GL - fixed constructors to ease creation of objects, also fixed weapon crash on destruction
This commit is contained in:
parent
06ae4d29dd
commit
59697bfcea
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@ -211,6 +211,10 @@ namespace DanBias
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HRESULT DanBiasGame::CleanUp()
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HRESULT DanBiasGame::CleanUp()
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{
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{
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Oyster::Graphics::API::Clean();
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EventHandler::Instance().Clean();
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GameServerAPI::ServerStop();
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m_data->recieverObj->gameClientState->Release();
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->Disconnect();
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m_data->recieverObj->Disconnect();
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@ -218,11 +222,7 @@ namespace DanBias
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delete m_data->inputObj;
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delete m_data->inputObj;
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delete m_data;
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delete m_data;
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EventHandler::Instance().Clean();
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Oyster::Graphics::API::Clean();
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GameServerAPI::ServerStop();
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return S_OK;
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return S_OK;
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}
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}
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@ -80,7 +80,6 @@ GameState::gameStateState GameState::LoadGame()
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LoadModels("../Content/Worlds/ccc.bias");
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LoadModels("../Content/Worlds/ccc.bias");
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// hardcoded objects
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// hardcoded objects
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//LoadModels();
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Float3 startPos = Float3(0,0,20.0f);
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Float3 startPos = Float3(0,0,20.0f);
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InitCamera(startPos);
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InitCamera(startPos);
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return gameStateState_playing;
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return gameStateState_playing;
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@ -14,10 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
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AttatchmentSocket::~AttatchmentSocket(void)
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AttatchmentSocket::~AttatchmentSocket(void)
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{
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{
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//if(this->attatchment)
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if(this->attatchment)
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//delete this->attatchment;
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delete this->attatchment;
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//this->attatchment = 0;
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this->attatchment = 0;
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}
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}
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IAttatchment* AttatchmentSocket::GetAttatchment()
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IAttatchment* AttatchmentSocket::GetAttatchment()
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@ -8,12 +8,15 @@
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#include "CollisionManager.h"
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#include "CollisionManager.h"
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#include "JumpPad.h"
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#include "JumpPad.h"
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#include "Portal.h"
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#include "Portal.h"
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#include "CrystalFormation.h"
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#include "ExplosiveCrate.h"
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using namespace Oyster;
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using namespace Oyster;
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using namespace GameLogic;
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using namespace GameLogic;
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
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void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage);
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void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
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void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
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void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
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void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
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@ -26,18 +29,27 @@ using namespace GameLogic;
