realObj = (Object*)obj->GetCustomTag();
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Object *realObj = (Object*)obj->GetCustomTag();
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if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
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{
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state = obj->GetState();
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state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
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obj->SetState(state);
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}
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if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
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if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
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return;
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return;
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state = obj->GetState();
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state = obj->GetState();
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state.ApplyLinearImpulse(pushForce);
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state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
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obj->SetState(state);
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obj->SetState(state);
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//((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
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}
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}
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@ -1,5 +1,6 @@
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#ifndef GAMELOGICSTATES_H
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#ifndef GAMELOGICSTATES_H
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#define GAMELOGICSTATES_H
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#define GAMELOGICSTATES_H
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#include "OysterMath.h"
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namespace GameLogic
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namespace GameLogic
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{
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{
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@ -46,6 +47,12 @@ namespace GameLogic
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WEAPON_STATE_RELOADING = 2,
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WEAPON_STATE_RELOADING = 2,
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};
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};
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struct forcePushData
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{
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Oyster::Math::Float3 pushForce;
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};
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};
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};
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@ -9,7 +9,7 @@ Game::PlayerData::PlayerData()
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 10;
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sbDesc.mass = 90;
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//create rigid body
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -44,7 +44,7 @@ void Level::InitiateLevel(float radius)
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0);
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 10;
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sbDesc_TestBox.mass = 10;
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sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
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sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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