Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
a0c9677123
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@ -21,19 +21,19 @@ namespace DanBias
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ButtonEllipse()
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: EventButtonGUI(), radius(0)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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{}
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|
|
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@ -21,19 +21,19 @@ namespace DanBias
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ButtonRectangle()
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: EventButtonGUI(), width(0), height(0)
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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{}
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|
|
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@ -31,30 +31,30 @@ namespace DanBias
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{
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public:
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EventButtonGUI()
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: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0)
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: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(1, 1, 1, 1)
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{}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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CreateTexture(textureName);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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CreateTexture(textureName);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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CreateTexture(textureName);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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CreateTexture(textureName);
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@ -77,7 +77,7 @@ namespace DanBias
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if(EventButton<Owner>::Enabled())
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{
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// let the using dev decide what is rendered
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Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
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Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float4(1.0f, 1.0f, 1.0f, 1.0f));
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//Render att xPos and yPos
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//With width and height
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@ -125,7 +125,7 @@ namespace DanBias
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Oyster::Graphics::API::Texture texture;
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std::wstring buttonText;
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Oyster::Math::Float3 textColor;
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Oyster::Math::Float4 textColor;
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};
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}
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}
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@ -20,7 +20,7 @@ namespace DanBias { namespace Client
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{
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public:
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TextField();
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TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
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TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
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virtual ~TextField();
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virtual void RenderText();
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@ -62,7 +62,7 @@ namespace DanBias { namespace Client
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}
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template<typename Owner>
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TextField<Owner>::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
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TextField<Owner>::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
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: ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, resize )
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{
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this->fontHeight = 0.025f;
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@ -5,10 +5,16 @@
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#include "Camera_FPS.h"
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#include <GameServerAPI.h>
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_StaticObj.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Math3D;
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using namespace ::GameLogic;
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using namespace ::Utility::DynamicMemory;
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struct GameState::MyData
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{
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@ -16,14 +22,27 @@ struct GameState::MyData
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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InputClass *input;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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C_Player player;
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Camera_FPS camera;
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int myId;
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} privData;
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GameState::GameState()
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{
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key_forward = false;
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key_backward = false;
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key_strafeRight = false;
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key_strafeLeft = false;
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this->privData = nullptr;
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}
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GameState::~GameState()
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@ -34,202 +53,69 @@ GameState::~GameState()
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bool GameState::Init( SharedStateContent &shared )
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{
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// load models
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privData = new MyData();
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// we may assume that shared.network is properly connected
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// and there is content in shared.dynamicObjects and shared.staticObjects
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this->privData = new MyData();
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this->privData->key_forward = false;