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switch (realObj->GetObjectType())
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switch (realObj->GetObjectType())
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{
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{
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case ObjectSpecialType_StandarsBox:
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case ObjectSpecialType::ObjectSpecialType_Generic:
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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break;
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break;
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case ObjectSpecialType_Player:
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case ObjectSpecialType::ObjectSpecialType_StandardBox:
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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break;
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break;
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case ObjectSpecialType_World:
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case ObjectSpecialType::ObjectSpecialType_Player:
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//return Physics::ICustomBody::SubscriptMessage_none;
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break;
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case ObjectSpecialType::ObjectSpecialType_World:
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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break;
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break;
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case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
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PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,((CrystalFormation*)realObj)->getShreddingDamage());
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//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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break;
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}
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}
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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@ -50,14 +62,13 @@ using namespace GameLogic;
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switch (realObj->GetObjectType())
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switch (realObj->GetObjectType())
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{
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{
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case ObjectSpecialType_Generic:
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case ObjectSpecialType::ObjectSpecialType_Generic:
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break;
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break;
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case ObjectSpecialType_StandarsBox:
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case ObjectSpecialType::ObjectSpecialType_StandardBox:
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break;
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case ObjectSpecialType_Player:
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SendObjectFlying(*obj, jumpPad->pushForce);
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SendObjectFlying(*obj, jumpPad->pushForce);
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break;
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break;
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case ObjectSpecialType_World:
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case ObjectSpecialType::ObjectSpecialType_Player:
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SendObjectFlying(*obj, jumpPad->pushForce);
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break;
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break;
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}
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}
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}
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}
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@ -81,6 +92,43 @@ using namespace GameLogic;
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obj.SetPosition(target);
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obj.SetPosition(target);
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}
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}
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void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
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int forceThreashHold = 200000; //how much force for the box to explode of the impact
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if(kineticEnergyLoss > forceThreashHold)
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{
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ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
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Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
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delete hitSphere;
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}
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}
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void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
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{
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Object *realObj = (Object*)obj->GetCustomTag();
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ExplosiveCrate* ExplosionSource = ((ExplosiveCrate*)args);
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if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
