Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
3d973c16a2
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@ -1,6 +1,6 @@
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#include "CollisionManager.h"
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using namespace Oyster;
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namespace GameLogic
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{
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@ -8,10 +8,10 @@ namespace GameLogic
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namespace CollisionManager
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{
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void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
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Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
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{
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Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
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Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
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Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyPlayer));
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Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj);
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switch (realObj->GetType())
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{
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@ -24,6 +24,7 @@ namespace GameLogic
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}
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//spela ljud? ta skada? etc etc
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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void PlayerVBox(Player &player, DynamicObject &box)
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@ -31,10 +32,10 @@ namespace GameLogic
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//spela ljud? ta skada? etc etc
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}
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void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj)
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Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
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{
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DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyBox));
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Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
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DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyBox));
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Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj);
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switch (realObj->GetType())
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{
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@ -45,6 +46,8 @@ namespace GameLogic
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PlayerVBox(*(Player*)realObj,*box);
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break;
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}
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return Physics::ICustomBody::SubscriptMessage_none;
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}
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}
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}
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@ -13,8 +13,9 @@ namespace GameLogic
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namespace CollisionManager
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{
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//these are the main collision functions
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void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
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void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
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//typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
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Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
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Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
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//these are the specific collision case functions
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void PlayerVBox(Player &player, DynamicObject &box);
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@ -1,12 +1,14 @@
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#include "DynamicObject.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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DynamicObject::DynamicObject(void)
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:Object()
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DynamicObject::DynamicObject(std::wstring objFile)
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:Object(objFile)
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{
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rigidBody->SetSubscription(CollisionManager::BoxCollision);
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}
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@ -16,7 +16,7 @@ namespace GameLogic
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{
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public:
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DynamicObject(void);
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DynamicObject(std::wstring objFile);
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~DynamicObject(void);
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void Update();
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@ -1,4 +1,5 @@
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#include "Game.h"
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using namespace GameLogic;
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Game::Game(void)
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@ -26,7 +27,13 @@ Game::~Game(void)
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void Game::Init()
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{
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player = new Player();
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//Oyster::Physics::API::SetSubscription("remove object");
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player = new Player(L"worldDummy");
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box = new DynamicObject(L"crate");
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//poi
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//box = new physcTestObj("box");
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camera = new Camera();
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}
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void Game::StartGame()
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@ -60,9 +67,11 @@ void Game::Update(keyInput keyPressed, float pitch, float yaw)
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camera->Walk(0.1);
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}
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camera->UpdateViewMatrix();
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//poi Oyster::Physics::API::Update();
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}
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void Game::Render()
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{
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Oyster::Graphics::API::NewFrame(camera->View(), camera->Proj());
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player->Render();
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box->Render();
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}
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@ -21,6 +21,7 @@ namespace GameLogic
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private:
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Level* level;
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DynamicObject* box;
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Player* player;
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Camera* camera;
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};
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@ -12,15 +12,16 @@ using namespace Oyster::Graphics::Model;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Object::Object(void)
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Object::Object(std::wstring objFile)
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{
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model = new Model();
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model = Oyster::Graphics::API::CreateModel(L"orca");
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//model = new Model();
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model = Oyster::Graphics::API::CreateModel(objFile);
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API::SimpleBodyDescription sbDesc;
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//sbDesc.centerPosition =
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//poi
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
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@ -25,7 +25,7 @@ namespace GameLogic
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OBJECT_TYPE_PLAYER,
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OBJECT_TYPE_BOX,
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};
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Object(void);
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Object(std::wstring objFile );
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virtual ~Object(void);
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void Render();
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@ -1,13 +1,15 @@
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#include "Player.h"
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#include "OysterMath.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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Player::Player(void)
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:Object()
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Player::Player(std::wstring objFile)
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:Object( objFile )
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{
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life = 100;
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rigidBody->SetSubscription(CollisionManager::PlayerCollision);
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}
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Player::~Player(void)
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{
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void Player::Update(keyInput keyPressed)
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{
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if(keyPressed != keyInput_none)
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{
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Move(keyPressed);
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void Player::Move(keyInput keyPressed)
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{
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if(keyPressed == keyInput_A)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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{
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public:
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Player(void);
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Player(std::wstring objFile);
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~Player(void);
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/********************************************************
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using namespace GameLogic;
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typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
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typedef std::pair<const Oyster::Physics::ICustomBody*, Object*> mapData;
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RefManager* RefManager::instance = 0;
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return instance;
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}
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Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
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Object* RefManager::GetMap(const Oyster::Physics::ICustomBody &body)
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{
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return mapper[&body];
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}
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void RefManager::AddMapping(Oyster::Physics::ICustomBody &body, Object &obj)
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void RefManager::AddMapping( const Oyster::Physics::ICustomBody &body, Object &obj)
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{
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mapper.insert(mapData(&body,&obj));
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}
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void Release();
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Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
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void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
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Object* GetMap(const Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
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void AddMapping(const Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
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private:
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static RefManager* instance;
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std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
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std::map<const Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
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};
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using namespace GameLogic;
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StaticObject::StaticObject(void)
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StaticObject::StaticObject(std::wstring objFile)
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:Object(objFile)
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{
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}
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@ -15,7 +15,7 @@ namespace GameLogic
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{
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public:
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StaticObject(void);
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StaticObject(std::wstring objFile);
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~StaticObject(void);
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};
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using namespace GameLogic;
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Weapon::Weapon(void)
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Weapon::Weapon(std::wstring objFile)
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:Object(objFile)
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{
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}
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{
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public:
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Weapon(void);
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Weapon(std::wstring objFile);
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~Weapon(void);
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private:
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