Added eventfunctions for PlayerAction and PickupEvent
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parent
f2b63b7ad4
commit
5620a3c517
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@ -156,14 +156,18 @@ void Game::SetFrameTimeLength( float seconds )
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this->frameTime = seconds;
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this->frameTime = seconds;
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}
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}
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void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
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void Game::SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer)
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{
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{
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this->onMoveFnc = functionPointer;
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this->onMoveFnc = functionPointer;
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}
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}
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void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
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void Game::SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer)
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{
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{
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this->onDisableFnc = functionPointer;
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this->onDisableFnc = functionPointer;
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}
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}
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void Game::SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer)
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{
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this->onEnableFnc = functionPointer;
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}
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void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
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void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
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{
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{
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this->onDamageTakenFnc = functionPointer;
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this->onDamageTakenFnc = functionPointer;
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@ -176,7 +180,14 @@ void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
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{
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{
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this->onDeadFnc = functionPointer;
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this->onDeadFnc = functionPointer;
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}
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}
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void Game::SetActionSubscription(GameEvent::AnimationEventFunction functionPointer)
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{
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this->onPlayerActionEventFnc = functionPointer;
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}
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void Game::SetPickupSubscription(GameEvent::PickupEventFunction functionPointer)
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{
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this->onPickupEventFnc = functionPointer;
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}
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bool Game::Initiate()
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bool Game::Initiate()
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{
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{
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API::Instance().Init();
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API::Instance().Init();
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@ -204,5 +215,5 @@ void Game::PhysicsOnMove(const ICustomBody *object)
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}
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}
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void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
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void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
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{
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{
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if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0, 0);
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if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
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}
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}
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@ -79,11 +79,14 @@ namespace GameLogic
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bool NewFrame() override;
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bool NewFrame() override;
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void SetFPS( int FPS ) override;
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void SetFPS( int FPS ) override;
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void SetFrameTimeLength( float seconds ) override;
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void SetFrameTimeLength( float seconds ) override;
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void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
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void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
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void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
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void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
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void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
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void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) override;
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void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
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void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
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void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
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void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
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void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
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void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) override;
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void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) override;
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bool Initiate() override;
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bool Initiate() override;
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float GetFrameTime() const;
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float GetFrameTime() const;
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@ -96,11 +99,15 @@ namespace GameLogic
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LevelData* level;
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LevelData* level;
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float frameTime;
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float frameTime;
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bool initiated;
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bool initiated;
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GameEvent::ObjectDisabledFunction onDisableFnc;
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GameEvent::ObjectMovedFunction onMoveFnc;
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GameEvent::ObjectMovedFunction onMoveFnc;
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GameEvent::ObjectDisabledFunction onDisableFnc;
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GameEvent::ObjectEnabledFunction onEnableFnc;
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GameEvent::ObjectHpFunction onDamageTakenFnc;
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GameEvent::ObjectHpFunction onDamageTakenFnc;
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GameEvent::ObjectRespawnedFunction onRespawnFnc;
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GameEvent::ObjectRespawnedFunction onRespawnFnc;
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GameEvent::ObjectDeadFunction onDeadFnc;
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GameEvent::ObjectDeadFunction onDeadFnc;
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GameEvent::AnimationEventFunction onPlayerActionEventFnc;
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GameEvent::PickupEventFunction onPickupEventFnc;
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};
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};
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}
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}
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@ -26,10 +26,13 @@ namespace GameLogic
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namespace GameEvent
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namespace GameEvent
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{
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{
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typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
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typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
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typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
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typedef void(*ObjectDisabledFunction)(IObjectData* object); // Callback method that recieves and object
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typedef void(*ObjectEnabledFunction)(IObjectData* object); // Callback method that recieves and object
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typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
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typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
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typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
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typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
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typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer
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typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer
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typedef void(*PickupEventFunction)(IObjectData* player, int pickupEffectID ); // Callback method that sends killer and death timer
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typedef void(*AnimationEventFunction)(IObjectData* player, int actionID ); // Callback method that sends killer and death timer
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//etc...
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//etc...