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{
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Player *hitPlayer = (Player*)realObj;
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hitPlayer->DamageLife(ExplosionSource->shreddingDamage);
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//do shredding damage
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}
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realObj->GetRigidBody()->ApplyImpulse(ExplosionSource->pushForce);
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}
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
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{
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{
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@ -98,6 +146,20 @@ using namespace GameLogic;
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}
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}
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void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
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{
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int damageDone = 0;
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int forceThreashHold = 200000;
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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{
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damageDone = (int)(kineticEnergyLoss * 0.10f);
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damageDone += ExtraDamage;
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//player.DamageLife(damageDone);
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}
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}
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Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
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{
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return Physics::ICustomBody::SubscriptMessage_none;
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return Physics::ICustomBody::SubscriptMessage_none;
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@ -123,7 +185,7 @@ using namespace GameLogic;
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Object *realObj = (Object*)obj->GetCustomTag();
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Object *realObj = (Object*)obj->GetCustomTag();
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if(realObj->GetObjectType() == ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType_World)
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if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
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return;
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return;
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obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
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obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
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@ -146,9 +208,7 @@ using namespace GameLogic;
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switch(realObj->GetObjectType())
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switch(realObj->GetObjectType())
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{
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{
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case ObjectSpecialType_StandarsBox:
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case ObjectSpecialType::ObjectSpecialType_StandardBox:
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//move obj to limbo in physics to make sure it wont collide with anything
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// Oyster::Physics::API::Instance().MoveToLimbo(obj);
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weapon->heldObject = obj; //weapon now holds the object
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weapon->heldObject = obj; //weapon now holds the object
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weapon->hasObject = true;
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weapon->hasObject = true;
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@ -8,8 +8,8 @@ CrystalFormation::CrystalFormation(void)
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this->shreddingDamage = 0;
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this->shreddingDamage = 0;
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}
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}
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CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float shreddingDamage)
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CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, int objectID,Oyster::Math::Float shreddingDamage)
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:StaticObject(rigidBody, collisionFuncAfter, type)
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:StaticObject(rigidBody, CrystalFormation::DefaultCollisionAfter, ObjectSpecialType::ObjectSpecialType_CrystalFormation, objectID)
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{
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{
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this->shreddingDamage = shreddingDamage;
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this->shreddingDamage = shreddingDamage;
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}
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}
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CrystalFormation::~CrystalFormation(void)
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CrystalFormation::~CrystalFormation(void)
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{
