From 44ec2323109a8f59e1523b756ac6cd61145b0dd5 Mon Sep 17 00:00:00 2001 From: Erik Persson Date: Thu, 27 Feb 2014 11:01:55 +0100 Subject: [PATCH] GL - correction of dmg and jumppad foce --- Code/Game/GameLogic/CollisionManager.cpp | 9 +++------ Code/Game/GameLogic/Level.cpp | 9 ++++----- 2 files changed, 7 insertions(+), 11 deletions(-) diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index acad935a..928ddaac 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -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 { diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 385571af..50146ac8 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -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);