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this->privData->key_backward = false;
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this->privData->key_strafeRight = false;
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this->privData->key_strafeLeft = false;
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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LoadGame();
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this->privData->staticObjects = &shared.staticObjects;
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this->privData->dynamicObjects = &shared.dynamicObjects;
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//tell server ready
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this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
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this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
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return true;
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}
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GameState::gameStateState GameState::LoadGame()
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void GameState::InitiatePlayer( int id, std::wstring modelName, Float4x4 world )
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{
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|
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return gameStateState_playing;
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}
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bool GameState::LoadModels(std::string mapFile)
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{
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GameLogic::LevelLoader levelLoader;
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std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
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objects = levelLoader.LoadLevel(mapFile);
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|
||||
int objCount = objects.size();
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int modelId = 0;
|
||||
ModelInitData modelData;
|
||||
for (int i = 0; i < objCount; i++)
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||||
{
|
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GameLogic::ObjectTypeHeader* obj = objects.at(i);
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||||
|
||||
switch (obj->typeID)
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{
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||||
case GameLogic::ObjectType::ObjectType_LevelMetaData:
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break;
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case GameLogic::ObjectType::ObjectType_Static:
|
||||
{
|
||||
GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
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modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
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modelData.visible = true;
|
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//modelData.position = ;
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//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
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//modelData.scale = Float3(2,2,2);
|
||||
modelData.id = modelId++;
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|
||||
this->staticObjects.Push(new C_StaticObj());
|
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||
}
|
||||
break;
|
||||
case GameLogic::ObjectType::ObjectType_Dynamic:
|
||||
{
|
||||
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
|
||||
//modelData.position = ;
|
||||
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
|
||||
//modelData.scale = Float3(2,2,2);
|
||||
modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
|
||||
modelData.visible = true;
|
||||
modelData.id = modelId++;
|
||||
|
||||
this->dynamicObjects.Push(new C_DynamicObj());
|
||||
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
|
||||
}
|
||||
break;
|
||||
case GameLogic::ObjectType::ObjectType_Light:
|
||||
{
|
||||
GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj);
|
||||
|
||||
switch( lightData->lightType )
|
||||
{
|
||||
case GameLogic::LightType_PointLight:
|
||||
{
|
||||
//Oyster::Graphics::Definitions::Pointlight plight;
|
||||
//plight.Pos = ((GameLogic::PointLight*)lightData)->position;
|
||||
//plight.Color = lightData->diffuseColor;
|
||||
//plight.Radius = 100;
|
||||
//plight.Bright = 0.9f;
|
||||
//Oyster::Graphics::API::AddLight(plight);
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
myId += modelId++;
|
||||
// add player model
|
||||
//modelData.position = ;
|
||||
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
|
||||
//modelData.scale = Float3(2,2,2);
|
||||
|
||||
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"char_still_sizeref.dan";
|
||||
modelData.id = myId;
|
||||
// load models
|
||||
this->dynamicObjects.Push(new C_DynamicObj());
|
||||
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
|
||||
|
||||
/*C_Player* obj = new C_Player();
|
||||
privData->object.push_back(obj);
|
||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
*/
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
bool GameState::InitCamera(Float3 startPos)
|
||||
{
|
||||
camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
|
||||
camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
|
||||
camera.UpdateOrientation();
|
||||
Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
|
||||
{
|
||||
myId = id;
|
||||
this->privData->myId = id;
|
||||
|
||||
ModelInitData modelData;
|
||||
C_Object* obj;
|
||||
modelData.visible = true;
|
||||
//modelData.world = world;
|
||||
modelData.position = Float3(world[12], world[13], world[14]);
|
||||
modelData.rotation = Quaternion(Float3(0,0,0), 1);
|
||||
modelData.scale = Float3(1,1,1);
|
||||
modelData.modelPath = modelName;
|
||||
modelData.id = myId;
|
||||
modelData.id = this->privData->myId;
|
||||
this->privData->player.Init( modelData );
|
||||
|
||||
obj = new C_Player();
|
||||
this->dynamicObjects.Push(obj);
|
||||
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
|
||||
|
||||
Float3 pos = Float3(world[12], world[13], world[14]);
|
||||
|
||||
camera.SetPosition( pos );
|
||||
camera.UpdateOrientation();
|
||||
this->privData->camera.SetPosition( this->privData->player.getPos() );
|
||||
this->privData->camera.UpdateOrientation();
|
||||
}
|
||||
|
||||
GameClientState::ClientState GameState::Update( float deltaTime )
|
||||
{
|
||||
//switch (privData->state)
|
||||
//{
|
||||
//case gameStateState_loading: //Will this ever happen in this scope??
|
||||
// {
|
||||
// // load map
|
||||
// // wait for all players
|
||||
// LoadGame();
|
||||
// GameLogic::Protocol_General_Status gameStatus;
|
||||
// gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
|
||||
// privData->nwClient->Send(gameStatus);
|
||||
// privData->state = gameStateState_playing;
|
||||
// }
|
||||
// break;
|
||||
//case gameStateState_playing:
|
||||
// // read server data
|
||||
// // update objects
|
||||
// {
|
||||
// readKeyInput(KeyInput);
|
||||
// camera.UpdateOrientation();
|
||||
// }
|
||||
// break;
|
||||
//case gameStateState_end:
|
||||
// return ClientState_Lobby;
|
||||
// break;
|
||||
//default:
|
||||
// break;
|
||||
//}
|
||||
//
|
||||
//// send key input to server.