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{
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}
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}
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Oyster::Math::Float CrystalFormation::getShreddingDamage()
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{
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return this->shreddingDamage;
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}
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@ -9,11 +9,12 @@ namespace GameLogic
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CrystalFormation(void);
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CrystalFormation(void);
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CrystalFormation(Oyster::Physics::ICustomBody *rigidBody
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CrystalFormation(Oyster::Physics::ICustomBody *rigidBody
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,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
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,int objectID,Oyster::Math::Float shreddingDamage);
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,OBJECT_TYPE type, Oyster::Math::Float shreddingDamage);
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~CrystalFormation(void);
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~CrystalFormation(void);
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Oyster::Math::Float getShreddingDamage();
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private:
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private:
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Oyster::Math::Float shreddingDamage;
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Oyster::Math::Float shreddingDamage;
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};
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};
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@ -9,29 +9,14 @@ DynamicObject::DynamicObject()
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{
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{
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}
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}
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DynamicObject::DynamicObject(ObjectSpecialType type)
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:Object(type)
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
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{
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}
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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:Object(rigidBody,type)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
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}
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DynamicObject::DynamicObject( void* collisionFuncAfter, ObjectSpecialType type)
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:Object(collisionFuncAfter,type)
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{
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type)
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:Object(rigidBody, collisionFuncAfter, type)
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{
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
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:Object(rigidBody, collisionFuncAfter, type)
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{
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{
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}
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}
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@ -14,12 +14,8 @@ namespace GameLogic
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public:
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public:
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DynamicObject();
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DynamicObject();
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DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
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DynamicObject(ObjectSpecialType type);
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DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
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DynamicObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
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DynamicObject( void* collisionFuncAfter, ObjectSpecialType type);
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DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type);
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DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
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~DynamicObject(void);
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~DynamicObject(void);
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@ -0,0 +1,29 @@
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#include "ExplosiveCrate.h"
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using namespace GameLogic;
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ExplosiveCrate::ExplosiveCrate(void)
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:DynamicObject()
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{
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this->shreddingDamage = 0;
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this->pushForce = 0;
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this->ExplosionRadius = 0;
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}
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ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius)
