GL - initiating objects
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parent
50d07a102d
commit
1a01dbd760
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@ -21,7 +21,7 @@ Level::~Level(void)
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}
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}
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Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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{
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Object* gameObj =NULL;
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Object* gameObj = NULL;
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switch ((ObjectSpecialType)obj->specialTypeID)
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switch ((ObjectSpecialType)obj->specialTypeID)
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{
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{
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@ -64,8 +64,9 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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case ObjectSpecialType_RedExplosiveBox:
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case ObjectSpecialType_RedExplosiveBox:
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{
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{
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int dmg = 50;
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int dmg = 50;
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//gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_RedExplosiveBox);
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Oyster::Math::Float3 force(50, 50,50);
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++);
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int radie = 50;
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID,objID++, dmg, force, radie);
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}
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}
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break;
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break;
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//case ObjectSpecialType_BlueExplosiveBox:
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//case ObjectSpecialType_BlueExplosiveBox:
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@ -98,14 +99,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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{
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float power = ((JumpPadAttributes*)obj)->power;
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float power = ((JumpPadAttributes*)obj)->power;
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Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
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Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
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//gameObj = JumpPad(rigidBody, );
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Oyster::Math::Float3 pushForce = dir * power;
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gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++);
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gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID,objID++ , pushForce);
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}
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}
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break;
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break;
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case ObjectSpecialType_Portal:
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case ObjectSpecialType_Portal:
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{
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{
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Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
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Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
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gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++);
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gameObj = new Portal(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++, destination);
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}
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}
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break;
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break;
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case ObjectSpecialType_SpawnPoint:
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case ObjectSpecialType_SpawnPoint:
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