diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp index 4d1079bc..0a50fbd0 100644 --- a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp @@ -88,6 +88,8 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key // send data to server // check data from server + + // create game if( KeyInput->IsKeyPressed(DIK_C)) { @@ -118,6 +120,9 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key } return ClientState_Lobby; } + + + return ClientState_Same; } bool LoginState::Render() diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index 839293d9..da2ebd47 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -46,8 +46,17 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, ********************************************************/ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) { +<<<<<<< HEAD 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::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); + + Oyster::Math::Float3 look = owner->GetLookDir(); + Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal(); + Oyster::Math::Float3 pos = owner->GetPosition(); + Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition()); +>>>>>>> e3376eba7c97c866917da6737d311f6b99240075 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)); forcePushData args; diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index 512be3d6..019df6f4 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -20,7 +20,6 @@ using namespace GameLogic; Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player; Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? - return; switch (realObj->GetObjectType()) { case OBJECT_TYPE::OBJECT_TYPE_GENERIC: @@ -69,6 +68,10 @@ using namespace GameLogic; { return Physics::ICustomBody::SubscriptMessage_none; } + Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) + { + return Physics::ICustomBody::SubscriptMessage_none; + } //Oyster::Physics::ICustomBody::SubscriptMessage Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) { diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index 72f9ea1f..b449632b 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -7,9 +7,13 @@ Game::PlayerData::PlayerData() { //set some stats that are appropriate to a player Oyster::Physics::API::SimpleBodyDescription sbDesc; - sbDesc.centerPosition = Oyster::Math::Float3(0,320,0); + sbDesc.centerPosition = Oyster::Math::Float3(10,350,0); sbDesc.size = Oyster::Math::Float3(4,7,4); +<<<<<<< HEAD sbDesc.mass = 90; +======= + sbDesc.mass = 70; +>>>>>>> e3376eba7c97c866917da6737d311f6b99240075 //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 78633444..57248ea0 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -41,18 +41,23 @@ void Level::InitiateLevel(float radius) // add box API::SimpleBodyDescription sbDesc_TestBox; - sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0); + sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0); sbDesc_TestBox.ignoreGravity = false; +<<<<<<< HEAD sbDesc_TestBox.mass = 10; sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0); +======= + sbDesc_TestBox.mass = 50; + sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0); +>>>>>>> e3376eba7c97c866917da6737d311f6b99240075 ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); - testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX); + testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX); rigidBody_TestBox->SetCustomTag(testBox); rigidBody_TestBox->GetState(state); - state.ApplyLinearImpulse(Oyster::Math::Float3(0,20,0)); + state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0)); rigidBody_TestBox->SetState(state);