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:DynamicObject(rigidBody,ExplosiveCrate::ExplosiveCrateCollision, type, objectID)
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{
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this->shreddingDamage = shreddingDamage;
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this->pushForce = pushForce;
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this->ExplosionRadius = ExplosionRadius;
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}
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ExplosiveCrate::~ExplosiveCrate(void)
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{
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}
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@ -0,0 +1,24 @@
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#ifndef EXPLOSIVECRATE_H
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#define EXPLOSIVECRATE_H
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#include "DynamicObject.h"
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namespace GameLogic
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{
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class ExplosiveCrate : public DynamicObject
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{
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public:
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ExplosiveCrate(void);
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ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float shreddingDamage, Oyster::Math::Float3 pushForce, Oyster::Math::Float ExplosionRadius);
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~ExplosiveCrate(void);
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static void ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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static void Explode(Oyster::Physics::ICustomBody *obj, void* args);
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private:
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||||||
|
Oyster::Math::Float shreddingDamage;
|
||||||
|
Oyster::Math::Float3 pushForce;
|
||||||
|
Oyster::Math::Float ExplosionRadius;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -84,6 +84,7 @@ Game::LevelData* Game::CreateLevel()
|
||||||
//this->level->level->InitiateLevel(1000);
|
//this->level->level->InitiateLevel(1000);
|
||||||
this->level->level->InitiateLevel("../Content/Worlds/ccc.bias");
|
this->level->level->InitiateLevel("../Content/Worlds/ccc.bias");
|
||||||
|
|
||||||
|
|
||||||
return this->level;
|
return this->level;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -176,7 +176,9 @@
|
||||||
<ClInclude Include="AttatchmentMassDriver.h" />
|
<ClInclude Include="AttatchmentMassDriver.h" />
|
||||||
<ClInclude Include="AttatchmentSocket.h" />
|
<ClInclude Include="AttatchmentSocket.h" />
|
||||||
<ClInclude Include="CollisionManager.h" />
|
<ClInclude Include="CollisionManager.h" />
|
||||||
|
<ClInclude Include="CrystalFormation.h" />
|
||||||
<ClInclude Include="DynamicObject.h" />
|
<ClInclude Include="DynamicObject.h" />
|
||||||
|
<ClInclude Include="ExplosiveCrate.h" />
|
||||||
<ClInclude Include="Game.h" />
|
<ClInclude Include="Game.h" />
|
||||||
<ClInclude Include="GameAPI.h" />
|
<ClInclude Include="GameAPI.h" />
|
||||||
<ClInclude Include="GameLogicDef.h" />
|
<ClInclude Include="GameLogicDef.h" />
|
||||||
|
@ -202,7 +204,9 @@
|
||||||
<ClCompile Include="AttatchmentMassDriver.cpp" />
|
<ClCompile Include="AttatchmentMassDriver.cpp" />
|
||||||
<ClCompile Include="AttatchmentSocket.cpp" />
|
<ClCompile Include="AttatchmentSocket.cpp" />
|
||||||
<ClCompile Include="CollisionManager.cpp" />
|
<ClCompile Include="CollisionManager.cpp" />
|
||||||
|
<ClCompile Include="CrystalFormation.cpp" />
|
||||||
<ClCompile Include="DynamicObject.cpp" />
|
<ClCompile Include="DynamicObject.cpp" />
|
||||||
|
<ClCompile Include="ExplosiveCrate.cpp" />
|
||||||
<ClCompile Include="Game.cpp" />
|
<ClCompile Include="Game.cpp" />
|
||||||
<ClCompile Include="GameModeType.cpp" />
|
<ClCompile Include="GameModeType.cpp" />
|
||||||
<ClCompile Include="Game_LevelData.cpp" />
|
<ClCompile Include="Game_LevelData.cpp" />
|
||||||
|
|
|
@ -43,6 +43,12 @@ namespace GameLogic
|
||||||
Oyster::Math::Float3 pushForce;
|
Oyster::Math::Float3 pushForce;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct ExplosionData
|
||||||
|
{
|
||||||
|
Oyster::Math::Float3 pushForce;
|
||||||
|
Oyster::Math::Float3 ShreddingDamage;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
|
@ -20,13 +20,14 @@ Game::PlayerData::PlayerData()
|
||||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||||
rigidBody->SetAngularFactor(0.0f);
|
rigidBody->SetAngularFactor(0.0f);
|
||||||
//create player with this rigid body
|
//create player with this rigid body
|
||||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player);
|
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
|
||||||
|
|
||||||
this->player->GetRigidBody()->SetCustomTag(this);
|
this->player->GetRigidBody()->SetCustomTag(this);
|
||||||
player->EndFrame();
|
player->EndFrame();
|
||||||
}
|
}
|
||||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||||
{
|
{
|
||||||
|
Oyster::Physics::ICustomBody* rigidBody;
|
||||||
this->player = new Player();
|
this->player = new Player();
|
||||||
}
|
}
|
||||||
Game::PlayerData::~PlayerData()
|
Game::PlayerData::~PlayerData()
|
||||||
|
|
|
@ -8,8 +8,8 @@ JumpPad::JumpPad(void)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 pushForce)
|
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 pushForce)
|
||||||
:StaticObject(rigidBody, collisionFuncAfter, type)
|
:StaticObject(rigidBody, JumpPad::JumpPadActivated, type, objectID)
|
||||||
{
|
{
|
||||||
this->pushForce = pushForce;
|
this->pushForce = pushForce;
