Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic

This commit is contained in:
Linda Andersson 2014-02-27 15:30:33 +01:00
commit 3c3e21209b
6 changed files with 65 additions and 25 deletions

View File

@ -10,12 +10,15 @@ AttatchmentGun::AttatchmentGun(void)
{
this->owner = 0;
this->damage = 0.0f;
this->Cooldown = 0.0f;
}
AttatchmentGun::AttatchmentGun(Player &owner)
{
this->owner = &owner;
this->damage = standardDamage;
this->Cooldown = standardCooldown;
this->TimeUntilFire = 0.0f;
}
@ -33,16 +36,13 @@ void AttatchmentGun::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float d
switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
//skjut här
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
break;
if(TimeUntilFire == 0.0f)
{
ShootBullet(usage,dt);
TimeUntilFire = this->Cooldown;
}
case WEAPON_USE_SECONDARY_RELEASE:
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
break;
}
@ -50,6 +50,14 @@ void AttatchmentGun::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float d
void AttatchmentGun::Update(float dt)
{
if(TimeUntilFire > 0.0f)
{
TimeUntilFire-= dt;
}
else
{
TimeUntilFire = 0.0f;
}
}
@ -65,7 +73,7 @@ void AttatchmentGun::ShootBullet(const WEAPON_FIRE &usage, float dt)
hitRay = new Oyster::Collision3D::Ray(pos,look);
Oyster::Physics::API::Instance().ApplyEffect(hitRay,&bullet,BulletCollision);
delete hitRay;
}

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@ -9,7 +9,8 @@
namespace GameLogic
{
const Oyster::Math::Float standardDamage = 10;
const Oyster::Math::Float standardDamage = 10.0f;
const Oyster::Math::Float standardCooldown = 0.5f;
class AttatchmentGun : public IAttatchment
{
@ -24,8 +25,12 @@ namespace GameLogic
private:
Oyster::Math::Float damage;
Oyster::Math::Float Cooldown;
Oyster::Math::Float TimeUntilFire;
private:
void ShootBullet(const WEAPON_FIRE &usage, float dt);
static void BulletCollision(Oyster::Physics::ICustomBody *obj, void* args);
};
}

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@ -9,6 +9,7 @@
#include "JumpPad.h"
#include "Portal.h"
#include "ExplosiveCrate.h"
#include "AttatchmentGun.h"
#include "PickupSystem/PickupHealth.h"
@ -369,6 +370,17 @@ using namespace GameLogic;
}
void AttatchmentGun::BulletCollision(Oyster::Physics::ICustomBody *obj, void* args)
{
Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() != ObjectSpecialType::ObjectSpecialType_Player)
return;
firedBullet *bullet = (firedBullet*)(args);
((Player*)realObj)->DamageLife(bullet->hitDamage);
}
//General collision collision for pickups
//It calls the collision function defined in each pickup.

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@ -6,6 +6,8 @@
using namespace GameLogic;
using namespace Oyster::Physics;
using namespace Oyster::Math;
const float MOVE_FORCE = 30;
const float KEY_TIMER = 0.03f;
const float AFFECTED_TIMER = 1.0f;
@ -63,16 +65,21 @@ void Player::initPlayerData()
this->deathTimer = 0;
this->rotationUp = 0;
ICustomBody::State state;
this->rigidBody->GetState( state );
state.staticFrictionCoeff = 0.0f;
state.dynamicFrictionCoeff = 0.0f;
this->rigidBody->SetState( state );
}
void Player::BeginFrame()
{
if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED)
if( !(this->playerState & (PLAYER_STATE_DEAD || PLAYER_STATE_DIED)) )
{
static const Float maxSpeed = 30;
weapon->Update(0.002f);
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->AddRotationAroundY(this->rotationUp);
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
@ -81,9 +88,9 @@ void Player::BeginFrame()
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
Oyster::Math::Float3 &forwardDir = xform.v[2].xyz;
Oyster::Math::Float3 &upDir = xform.v[1].xyz;
Oyster::Math::Float3 &rightDir = xform.v[0].xyz;
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
@ -98,7 +105,7 @@ void Player::BeginFrame()
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
Oyster::Math::Float &walkSpeed = this->playerStats.movementSpeed;
// Check for input
if(key_forward > 0.001)

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@ -10,7 +10,7 @@
#include "DynamicArray.h"
const float MAX_HP = 100.0f;
const float BASIC_SPEED = 30.0f;
const float BASIC_SPEED = 10.0f;
namespace GameLogic
{

View File

@ -1,4 +1,5 @@
#include "Weapon.h"
#include "AttatchmentGun.h"
#include "AttatchmentMassDriver.h"
#include "Player.h"
@ -35,6 +36,13 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
this->currentNrOfAttatchments = 1;
SelectAttatchment(0);
//give the weapon a massdriver on socket 0
//give the weapon a normal gun on socket 1
IAttatchment *gun = new AttatchmentGun(*owner);
attatchmentSockets[1]->SetAttatchment(gun);
this->currentNrOfAttatchments = 2;
SelectAttatchment(1);
//give the weapon a normal gun on socket 1
}