GL - added shot protocol
This commit is contained in:
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5b984db9ba
commit
4085a5f5e2
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@ -4,7 +4,7 @@
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#include "C_obj/C_DynamicObj.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "Camera.h"
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using namespace DanBias::Client;
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@ -19,7 +19,6 @@ struct GameState::myData
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gameStateState state;
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}privData;
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GameState::GameState(void)
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@ -38,22 +37,35 @@ GameState::~GameState(void)
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bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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// load models
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camera = new Camera;
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privData = new myData();
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privData->state = gameStateState_loading;
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privData->nwClient = nwClient;
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privData->state = LoadGame();
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return true;
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}
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GameState::gameStateState GameState::LoadGame()
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(0,3,0);
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plight.Pos = Oyster::Math::Float3(0,15,5);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 5;
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,15,5);
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plight.Color = Oyster::Math::Float3(1,0,0);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Oyster::Math::Float3(10,-15,5);
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plight.Color = Oyster::Math::Float3(0,0,1);
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plight.Radius = 50;
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plight.Bright = 2;
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Oyster::Graphics::API::AddLight(plight);
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LoadModels(L"map");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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InitCamera(Oyster::Math::Float3(0,0,20.0f));
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::wstring mapFile)
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@ -90,6 +102,15 @@ bool GameState::LoadModels(std::wstring mapFile)
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id ++;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
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scale.v[0].x = 8;
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scale.v[1].y = 8;
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scale.v[2].z = 8;
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modelData.world = scale; //modelData.world * translate
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modelData.modelPath = L"ball.dan";
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modelData.id ++;
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obj = new C_DynamicObj();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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@ -99,10 +120,19 @@ bool GameState::LoadModels(std::wstring mapFile)
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}
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bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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{
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Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
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Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
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Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
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camera->LookAt(pos, dir, up);
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camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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camera->UpdateViewMatrix();
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privData->view = camera->View();
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privData->view = Oyster::Math3D::ViewMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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@ -127,14 +157,57 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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// read server data
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// update objects
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{
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readKeyInput(KeyInput);
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camera->UpdateViewMatrix();
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}
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break;
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case gameStateState_end:
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return ClientState_Lobby;
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break;
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default:
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break;
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}
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// send key input to server.
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return ClientState_Same;
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}
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bool GameState::Render()
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{
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Oyster::Graphics::API::SetView(camera->View());
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//Oyster::Graphics::API::SetProjection(camera->Proj());
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//Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::NewFrame();
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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privData->object[i]->Render();
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}
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool GameState::Release()
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{
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void GameState::readKeyInput(InputClass* KeyInput)
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{
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bool send = false;
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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movePlayer.bBackward = false;
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movePlayer.bStrafeLeft = false;
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movePlayer.bStrafeRight = false;
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movePlayer.bTurnLeft = false;
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movePlayer.bTurnRight = false;
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movePlayer.bLeft = false;
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movePlayer.bRight = false;
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if(KeyInput->IsKeyPressed(DIK_W))
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{
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@ -165,7 +238,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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{
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if(!key_strafeLeft)
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{
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movePlayer.bStrafeLeft = true;
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movePlayer.bLeft = true;
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send = true;
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key_strafeLeft = true;
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}
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@ -177,7 +250,7 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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{
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if(!key_strafeRight)
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{
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movePlayer.bStrafeRight = true;
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movePlayer.bRight = true;
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send = true;
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key_strafeRight = true;
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}
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@ -194,53 +267,35 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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//send delta mouse movement
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if (KeyInput->IsMousePressed())
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{
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GameLogic::Protocol_PlayerMouse deltaMouseMove;
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deltaMouseMove.dxMouse = KeyInput->GetYaw();
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deltaMouseMove.dyMouse = KeyInput->GetPitch();
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//privData->nwClient->Send(deltaMouseMove);
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camera->Yaw(KeyInput->GetYaw());
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camera->Pitch(KeyInput->GetPitch());
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camera->UpdateViewMatrix();
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GameLogic::Protocol_PlayerLook playerLookDir;
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Oyster::Math::Float3 look = camera->GetLook();
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playerLookDir.lookDirX = look.x;
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playerLookDir.lookDirY = look.y;
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playerLookDir.lookDirZ = look.z;
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privData->nwClient->Send(playerLookDir);
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}
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if(KeyInput->IsKeyPressed(DIK_Z))
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{
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if(!key_Shoot)
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{
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GameLogic::Protocol_PlayerShot playerShot;
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playerShot.hasShot = true;
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privData->nwClient->Send(playerShot);
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key_Shoot = true;
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}
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}
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else
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key_Shoot = false;
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// send event data
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//
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if(KeyInput->IsKeyPressed(DIK_L))
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privData->state = GameState::gameStateState_end;
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}
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break;
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case gameStateState_end:
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return ClientState_Lobby;
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break;
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default:
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break;
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}
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// send key input to server.
