GL - correction of dmg and jumppad foce
This commit is contained in:
parent
5ad5ad6f5f
commit
44ec232310
|
@ -167,9 +167,6 @@ using namespace GameLogic;
|
|||
{
|
||||
Player *hitPlayer = (Player*)realObj;
|
||||
hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
|
||||
//hitPlayer->GetRigidBody()->ApplyImpulse(force);
|
||||
|
||||
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
|
||||
realObj->GetRigidBody()->ApplyImpulse(force * 5);
|
||||
//do shredding damage
|
||||
}
|
||||
|
@ -192,11 +189,11 @@ using namespace GameLogic;
|
|||
Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized());
|
||||
|
||||
Oyster::Math::Float impactPower = deltaSpeed * angularFactor;
|
||||
Oyster::Math::Float damageFactor = 0.01f;
|
||||
Oyster::Math::Float damageFactor = 0.1f;
|
||||
|
||||
|
||||
int damageDone = 0;
|
||||
int forceThreashHold = 30; //FIX: balance this
|
||||
Oyster::Math::Float damageDone = 0.0f;
|
||||
Oyster::Math::Float forceThreashHold = 30.0f; //FIX: balance this
|
||||
|
||||
if(impactPower > forceThreashHold) //should only take damage if the force is high enough
|
||||
{
|
||||
|
|
|
@ -68,8 +68,8 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
|||
break;
|
||||
case ObjectSpecialType_RedExplosiveBox:
|
||||
{
|
||||
Oyster::Math::Float dmg = 120;
|
||||
Oyster::Math::Float force = 500;
|
||||
Oyster::Math::Float dmg = 50;
|
||||
Oyster::Math::Float force = 800;
|
||||
Oyster::Math::Float radie = 3;
|
||||
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter, dmg, force, radie);
|
||||
}
|
||||
|
@ -90,8 +90,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
|||
break;
|
||||
case ObjectSpecialType_CrystalFormation:
|
||||
{
|
||||
int dmg = 50;
|
||||
//gameObj = new Crystal(rigidBody);
|
||||
int dmg = 30;
|
||||
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objIDCounter);
|
||||
}
|
||||
break;
|
||||
|
@ -102,7 +101,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
|||
break;
|
||||
case ObjectSpecialType_JumpPad:
|
||||
{
|
||||
float power = 500; //((JumpPadAttributes*)obj)->power;
|
||||
float power = ((JumpPadAttributes*)obj)->power;
|
||||
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
|
||||
Oyster::Math::Float3 pushForce = dir * power;
|
||||
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objIDCounter , pushForce);
|
||||
|
|
Loading…
Reference in New Issue