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,8 +9,7 @@ namespace GameLogic
|
||||||
JumpPad(void);
|
JumpPad(void);
|
||||||
|
|
||||||
JumpPad(Oyster::Physics::ICustomBody *rigidBody
|
JumpPad(Oyster::Physics::ICustomBody *rigidBody
|
||||||
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
|
,ObjectSpecialType type, int objectID,Oyster::Math::Float3 pushForce);
|
||||||
,ObjectSpecialType type, Oyster::Math::Float3 pushForce);
|
|
||||||
|
|
||||||
|
|
||||||
~JumpPad(void);
|
~JumpPad(void);
|
||||||
|
|
|
@ -240,14 +240,9 @@ void Level::InitiateLevel(std::string levelPath)
|
||||||
|
|
||||||
if(rigidBody_Static != NULL)
|
if(rigidBody_Static != NULL)
|
||||||
{
|
{
|
||||||
// create game object
|
this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID, 0));
|
||||||
Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
|
//this->staticObjects[staticObjCount]->objectID = modelCount++;
|
||||||
if(staticGameObj != NULL)
|
|
||||||
{
|
|
||||||
this->staticObjects.Push((StaticObject*)staticGameObj);
|
|
||||||
this->staticObjects[this->staticObjects.Size()-1]->objectID = modelCount++;
|
|
||||||
rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -277,14 +272,9 @@ void Level::InitiateLevel(std::string levelPath)
|
||||||
|
|
||||||
if(rigidBody_Dynamic != NULL)
|
if(rigidBody_Dynamic != NULL)
|
||||||
{
|
{
|
||||||
// create game object
|
|
||||||
Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic , Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID, 0));
|
||||||
if (dynamicGameObj != NULL)
|
//this->dynamicObjects[dynamicObjCount]->objectID = modelCount++;
|
||||||
{
|
|
||||||
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
|
||||||
this->dynamicObjects[this->dynamicObjects.Size()-1]->objectID = modelCount++;
|
|
||||||
rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -305,9 +295,9 @@ void Level::InitiateLevel(float radius)
|
||||||
// add level sphere
|
// add level sphere
|
||||||
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
||||||
|
|
||||||
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World);
|
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++);
|
||||||
|
|
||||||
this->levelObj->objectID = idCount++;
|
//this->levelObj->objectID = idCount++;
|
||||||
rigidBody->SetCustomTag(levelObj);
|
rigidBody->SetCustomTag(levelObj);
|
||||||
|
|
||||||
|
|
||||||
|
@ -319,9 +309,9 @@ void Level::InitiateLevel(float radius)
|
||||||
{
|
{
|
||||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
|
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
|
||||||
|
|
||||||
this->dynamicObjects[i]->objectID = idCount++;
|
//this->dynamicObjects[i]->objectID = idCount++;
|
||||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||||
}
|
}
|
||||||
/*offset += nrOfBoxex;
|
/*offset += nrOfBoxex;
|
||||||
|
@ -358,24 +348,24 @@ void Level::InitiateLevel(float radius)
|
||||||
// add crystal
|
// add crystal
|
||||||
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
|
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
|
||||||
|
|
||||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox));
|
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
|
||||||
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
||||||
this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
|
//this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// add house
|
// add house
|
||||||
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
|
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
|
||||||
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic));
|
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
|
||||||
rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
||||||
this->staticObjects[0]->objectID = idCount++;
|
//this->staticObjects[0]->objectID = idCount++;
|
||||||
|
|
||||||
// add jumppad
|
// add jumppad
|
||||||
ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
|
ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
|
||||||
|
|
||||||
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, ObjectSpecialType_JumpPad, Oyster::Math::Float3(0,2000,0)));
|
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
|
||||||
rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
|
rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
|
||||||
this->staticObjects[1]->objectID = idCount++;
|
//this->staticObjects[1]->objectID = idCount++;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Level::AddPlayerToTeam(Player *player, int teamID)
|
void Level::AddPlayerToTeam(Player *player, int teamID)
|
||||||
|
|
|
@ -75,7 +75,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
|
||||||
case ObjectSpecialType_Spike:
|
case ObjectSpecialType_Spike:
|
||||||
case ObjectSpecialType_SpikeBox:
|
case ObjectSpecialType_SpikeBox:
|
||||||
case ObjectSpecialType_RedExplosiveBox:
|
case ObjectSpecialType_RedExplosiveBox:
|
||||||
case ObjectSpecialType_StandarsBox:
|
case ObjectSpecialType_StandardBox:
|
||||||
case ObjectSpecialType_Stone:
|
case ObjectSpecialType_Stone:
|
||||||
case ObjectSpecialType_Building:
|
case ObjectSpecialType_Building:
|
||||||
{
|
{
|
||||||
|
|
|
@ -30,7 +30,7 @@ namespace GameLogic
|
||||||
ObjectSpecialType_World, //Always the main celestial body
|
ObjectSpecialType_World, //Always the main celestial body
|
||||||
ObjectSpecialType_Building,
|
ObjectSpecialType_Building,
|
||||||
ObjectSpecialType_Stone,
|
ObjectSpecialType_Stone,
|
||||||
ObjectSpecialType_StandarsBox,
|
ObjectSpecialType_StandardBox,
|
||||||
ObjectSpecialType_RedExplosiveBox,
|
ObjectSpecialType_RedExplosiveBox,
|
||||||
ObjectSpecialType_SpikeBox,
|
ObjectSpecialType_SpikeBox,
|
||||||
ObjectSpecialType_Spike,
|
ObjectSpecialType_Spike,
|
||||||
|
|
|
@ -19,55 +19,28 @@ Object::Object()
|
||||||
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
||||||
|
|
||||||