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};
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};
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@ -177,15 +180,14 @@ namespace GameLogic
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/** Set a specific object event subscription callback
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/** Set a specific object event subscription callback
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* @param
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* @param
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*/
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*/
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virtual void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
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virtual void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
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virtual void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
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/** Set a specific object event subscription callback
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virtual void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) = 0;
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* @param
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*/
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virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
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virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
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virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
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virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
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virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
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virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
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virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
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virtual void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) = 0;
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virtual void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) = 0;
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};
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};
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}
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}
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@ -434,8 +434,11 @@ void Level::Update(float deltaTime)
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{
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{
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this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
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this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
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((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], DEATH_TIMER); // add killer ID
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((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], DEATH_TIMER); // add killer ID
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Player* killer = this->playerObjects[i]->getAffectingPlayer();
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}
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}
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}
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}
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}
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}
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int Level::getNrOfDynamicObj()
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int Level::getNrOfDynamicObj()
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{
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{
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@ -98,11 +98,13 @@ namespace DanBias
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//Callback method recieving from gamelogic
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//Callback method recieving from gamelogic
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static void ObjectMove ( GameLogic::IObjectData* movedObject );
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static void ObjectMove ( GameLogic::IObjectData* movedObject );
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static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
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static void ObjectDisabled ( GameLogic::IObjectData* movedObject );
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static void ObjectEnabled ( GameLogic::IObjectData* movedObject );
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static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
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static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
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static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
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static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
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static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds );
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static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds );
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static void PickupEvent ( GameLogic::IObjectData* movedObject, int pickupEffectID );
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static void ActionEvent ( GameLogic::IObjectData* movedObject , int actionID );
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//Private member variables
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//Private member variables
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private:
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private:
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Utility::DynamicMemory::DynamicArray<gClient> gClients;
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Utility::DynamicMemory::DynamicArray<gClient> gClients;
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@ -146,9 +146,13 @@ using namespace DanBias;
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GameSession::gameSession->Send(p.GetProtocol());
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GameSession::gameSession->Send(p.GetProtocol());
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//}
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//}
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}
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}
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void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
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void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject )
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{
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{
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GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
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//GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
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}
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void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
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{
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//GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
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}
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}
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void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
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void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
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{
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{
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@ -162,6 +166,16 @@ using namespace DanBias;
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{
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{
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GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol());
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GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol());
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}
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}
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void GameSession::PickupEvent( GameLogic::IObjectData* movedObject, int pickupEffectID )
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{
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// send pickup protocol
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GameSession::gameSession->Send(Protocol_ObjectPickup(movedObject->GetID(), pickupEffectID).GetProtocol());
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}
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void GameSession::ActionEvent( GameLogic::IObjectData* movedObject , int actionID )
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{
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// send action protocol
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GameSession::gameSession->Send(Protocol_ObjectAction(movedObject->GetID(), actionID).GetProtocol());
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}
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//*****************************************************//
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//*****************************************************//
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//****************** Protocol methods *****************//
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//****************** Protocol methods *****************//
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//******************************************************************************************************************//
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//******************************************************************************************************************//
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@ -106,11 +106,14 @@ bool GameSession::Create(GameDescription& desc, bool forceStart)
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}
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}
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/* Set some game instance data options */
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/* Set some game instance data options */
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this->gameInstance.SetSubscription(GameSession::ObjectMove);
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this->gameInstance.SetMoveSubscription(GameSession::ObjectMove);
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this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
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this->gameInstance.SetDisableSubscription(GameSession::ObjectDisabled);
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this->gameInstance.SetEnableSubscription(GameSession::ObjectEnabled);
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this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
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this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
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this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
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this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
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this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
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this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
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this->gameInstance.SetActionSubscription(GameSession::ActionEvent);
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this->gameInstance.SetPickupSubscription(GameSession::PickupEvent);
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this->gameInstance.SetFPS(60);
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this->gameInstance.SetFPS(60);
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this->description.clients.Clear();
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this->description.clients.Clear();
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@ -92,6 +92,18 @@ namespace GameLogic
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WorldSize_Unknown = -1
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WorldSize_Unknown = -1
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};
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};
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enum PlayerAction
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{
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PlayerAction_Jump,
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PlayerAction_Walk,
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PlayerAction_Idle,
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};
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enum PickupType
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{
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PickupType_Health,
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PickupType_SpeedBoost
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};
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/************************************
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/************************************
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Structs
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Structs
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