Sending dmg, respawn and dead from player to client
This commit is contained in:
parent
b0aa6acdd6
commit
22f52150d5
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@ -33,7 +33,7 @@ bool GamingUI::Init()
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// z value should be between 0.5 - 0.9 so that it will be behind other states
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// add textures and text
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this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
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this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
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this->text = new Text_UI(L"hej", Float3(0.3f,0.0f,0.1f), Float2(0.1f,0.1f));
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return true;
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}
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@ -43,6 +43,9 @@ Game::Game(void)
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: initiated(false)
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, onMoveFnc(0)
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, onDisableFnc(0)
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, onDamageTakenFnc(0)
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, onRespawnFnc(0)
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, onDeadFnc(0)
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, frameTime(1.0f/120.0f)
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{}
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@ -156,7 +159,18 @@ void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
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void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
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{
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this->onDisableFnc = functionPointer;
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}
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void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
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{
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this->onDamageTakenFnc = functionPointer;
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}
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void Game::SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer)
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{
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this->onRespawnFnc = functionPointer;
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}
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void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
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{
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this->onDeadFnc = functionPointer;
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}
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bool Game::Initiate()
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@ -80,6 +80,10 @@ namespace GameLogic
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void SetFrameTimeLength( float seconds ) override;
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void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
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void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
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void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
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void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
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void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
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bool Initiate() override;
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float GetFrameTime() const;
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@ -91,9 +95,11 @@ namespace GameLogic
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LevelData* level;
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float frameTime;
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bool initiated;
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GameEvent::ObjectDisabledFunction onDisableFnc;
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GameEvent::ObjectMovedFunction onMoveFnc;
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GameEvent::ObjectDisabledFunction onDisableFnc;
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GameEvent::ObjectMovedFunction onMoveFnc;
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GameEvent::ObjectHpFunction onDamageTakenFnc;
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GameEvent::ObjectRespawnedFunction onRespawnFnc;
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GameEvent::ObjectDeadFunction onDeadFnc;
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};
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}
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@ -27,6 +27,9 @@ namespace GameLogic
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{
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typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
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typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
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typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
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typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
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typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer
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//etc...
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};
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@ -178,6 +181,9 @@ namespace GameLogic
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* @param
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*/
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virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
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virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
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virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
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virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
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};
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}
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@ -422,5 +422,5 @@ void Level::PhysicsOnMoveLevel(const ICustomBody *object)
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// function call from physics update when object was moved
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Object* temp = (Object*)object->GetCustomTag();
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((Game*)&Game::Instance())->onMoveFnc(temp);
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}
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@ -66,6 +66,7 @@ namespace GameLogic
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int getNrOfDynamicObj();
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Object* GetObj( int ID ) const;
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static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
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@ -29,6 +29,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->deathTimeLeft = 0;
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this->deathTime = 1;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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@ -54,7 +56,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->deathTimeLeft = 0;
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this->deathTime = 1;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 20;
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@ -74,137 +77,142 @@ Player::~Player(void)
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void Player::BeginFrame()
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{
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weapon->Update(0.002f);
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//Object::BeginFrame();
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if( this->playerState != PLAYER_STATE_DEAD)
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{
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weapon->Update(0.002f);
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float maxSpeed = 30;
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// Rotate player accordingly
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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// Rotate player accordingly
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotation(secondTurn*firstUp);
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this->rigidBody->SetRotation(secondTurn*firstUp);
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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// Check for input
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if(key_forward > 0.001)
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{
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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}
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if(key_backward > 0.001)
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{
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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}
