Player movement and weapon working

This commit is contained in:
Linda Andersson 2014-02-27 16:02:17 +01:00
commit 4c54be1e62
5 changed files with 40 additions and 48 deletions

View File

@ -713,7 +713,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
if( this->privData->myId == decoded.objectID )
{
// show my energy
float energy = decoded.energy;
int energy = (int)decoded.energy;
((GamingUI*)this->gameUI)->SetEnergyText(std::to_wstring(energy));
}
}

View File

@ -62,22 +62,13 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
}
else if( currentEnergy >= 1.0f )
{
if(this->hasObject)
{
currentEnergy -= 1.0f;
if(!this->hasObject)
{
ForcePull(usage,dt);
// add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
}
}
}
else //Energy drained, release object
{
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
}
break;
@ -142,7 +133,11 @@ void AttatchmentMassDriver::Update(float dt)
}
}
if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
if(currentEnergy > maxEnergy)
{
currentEnergy = maxEnergy;
energyChange = 6;
}
if(energyChange > 5)
{

View File

@ -75,7 +75,7 @@ void Player::initPlayerData()
void Player::BeginFrame()
{
if( !(this->playerState & (PLAYER_STATE_DEAD || PLAYER_STATE_DIED)) )
if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED)
{
static const Float maxSpeed = 30;
weapon->Update(0.002f);

View File

@ -41,7 +41,7 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
IAttatchment *gun = new AttatchmentGun(*owner);
attatchmentSockets[1]->SetAttatchment(gun);
this->currentNrOfAttatchments = 2;
SelectAttatchment(1);
//give the weapon a normal gun on socket 1
}

View File

@ -376,11 +376,6 @@ void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef )
void API_Impl::ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void* args, EventAction_ApplyEffect effect)
{
btRigidBody* body;
btCollisionShape* shape;
btMotionState* state;
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, NULL, NULL);
Sphere* sphere;
Box* box;
Cone* cone;
@ -388,59 +383,61 @@ void API_Impl::ApplyEffect(Oyster::Collision3D::ICollideable* collideable, void*
switch(collideable->type)
{
case ICollideable::Type::Type_sphere:
{
sphere = dynamic_cast<Sphere*>(collideable);
// Add collision shape
shape = new btSphereShape(sphere->radius);
btSphereShape btSphere(sphere->radius);
// Add motion state
state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(sphere->center.x, sphere->center.y, sphere->center.z)));
btDefaultMotionState state = btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(sphere->center.x, sphere->center.y, sphere->center.z)));
// Add rigid body
rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape);
body = new btRigidBody(rigidBodyCI);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, &state, &btSphere);
btRigidBody body = btRigidBody(rigidBodyCI);
ContactSensorCallback callback(body, effect, args);
this->dynamicsWorld->contactTest(&body, callback);
}
break;
case ICollideable::Type::Type_box:
{
box = dynamic_cast<Box*>(collideable);
// Add collision shape
shape = new btBoxShape(btVector3(box->boundingOffset.x, box->boundingOffset.y, box->boundingOffset.z));
btBoxShape btBox = btBoxShape(btVector3(box->boundingOffset.x, box->boundingOffset.y, box->boundingOffset.z));
// Add motion state
state = new btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(box->center.x, box->center.y, box->center.z)));
btDefaultMotionState state = btDefaultMotionState(btTransform(btQuaternion(0.0f, 0.0f, 0.0f, 1.0f),btVector3(box->center.x, box->center.y, box->center.z)));
// Add rigid body
rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, state, shape);
body = new btRigidBody(rigidBodyCI);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo(0, &state, &btBox);
btRigidBody body = btRigidBody(rigidBodyCI);
ContactSensorCallback callback(body, effect, args);
this->dynamicsWorld->contactTest(&body, callback);
}
break;
case ICollideable::Type::Type_cone:
{
cone = dynamic_cast<Cone*>(collideable);
// Add collision shape
shape = new btConeShapeZ(cone->radius, cone->length);
btConeShapeZ coneShape = btConeShapeZ(cone->radius, cone->length);
// Add motion state
state = new btDefaultMotionState(btTransform(btQuaternion(cone->quaternion.x, cone->quaternion.y, cone->quaternion.z, cone->quaternion.w),btVector3(cone->center.x, cone->center.y, cone->center.z)));
btDefaultMotionState state = btDefaultMotionState(btTransform(btQuaternion(cone->quaternion.x, cone->quaternion.y, cone->quaternion.z, cone->quaternion.w)*btQuaternion(0, 1, 0, 0),btVector3(cone->center.x, cone->center.y, cone->center.z)));
// Add rigid body
rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo (0, state, shape);
body = new btRigidBody(rigidBodyCI);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI = btRigidBody::btRigidBodyConstructionInfo (0, &state, &coneShape);
btRigidBody body = btRigidBody(rigidBodyCI);
ContactSensorCallback callback(body, effect, args);
this->dynamicsWorld->contactTest(&body, callback);
}
break;
default:
return;
}
ContactSensorCallback callback(*body, effect, args);
this->dynamicsWorld->contactTest(body, callback);
delete state;
state = NULL;
delete shape;
shape = NULL;
delete body;
body = NULL;
}
namespace Oyster