GL - added jumppad model and rigidbody
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14077c6d4e
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@ -140,6 +140,13 @@ bool GameState::LoadModels()
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this->staticObjects.Push(new C_StaticObj());
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
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// add jumppad
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modelData.position = Oyster::Math::Float3(4, 600.3, 0);
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modelData.modelPath = L"jumppad_round.dan";
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modelData.id = id++;
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// load models
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this->staticObjects.Push(new C_StaticObj());
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
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// add player model
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modelData.position = Oyster::Math::Float3(0, 602, 0);
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@ -157,13 +164,7 @@ bool GameState::LoadModels()
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add jumppad
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modelData.position = Oyster::Math::Float3(4, 600.3, 0);
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modelData.modelPath = L"jumppad_round.dan";
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modelData.id = id++;
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// load models
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add sky sphere
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modelData.position = Oyster::Math::Float3(0,0,0);
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@ -40,6 +40,10 @@ using namespace GameLogic;
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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break;
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case OBJECT_TYPE::OBJECT_TYPE_JUMPPAD:
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int i = 0;
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// JUMP
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break;
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}
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//return Physics::ICustomBody::SubscriptMessage_none;
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@ -27,6 +27,7 @@ namespace GameLogic
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OBJECT_TYPE_BOX = 1,
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OBJECT_TYPE_WORLD = 2,
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OBJECT_TYPE_GENERIC = 4,
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OBJECT_TYPE_JUMPPAD = 8,
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OBJECT_TYPE_UNKNOWN = -1,
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};
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@ -179,6 +179,13 @@ void Level::InitiateLevel(float radius)
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this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
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rigidBody_House->SetCustomTag(this->staticObjects[0]);
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this->staticObjects[0]->objectID = idCount++;
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// add jumppad
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ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
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this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_JUMPPAD, Oyster::Math::Float3(0,1,0)));
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rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
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this->staticObjects[1]->objectID = idCount++;
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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@ -9,6 +9,7 @@
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#include "StaticObject.h"
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#include "DynamicObject.h"
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#include "GameModeType.h"
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#include "JumpPad.h"
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#include "Player.h"
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#include "PhysicsAPI.h"
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#include "TeamManager.h"
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