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if(key_strafeRight > 0.001)
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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}
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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// Check for input
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if(key_forward > 0.001)
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{
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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}
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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if(key_backward > 0.001)
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{
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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}
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}
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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if(key_strafeRight > 0.001)
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{
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if(forwardSpeed < maxSpeed)
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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}
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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}
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if(rightSpeed < maxSpeed)
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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}
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}
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
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if(forwardSpeed < maxSpeed)
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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}
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}
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if(rightSpeed < maxSpeed)
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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}
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}
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}
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// Adjust velocities so no squaring occurs
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forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
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//Jump
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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}
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// Adjust velocities so no squaring occurs
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forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
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//Jump
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if(key_jump > 0.001)
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else
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 0.9f)
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// player is dead
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// TODO move this logic to lvl
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this->deathTimeLeft -= gameInstance->GetFrameTime();
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if( this->deathTimeLeft <= 0)
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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Respawn( Oyster::Math::Float3( -50, 180, 0));
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}
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}
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//this->weapon->Update(0.01f);
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}
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void Player::EndFrame()
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{
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//Object::EndFrame();
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}
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@ -258,10 +266,15 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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{
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this->life = 100;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float4(1,0,0);
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this->rigidBody->SetPosition(spawnPoint);
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if( this->playerState == PLAYER_STATE_DEAD)
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{
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this->life = 100;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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//this->lookDir = Oyster::Math::Float4(1,0,0);
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this->rigidBody->SetPosition(spawnPoint);
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this->gameInstance->onRespawnFnc( this, spawnPoint);
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this->gameInstance->onDamageTakenFnc( this, this->life);
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}
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}
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void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
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@ -321,13 +334,17 @@ PLAYER_STATE Player::GetState() const
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void Player::DamageLife(int damage)
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{
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this->life -= damage;
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this->life = 0;
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if(this->life <= 0)
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if( this->playerState != PLAYER_STATE_DEAD)
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{
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this->life = 0;
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playerState = PLAYER_STATE_DEAD;
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this->gameInstance->onDisableFnc(this, 0.0f);
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this->life -= damage;
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this->gameInstance->onDamageTakenFnc( this, this->life);
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if(this->life <= 0)
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{
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this->life = 0;
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playerState = PLAYER_STATE_DEAD;
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this->deathTimeLeft = this->deathTime;
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this->gameInstance->onDeadFnc(this, this->deathTimeLeft);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -100,6 +100,8 @@ namespace GameLogic
|
|||
|
||||
Oyster::Math::Float rotationUp;
|
||||
|
||||
float deathTime;
|
||||
float deathTimeLeft;
|
||||
|
||||
bool hasTakenDamage;
|
||||
float invincibleCooldown;
|
||||
|
|
|
@ -75,13 +75,15 @@ namespace GameLogic
|
|||
}
|
||||
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
this->object_ID = p[1].value.netInt;
|
||||
this->healthLost = p[2].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectDamage(int id, float hp)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
|
|
|
@ -99,7 +99,10 @@ namespace DanBias
|
|||
//Callback method recieving from gamelogic
|
||||
static void ObjectMove ( GameLogic::IObjectData* movedObject );
|
||||
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
|
||||
|
||||
static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
|
||||
static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
|
||||
static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds );
|
||||
|
||||
//Private member variables
|
||||
private:
|
||||
Utility::DynamicMemory::DynamicArray<gClient> gClients;
|
||||
|
|
|
@ -150,7 +150,18 @@ using namespace DanBias;
|
|||
{
|
||||
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
|
||||
}
|
||||
|
||||
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
|
||||
{
|
||||
GameSession::gameSession->Send(Protocol_ObjectDamage(movedObject->GetID(), hp).GetProtocol());
|
||||
}
|
||||
void GameSession::ObjectRespawned( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos )
|
||||
{
|
||||
GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol());
|
||||
}
|
||||
void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, float seconds )
|
||||
{
|
||||
GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol());
|
||||
}
|
||||
//*****************************************************//
|
||||
//****************** Protocol methods *****************//
|
||||
//******************************************************************************************************************//
|
||||
|
|
|
@ -108,6 +108,9 @@ bool GameSession::Create(GameDescription& desc, bool forceStart)
|
|||
/* Set some game instance data options */
|
||||
this->gameInstance.SetSubscription(GameSession::ObjectMove);
|
||||
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
|
||||
this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
|
||||
this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
|
||||
this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
|
||||
this->gameInstance.SetFPS(60);
|
||||
|
||||
this->description.clients.Clear();
|
||||
|
|
Loading…
Reference in New Issue