Merge branch 'GameLogicBranch' of https://github.com/dean11/Danbias into GameLogicBranch
Conflicts: Code/GameLogic/Player.cpp
This commit is contained in:
commit
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@ -66,24 +66,28 @@
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</ImportGroup>
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(SolutionDir)..\External\Bin\DLL\$(ProjectName)\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\External\Bin\DLL\$(ProjectName)\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(SolutionDir)..\External\Bin\DLL\$(ProjectName)\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)..\External\Bin\DLL\$(ProjectName)\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<ClCompile>
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@ -95,6 +99,7 @@
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -107,6 +112,7 @@
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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@ -123,6 +129,7 @@
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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@ -139,6 +146,7 @@
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ItemGroup>
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@ -46,10 +46,9 @@ Player::Player(void)
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{
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{
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life = 10;
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life = 10;
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rigidBody = API::Instance().CreateSimpleRigidBody();
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UniquePointer<ICustomBody> rigidBody = API::Instance().CreateSimpleRigidBody();
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API::Instance().AddObject(rigidBody);
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//ref = API::Instance().AddObject(rigidBody);
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////ref = API::Instance().AddObject(API::Instance().CreateSimpleRigidBody());
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////ref = API::Instance().AddObject(API::Instance().CreateSimpleRigidBody());
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//const ICustomBody* rB;
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//const ICustomBody* rB;
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@ -37,6 +37,14 @@ namespace Utility
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this->ownedInstance = assignedInstance;
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this->ownedInstance = assignedInstance;
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}
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}
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template<typename Type>
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UniquePointer<Type>::UniquePointer( const UniquePointer<Type> &donor )
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{
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this->ownedInstance = donor.ownedInstance;
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donor.ownedInstance = NULL;
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}
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template<typename Type>
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template<typename Type>
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UniquePointer<Type>::~UniquePointer()
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UniquePointer<Type>::~UniquePointer()
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{
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{
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@ -110,6 +118,14 @@ namespace Utility
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this->ownedArray = assignedArray;
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this->ownedArray = assignedArray;
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}
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}
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template<typename Type>
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UniqueArray<Type>::UniqueArray( const UniqueArray<Type> &donor )
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{
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this->ownedArray = donor.ownedArray;
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donor.ownedArray = NULL;
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}
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template<typename Type>
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template<typename Type>
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UniqueArray<Type>::~UniqueArray()
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UniqueArray<Type>::~UniqueArray()
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{
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{
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@ -27,18 +27,22 @@ namespace Utility
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{
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{
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public:
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public:
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//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
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//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
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//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
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//! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
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UniquePointer( Type *assignedInstance = NULL );
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UniquePointer( Type *assignedInstance = NULL );
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//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
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//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
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UniquePointer( const UniquePointer<Type> &donor );
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//! Will auto delete assigned dynamic instance.
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//! Will auto delete assigned dynamic instance.
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~UniquePointer();
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~UniquePointer();
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//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
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//! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
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//! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
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//! If NULL is assigned is equivalent with clearing all responsibilities from this UniquePointer.
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UniquePointer<Type> & operator = ( Type *assignedInstance );
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UniquePointer<Type> & operator = ( Type *assignedInstance );
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//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
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//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
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//! If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
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//! If donor had nothing, is equivalent with clearing all responsibilities from this UniquePointer.
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UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
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UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
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//! Access the assigned dynamic instance. Will crash if nothing there
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//! Access the assigned dynamic instance. Will crash if nothing there
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@ -71,18 +75,22 @@ namespace Utility
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{ //! Wrapper to safely transfer dynamic ownership/responsibility
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{ //! Wrapper to safely transfer dynamic ownership/responsibility
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public:
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public:
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//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
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//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
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//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
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//! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
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UniqueArray( Type assignedArray[] = NULL );
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UniqueArray( Type assignedArray[] = NULL );
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//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
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//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
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UniqueArray( const UniqueArray<Type> &donor );
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//! Will auto delete assigned dynamic array.
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//! Will auto delete assigned dynamic array.
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~UniqueArray();
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~UniqueArray();
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//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
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//! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
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//! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
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//! If NULL is assigned is equivalent with clearing all responsibilities from this UniqueArray.
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UniqueArray<Type> & operator = ( Type assignedArray[] );
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UniqueArray<Type> & operator = ( Type assignedArray[] );
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//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
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//! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
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//! If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
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//! If donor had nothing, is equivalent with clearing all responsibilities from this UniqueArray.
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UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
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UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
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//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
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//! Accesses the instance at index i of this UniqeArray's owned dynamic array.
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