this->type = ObjectSpecialType_Unknown;
|
this->type = ObjectSpecialType_Unknown;
|
||||||
this->objectID = GID();
|
this->objectID = -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
Object::Object(ObjectSpecialType type)
|
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||||
{
|
|
||||||
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
|
||||||
this->type = type;
|
|
||||||
this->objectID = GID();
|
|
||||||
}
|
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
|
|
||||||
{
|
|
||||||
this->rigidBody = rigidBody;
|
|
||||||
this->type = type;
|
|
||||||
this->objectID = GID();
|
|
||||||
}
|
|
||||||
|
|
||||||
Object::Object( void* collisionFuncAfter, ObjectSpecialType type)
|
|
||||||
|
|
||||||
{
|
|
||||||
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
|
|
||||||
|
|
||||||
this->type = type;
|
|
||||||
this->objectID = GID();
|
|
||||||
}
|
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type)
|
|
||||||
{
|
{
|
||||||
this->rigidBody = rigidBody;
|
this->rigidBody = rigidBody;
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||||
this->type = type;
|
this->type = type;
|
||||||
this->objectID = GID();
|
this->objectID = objectID;
|
||||||
|
this->rigidBody->SetCustomTag(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
|
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||||
{
|
{
|
||||||
this->rigidBody = rigidBody;
|
this->rigidBody = rigidBody;
|
||||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||||
this->type = type;
|
this->type = type;
|
||||||
this->objectID = GID();
|
this->objectID = objectID;
|
||||||
|
this->rigidBody->SetCustomTag(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Object::~Object(void)
|
Object::~Object(void)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
|
@ -18,11 +18,9 @@ namespace GameLogic
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Object();
|
Object();
|
||||||
Object(ObjectSpecialType type);
|
|
||||||
Object(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
|
Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
||||||
Object(void* collisionFuncAfter, ObjectSpecialType type);
|
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
||||||
Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type);
|
|
||||||
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
|
|
||||||
~Object(void);
|
~Object(void);
|
||||||
|
|
||||||
ObjectSpecialType GetObjectType() const override;
|
ObjectSpecialType GetObjectType() const override;
|
||||||
|
@ -38,7 +36,6 @@ namespace GameLogic
|
||||||
|
|
||||||
|
|
||||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
Oyster::Physics::ICustomBody* GetRigidBody();
|
||||||
void ApplyLinearImpulse(Oyster::Math::Float3 force);
|
|
||||||
|
|
||||||
virtual void BeginFrame();
|
virtual void BeginFrame();
|
||||||
virtual void EndFrame();
|
virtual void EndFrame();
|
||||||
|
@ -50,8 +47,7 @@ namespace GameLogic
|
||||||
|
|
||||||
|
|
||||||
public: //TODO: Hax This should be private when level is dynamic
|
public: //TODO: Hax This should be private when level is dynamic
|
||||||
ObjectSpecialType type;
|
|
||||||
int objectID;
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Oyster::Physics::ICustomBody *rigidBody;
|
Oyster::Physics::ICustomBody *rigidBody;
|
||||||
|
@ -59,6 +55,9 @@ namespace GameLogic
|
||||||
static const Game* gameInstance;
|
static const Game* gameInstance;
|
||||||
Oyster::Math::Float3 currLook;
|
Oyster::Math::Float3 currLook;
|
||||||
Oyster::Math::Float3 newLook;
|
Oyster::Math::Float3 newLook;
|
||||||
|
|
||||||
|
ObjectSpecialType type;
|
||||||
|
int objectID;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -13,34 +13,9 @@ Player::Player()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
Player::Player(ObjectSpecialType type)
|
|
||||||
:DynamicObject(type)
|
|
||||||
{
|
|
||||||
InitPlayer();
|
|
||||||
}
|
|
||||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
|
|
||||||
:DynamicObject(rigidBody,type)
|
|
||||||
{
|
|
||||||
InitPlayer();
|
|
||||||
}
|
|
||||||
|
|
||||||
Player::Player( void* collisionFuncAfter, ObjectSpecialType type)
|
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
|
||||||
:DynamicObject(collisionFuncAfter,type)
|
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
|
||||||
{
|
|
||||||
InitPlayer();
|
|
||||||
}
|
|
||||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type)
|
|
||||||
:DynamicObject(rigidBody, collisionFuncAfter, type)
|
|
||||||
{
|
|
||||||
InitPlayer();
|
|
||||||
}
|
|
||||||
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
|
|
||||||
:DynamicObject(rigidBody, collisionFuncAfter, type)
|
|
||||||
{
|
|
||||||
InitPlayer();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Player::InitPlayer()
|
|
||||||
{
|
{
|
||||||
weapon = new Weapon(2,this);
|
weapon = new Weapon(2,this);
|
||||||
|
|
||||||
|
@ -55,6 +30,36 @@ void Player::InitPlayer()
|
||||||
key_strafeLeft = 0;
|
key_strafeLeft = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
|
||||||
|
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
|
||||||
|
{
|
||||||
|
this->rigidBody = rigidBody;
|
||||||
|
|
||||||
|
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0);
|
||||||
|
|
||||||
|
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
|
||||||
|
Oyster::Math::Float mass = 60;
|
||||||
|
Oyster::Math::Float restitutionCoeff = 0.5;
|
||||||
|
Oyster::Math::Float frictionCoeff_Static = 0.4;
|
||||||
|
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
|
||||||
|
|
||||||
|
|
||||||
|
this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||||
|
this->rigidBody->SetAngularFactor(0.0f);
|
||||||
|
|
||||||
|
weapon = new Weapon(2,this);
|
||||||
|
|
||||||
|
this->life = 100;
|
||||||
|
this->teamID = teamID;
|
||||||
|
this->playerState = PLAYER_STATE_IDLE;
|
||||||
|
this->lookDir = Oyster::Math::Float3(0,0,-1);
