diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index 18324149..c6639953 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -1,4 +1,5 @@ #include "AttatchmentMassDriver.h" +#include "PhysicsAPI.h" using namespace GameLogic; @@ -19,11 +20,20 @@ struct AttatchmentMassDriver::PrivateData AttatchmentMassDriver::AttatchmentMassDriver(void) { + myData = new PrivateData(); + this->owner = 0; +} + +AttatchmentMassDriver::AttatchmentMassDriver(Player &owner) +{ + myData = new PrivateData(); + this->owner = &owner; } AttatchmentMassDriver::~AttatchmentMassDriver(void) { + delete myData; } /******************************************************** @@ -31,7 +41,17 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void) ********************************************************/ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput) { - ForcePush(fireInput); + //switch case to determin what functionallity to use in the attatchment + switch (fireInput) + { + case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: + ForcePush(fireInput); + break; + case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: + ForcePull(fireInput); + break; + } + } /******************************************************** @@ -39,7 +59,13 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInp ********************************************************/ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput) { - + //create coneRigidBody that will then collide with object and push them in the aimed direction +} + + +void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput) +{ + Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100); } diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.h b/Code/Game/GameLogic/AttatchmentMassDriver.h index bc95c327..879938fe 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.h +++ b/Code/Game/GameLogic/AttatchmentMassDriver.h @@ -8,6 +8,7 @@ namespace GameLogic { public: AttatchmentMassDriver(void); + AttatchmentMassDriver(Player &owner); ~AttatchmentMassDriver(void); @@ -15,6 +16,7 @@ namespace GameLogic private: void ForcePush(const WEAPON_FIRE &fireInput); + void ForcePull(const WEAPON_FIRE &fireInput); private: struct PrivateData; diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index b19c7de3..3d1af2a1 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -1,5 +1,4 @@ #include "CollisionManager.h" -#include "RefManager.h" #include "PhysicsAPI.h" #include "Object.h" #include "DynamicObject.h" @@ -13,15 +12,18 @@ namespace GameLogic namespace CollisionManager { + void PlayerVBox(Player &player, DynamicObject &box); + + Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj) { - Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyPlayer)); - Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj); + Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef)); + Object *realObj = (Object*)obj->gameObjectRef; switch (realObj->GetType()) { case OBJECT_TYPE_BOX: - //PlayerVBox(*player,(*(DynamicObject*) realObj)); + PlayerVBox(*player,(*(DynamicObject*) realObj)); break; case OBJECT_TYPE_PLAYER: @@ -31,15 +33,15 @@ namespace GameLogic return Physics::ICustomBody::SubscriptMessage_none; } - /* void PlayerVBox(Player &player, DynamicObject &box) + void PlayerVBox(Player &player, DynamicObject &box) { - spela ljud? ta skada? etc etc - }*/ + player.DamageLife(20); + } Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj) { - DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyBox)); - Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj); + DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef; + Object *realObj = (Object*)obj->gameObjectRef; switch (realObj->GetType()) { diff --git a/Code/Game/GameLogic/CollisionManager.h b/Code/Game/GameLogic/CollisionManager.h index 86a05906..d19ce8e3 100644 --- a/Code/Game/GameLogic/CollisionManager.h +++ b/Code/Game/GameLogic/CollisionManager.h @@ -3,8 +3,6 @@ #include "Object.h" #include "PhysicsAPI.h" -//#include "DynamicObject.h" -//#include "Player.h" namespace GameLogic { diff --git a/Code/Game/GameLogic/GameLogic.vcxproj b/Code/Game/GameLogic/GameLogic.vcxproj index 03430feb..13491d28 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj +++ b/Code/Game/GameLogic/GameLogic.vcxproj @@ -176,7 +176,6 @@ - @@ -191,7 +190,6 @@ - diff --git a/Code/Game/GameLogic/IAttatchment.cpp b/Code/Game/GameLogic/IAttatchment.cpp index c1e2a997..4b0b1961 100644 --- a/Code/Game/GameLogic/IAttatchment.cpp +++ b/Code/Game/GameLogic/IAttatchment.cpp @@ -3,22 +3,6 @@ using namespace GameLogic; -struct IAttatchment::PrivateData -{ - PrivateData() - { - - } - - ~PrivateData() - { - - } - - - -}myData; - IAttatchment::IAttatchment(void) { } diff --git a/Code/Game/GameLogic/IAttatchment.h b/Code/Game/GameLogic/IAttatchment.h index c134026f..0b6cb061 100644 --- a/Code/Game/GameLogic/IAttatchment.h +++ b/Code/Game/GameLogic/IAttatchment.h @@ -1,6 +1,7 @@ #ifndef IATTATCHMENT_H #define IATTATCHMENT_H #include "GameLogicStates.h" +#include "Player.h" namespace GameLogic { @@ -16,9 +17,10 @@ namespace GameLogic virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0; - private: - struct PrivateData; - PrivateData *myData; + private: + + protected: + Player *owner; }; } diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index 7eb4b57f..dcd32bf1 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -1,6 +1,6 @@ #include "Object.h" #include "OysterMath.h" -#include "RefManager.h" +#include "CollisionManager.h" using namespace GameLogic; @@ -16,7 +16,7 @@ Object::Object() //poi ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); - GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this); + rigidBody->gameObjectRef = this; this->type = OBJECT_TYPE_UNKNOWN; @@ -32,7 +32,7 @@ Object::Object(void* collisionFunc, OBJECT_TYPE type) rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc)); - GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this); + rigidBody->gameObjectRef = this; this->type = type; } @@ -48,3 +48,8 @@ OBJECT_TYPE Object::GetType() { return this->type; } + +Oyster::Physics::ICustomBody* Object::GetRigidBody() +{ + return this->rigidBody; +} diff --git a/Code/Game/GameLogic/Object.h b/Code/Game/GameLogic/Object.h index e2c1bee4..c79c5de1 100644 --- a/Code/Game/GameLogic/Object.h +++ b/Code/Game/GameLogic/Object.h @@ -8,7 +8,7 @@ #include "PhysicsAPI.h" #include "GameLogicStates.h" -#include "CollisionManager.h" + namespace GameLogic { @@ -21,6 +21,8 @@ namespace GameLogic OBJECT_TYPE GetType(); + Oyster::Physics::ICustomBody* GetRigidBody(); + private: OBJECT_TYPE type; protected: diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index f7bdc4a6..3ebf979f 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -59,13 +59,16 @@ void Player::Update() ********************************************************/ void Player::Move(const PLAYER_MOVEMENT &movement) { + Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity(); + switch(movement) { case PLAYER_MOVEMENT_FORWARD: - + API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100); break; case PLAYER_MOVEMENT_BACKWARD: + API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100); break; case PLAYER_MOVEMENT_LEFT: @@ -93,7 +96,7 @@ void Player::UseWeapon(const WEAPON_FIRE &fireInput) ********************************************************/ void Player::Jump() { - + API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100); } bool Player::IsWalking() @@ -114,6 +117,11 @@ Oyster::Math::Float3 Player::GetPos() return rigidBody->GetCenter(); } +Oyster::Math::Float3 Player::GetLookDir() +{ + return myData->lookDir; +} + /******************************************************** * Respawns the player on a new chosen position * This resets a set of variables such as life, ammo etcetc @@ -122,3 +130,9 @@ void Player::Respawn() { } + + +void Player::DamageLife(int damage) +{ + myData->life -= damage; +} \ No newline at end of file diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index 44b28ceb..7cf7187b 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -26,8 +26,12 @@ namespace GameLogic bool IsIdle(); Oyster::Math::Float3 GetPos(); + Oyster::Math::Float3 GetLookDir(); + void Respawn(); + void DamageLife(int damage); + private: struct PrivateData; PrivateData *myData; diff --git a/Code/Game/GameLogic/Weapon.h b/Code/Game/GameLogic/Weapon.h index b5239b6e..cdd1a3b7 100644 --- a/Code/Game/GameLogic/Weapon.h +++ b/Code/Game/GameLogic/Weapon.h @@ -5,6 +5,7 @@ #define WEAPON_H #include "GameLogicStates.h" #include "IAttatchment.h" +#include "Player.h" namespace GameLogic { @@ -21,8 +22,8 @@ namespace GameLogic void Use(const WEAPON_FIRE &fireInput); - void AddNewAttatchment(IAttatchment *attatchment); - void SwitchAttatchment(IAttatchment *attatchment, int socketID); + void AddNewAttatchment(IAttatchment *attatchment, Player *owner); + void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner); void RemoveAttatchment(int socketID); void SelectAttatchment(int socketID);