GL - will merge with physics
This commit is contained in:
parent
fa7f400c71
commit
57c230d458
|
@ -100,6 +100,18 @@ namespace DanBias
|
|||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||
}
|
||||
break;
|
||||
case protocol_Lobby_Start:
|
||||
{
|
||||
/*
|
||||
if(dynamic_cast<Client::LobbyState*>(gameClientState))
|
||||
{
|
||||
gameClientState->Release();
|
||||
delete gameClientState;
|
||||
gameClientState = new Client::GameState();
|
||||
gameClientState->Init(m_data->recieverObj);
|
||||
}*/
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
|
|
|
@ -36,6 +36,7 @@ public:
|
|||
bool Release();
|
||||
void Protocol(ProtocolStruct* protocol)override;
|
||||
void PlayerJoinProtocol(PlayerName* name);
|
||||
void GameStarted();
|
||||
|
||||
};};};
|
||||
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
|
|
|
@ -109,7 +109,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
|||
if( KeyInput->IsKeyPressed(DIK_J))
|
||||
{
|
||||
// game ip
|
||||
nwClient->Connect(15151, "194.47.150.56");
|
||||
nwClient->Connect(15151, "193.11.184.109");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
|
|
|
@ -87,12 +87,6 @@ using namespace GameLogic;
|
|||
Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
Object *realObj = (Object*)obj->GetCustomTag();
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
state = obj->GetState();
|
||||
state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
|
||||
obj->SetState(state);
|
||||
}
|
||||
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||
return;
|
||||
|
|
|
@ -44,7 +44,7 @@ void Level::InitiateLevel(float radius)
|
|||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
|
||||
sbDesc_TestBox.ignoreGravity = false;
|
||||
sbDesc_TestBox.mass = 50;
|
||||
sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
|
||||
sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
|
||||
|
||||
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
|
|
Loading…
Reference in New Issue