|
||||||
|
this->moveDir = Oyster::Math::Float3(0,0,0);
|
||||||
|
key_forward = 0;
|
||||||
|
key_backward = 0;
|
||||||
|
key_strafeRight = 0;
|
||||||
|
key_strafeLeft = 0;
|
||||||
|
}
|
||||||
|
|
||||||
Player::~Player(void)
|
Player::~Player(void)
|
||||||
{
|
{
|
||||||
if(weapon)
|
if(weapon)
|
||||||
|
|
|
@ -16,14 +16,11 @@ namespace GameLogic
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Player(void);
|
Player(void);
|
||||||
Player(ObjectSpecialType type);
|
|
||||||
Player(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
|
Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
|
||||||
Player( void* collisionFuncAfter, ObjectSpecialType type);
|
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
|
||||||
Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, ObjectSpecialType type);
|
|
||||||
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
|
|
||||||
|
|
||||||
~Player(void);
|
~Player(void);
|
||||||
void InitPlayer();
|
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Moves the player based on input
|
* Moves the player based on input
|
||||||
|
@ -81,7 +78,7 @@ namespace GameLogic
|
||||||
void Jump();
|
void Jump();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int life;
|
Oyster::Math::Float life;
|
||||||
int teamID;
|
int teamID;
|
||||||
Weapon *weapon;
|
Weapon *weapon;
|
||||||
PLAYER_STATE playerState;
|
PLAYER_STATE playerState;
|
||||||
|
|
|
@ -9,8 +9,13 @@ Portal::Portal(void)
|
||||||
this->portalExit = Float3(0,0,0);
|
this->portalExit = Float3(0,0,0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
<<<<<<< HEAD
|
||||||
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 portalExit)
|
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, Oyster::Math::Float3 portalExit)
|
||||||
:StaticObject(rigidBody, collisionFuncAfter, type)
|
:StaticObject(rigidBody, collisionFuncAfter, type)
|
||||||
|
=======
|
||||||
|
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit)
|
||||||
|
:StaticObject(rigidBody, EventOnCollision, type, objectID)
|
||||||
|
>>>>>>> GL - fixed constructors to ease creation of objects, also fixed weapon crash on destruction
|
||||||
{
|
{
|
||||||
this->portalExit = portalExit;
|
this->portalExit = portalExit;
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,8 +9,8 @@ namespace GameLogic
|
||||||
Portal(void);
|
Portal(void);
|
||||||
|
|
||||||
Portal(Oyster::Physics::ICustomBody *rigidBody
|
Portal(Oyster::Physics::ICustomBody *rigidBody
|
||||||
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
|
,void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
|
||||||
,ObjectSpecialType type, Oyster::Math::Float3 portalExit);
|
,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit);
|
||||||
|
|
||||||
~Portal(void);
|
~Portal(void);
|
||||||
|
|
||||||
|
|
|
@ -10,32 +10,17 @@ StaticObject::StaticObject()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
StaticObject::StaticObject(ObjectSpecialType type)
|
|
||||||
:Object(type)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type)
|
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||||
:Object(rigidBody,type)
|
|
||||||
{
|
{
|
||||||
//this->rigidBody->SetGravity(true);
|
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
|
||||||
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
StaticObject::StaticObject( void* collisionFuncAfter, ObjectSpecialType type)
|
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||||
:Object(collisionFuncAfter,type)
|
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||||
{
|
{
|
||||||
|
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
|
||||||
}
|
|
||||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type)
|
|
||||||
:Object(rigidBody, collisionFuncAfter, type)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type)
|
|
||||||
:Object(rigidBody, collisionFuncAfter, type)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
StaticObject::~StaticObject(void)
|
StaticObject::~StaticObject(void)
|
||||||
|
|
|
@ -18,11 +18,8 @@ namespace GameLogic
|
||||||
public:
|
public:
|
||||||
StaticObject();
|
StaticObject();
|
||||||
|
|
||||||
StaticObject(ObjectSpecialType type);
|
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
||||||
StaticObject(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type);
|
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
|
||||||
StaticObject( void* collisionFuncAfter, ObjectSpecialType type);
|
|
||||||
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, ObjectSpecialType type);
|
|
||||||
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type);
|
|
||||||
|
|
||||||
~StaticObject(void);
|
~StaticObject(void);
|
||||||
|
|
||||||
|
|
|
@ -19,7 +19,11 @@ Weapon::Weapon()
|
||||||
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
||||||
{
|
{
|
||||||
attatchmentSockets.Resize(MaxNrOfSockets);
|
attatchmentSockets.Resize(MaxNrOfSockets);
|
||||||
attatchmentSockets[0] = new AttatchmentSocket();
|
for(int i = 0; i < MaxNrOfSockets; i++)
|
||||||
|
{
|
||||||
|
attatchmentSockets[i] = new AttatchmentSocket();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
weaponState = WEAPON_STATE_IDLE;
|
weaponState = WEAPON_STATE_IDLE;
|
||||||
currentNrOfAttatchments = 0;
|
currentNrOfAttatchments = 0;
|
||||||
|
@ -37,10 +41,14 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
||||||
Weapon::~Weapon(void)
|
Weapon::~Weapon(void)
|
||||||
{
|
{
|
||||||
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
|
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
|
||||||
|
{
|
||||||
|
if(this->attatchmentSockets[i])
|
||||||
{
|
{
|
||||||
delete this->attatchmentSockets[i];
|
delete this->attatchmentSockets[i];
|
||||||
this->attatchmentSockets[i] = 0;
|
this->attatchmentSockets[i] = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
|
|
Loading…
Reference in New Issue