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return ClientState_Same;
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}
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bool GameState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::NewFrame();
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for (int i = 0; i < privData->object.size(); i++)
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{
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privData->object[i]->Render();
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}
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool GameState::Release()
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{
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for (int i = 0; i < privData->object.size(); i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void GameState::Protocol(ProtocolStruct* pos)
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@ -267,14 +322,16 @@ void GameState::Protocol( ObjPos* pos )
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world[i] = pos->worldPos[i];
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}
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for (int i = 0; i < privData->object.size(); i++)
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == pos->object_ID)
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{
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privData->object[i]->setPos(world);
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//privData->view = world;
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//privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
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//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
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camera->UpdateViewMatrix();
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}
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}
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@ -306,7 +363,7 @@ void GameState::Protocol( NewObj* newObj )
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
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{
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for (int i = 0; i < privData->object.size(); i++)
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for (unsigned int i = 0; i < privData->object.size(); i++)
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{
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if(privData->object[i]->GetId() == obj->object_ID)
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{
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@ -22,6 +22,7 @@ private:
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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Camera* camera;
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struct myData;
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@ -67,6 +67,8 @@ namespace DanBias
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case protocol_Gameplay_PlayerChangeWeapon:
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break;
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case protocol_Gameplay_PlayerShot:
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c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
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case protocol_Gameplay_ObjectDamage:
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break;
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@ -18,14 +18,13 @@ Player::Player()
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lookDir = Oyster::Math::Float4(0,0,-1,0);
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setState.SetCenterPosition(Oyster::Math::Float4(0,15,0,1));
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setState.SetReach(Oyster::Math::Float4(2,3.5,2,0));
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//setState.SetRotation(Oyster::Math::Float4(0,0,0,0).Normalize());
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}
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Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void (*collisionFunc)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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:DynamicObject(rigidBody, collisionFunc, type)
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{
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}
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Player::~Player(void)
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{
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delete weapon;
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@ -70,6 +69,7 @@ void Player::MoveBackwards()
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void Player::MoveRight()
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{
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//Do cross product with forward vector and negative gravity vector
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// temp up vector
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Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
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//Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
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setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
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@ -78,6 +78,7 @@ void Player::MoveRight()
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void Player::MoveLeft()
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{
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//Do cross product with forward vector and negative gravity vector
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// temp up vector
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Oyster::Math::Float4 r = Oyster::Math::Float4(1, 0, 0, 0 );
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//Oyster::Math::Float4 r1 = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
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setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
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@ -96,10 +97,17 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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this->lookDir = Oyster::Math::Float4(1,0,0);
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}
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void Player::Rotate(float dx, float dy)
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void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
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{
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//this->lookDir = lookDir;
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this->lookDir = lookDir;
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Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
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Oyster::Math::Float4 pos = setState.GetCenterPosition();
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Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
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// cant set rotation
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//setState.SetOrientation(world);
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//this->lookDir = lookDir - up.xyz;
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//this->setState.AddRotation(Oyster::Math::Float4(x, y));
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//this->setState.SetRotation();
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@ -43,7 +43,7 @@ namespace GameLogic
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void Respawn(Oyster::Math::Float3 spawnPoint);
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void Rotate(float x, float y);
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void Rotate(const Oyster::Math3D::Float3 lookDir);
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/********************************************************
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* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
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@ -122,6 +122,32 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
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{
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bool hasShot;
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Protocol_PlayerShot()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerShot;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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}
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const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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hasShot = val[1].value.netBool;
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return *this;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = hasShot;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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}
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#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
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@ -49,12 +49,13 @@
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#define protocol_Gameplay_PlayerMovement 300
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#define protocol_Gameplay_PlayerLookDir 301
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#define protocol_Gameplay_PlayerChangeWeapon 302
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#define protocol_Gameplay_ObjectPickup 303
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#define protocol_Gameplay_ObjectDamage 304
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#define protocol_Gameplay_ObjectPosition 305
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#define protocol_Gameplay_ObjectEnabled 306
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#define protocol_Gameplay_ObjectDisabled 307
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#define protocol_Gameplay_ObjectCreate 308
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#define protocol_Gameplay_PlayerShot 303
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#define protocol_Gameplay_ObjectPickup 304
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#define protocol_Gameplay_ObjectDamage 305
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#define protocol_Gameplay_ObjectPosition 306
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#define protocol_Gameplay_ObjectEnabled 307
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#define protocol_Gameplay_ObjectDisabled 308
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#define protocol_Gameplay_ObjectCreate 309
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#define protocol_GameplayMAX 399
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