|
||||
//return ClientState_Same;
|
||||
|
||||
return this->privData->nextState;
|
||||
}
|
||||
|
||||
bool GameState::Render()
|
||||
{
|
||||
Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
|
||||
Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() );
|
||||
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
for (unsigned int i = 0; i < staticObjects.Size(); i++)
|
||||
|
||||
// for debugging to be replaced with render weapon
|
||||
this->privData->player.Render();
|
||||
|
||||
auto staticObject = this->privData->staticObjects->begin();
|
||||
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
|
||||
{
|
||||
staticObjects[i]->Render();
|
||||
staticObject->second->Render();
|
||||
}
|
||||
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
|
||||
|
||||
auto dynamicObject = this->privData->dynamicObjects->begin();
|
||||
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
|
||||
{
|
||||
dynamicObjects[i]->Render();
|
||||
dynamicObject->second->Render();
|
||||
}
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
@ -238,8 +124,25 @@ bool GameState::Render()
|
|||
|
||||
bool GameState::Release()
|
||||
{
|
||||
if( privData )
|
||||
{
|
||||
auto staticObject = this->privData->staticObjects->begin();
|
||||
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
|
||||
{
|
||||
staticObject->second = nullptr;
|
||||
}
|
||||
|
||||
auto dynamicObject = this->privData->dynamicObjects->begin();
|
||||
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
|
||||
{
|
||||
dynamicObject->second = nullptr;
|
||||
}
|
||||
|
||||
this->privData->staticObjects->clear();
|
||||
this->privData->dynamicObjects->clear();
|
||||
|
||||
privData = NULL;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -248,138 +151,119 @@ void GameState::ChangeState( ClientState next )
|
|||
this->privData->nextState = next;
|
||||
}
|
||||
|
||||
void GameState::readKeyInput(InputClass* KeyInput)
|
||||
void GameState::ReadKeyInput()
|
||||
{
|
||||
if(KeyInput->IsKeyPressed(DIK_W))
|
||||
if( this->privData->input->IsKeyPressed(DIK_W) )
|
||||
{
|
||||
if(!key_forward)
|
||||
if(!this->privData->key_forward)
|
||||
{
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
|
||||
key_forward = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
|
||||
this->privData->key_forward = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_forward = false;
|
||||
this->privData->key_forward = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_S))
|
||||
if( this->privData->input->IsKeyPressed(DIK_S) )
|
||||
{
|
||||
if(!key_backward)
|
||||
if( !this->privData->key_backward )
|
||||
{
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
|
||||
key_backward = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
|
||||
this->privData->key_backward = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_backward = false;
|
||||
this->privData->key_backward = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_A))
|
||||
if( this->privData->input->IsKeyPressed(DIK_A) )
|
||||
{
|
||||
if(!key_strafeLeft)
|
||||
if( !this->privData->key_strafeLeft )
|
||||
{
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
|
||||
key_strafeLeft = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
|
||||
this->privData->key_strafeLeft = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_strafeLeft = false;
|
||||
this->privData->key_strafeLeft = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_D))
|
||||
if( this->privData->input->IsKeyPressed(DIK_D) )
|
||||
{
|
||||
if(!key_strafeRight)
|
||||
if( !this->privData->key_strafeRight )
|
||||
{
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
|
||||
key_strafeRight = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
|
||||
this->privData->key_strafeRight = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_strafeRight = false;
|
||||
this->privData->key_strafeRight = false;
|
||||
|
||||
|
||||
//send delta mouse movement
|
||||
//if (KeyInput->IsMousePressed())
|
||||
{
|
||||
camera.YawRight( -KeyInput->GetYaw() );
|
||||
camera.PitchUp( KeyInput->GetPitch() );
|
||||
camera.UpdateOrientation();
|
||||
this->privData->camera.YawRight( -this->privData->input->GetYaw() );
|
||||
this->privData->camera.PitchUp( this->privData->input->GetPitch() );
|
||||
this->privData->camera.UpdateOrientation();
|
||||
|
||||
GameLogic::Protocol_PlayerLook playerLookDir;
|
||||
Float4 look = camera.GetLook();
|
||||
|
||||
privData->nwClient->Send( playerLookDir );
|
||||
privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
|
||||
}
|
||||
|
||||
// shoot
|
||||
if(KeyInput->IsKeyPressed(DIK_Z))
|
||||
if( this->privData->input->IsKeyPressed(DIK_Z) )
|
||||
{
|
||||
if(!key_Shoot)
|
||||
if( !this->privData->key_Shoot )
|
||||
{
|
||||
GameLogic::Protocol_PlayerShot playerShot;
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = true;
|
||||
playerShot.secondaryPressed = false;
|
||||
playerShot.utilityPressed = false;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
if(KeyInput->IsKeyPressed(DIK_X))
|
||||
this->privData->key_Shoot = false;
|
||||
if( this->privData->input->IsKeyPressed(DIK_X) )
|
||||
{
|
||||
if(!key_Shoot)
|
||||
if( !this->privData->key_Shoot )
|
||||
{
|
||||
GameLogic::Protocol_PlayerShot playerShot;
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = false;
|
||||
playerShot.secondaryPressed = true;
|
||||
playerShot.utilityPressed = false;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
if(KeyInput->IsKeyPressed(DIK_C))
|
||||
this->privData->key_Shoot = false;
|
||||
if( this->privData->input->IsKeyPressed(DIK_C) )
|
||||
{
|
||||
if(!key_Shoot)
|
||||
if( !this->privData->key_Shoot )
|
||||
{
|
||||
GameLogic::Protocol_PlayerShot playerShot;
|
||||
Protocol_PlayerShot playerShot;
|
||||
playerShot.primaryPressed = false;
|
||||
playerShot.secondaryPressed = false;
|
||||
playerShot.utilityPressed = true;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
this->privData->key_Shoot = false;
|
||||
|
||||
// jump
|
||||
if(KeyInput->IsKeyPressed(DIK_SPACE))
|
||||
if( this->privData->input->IsKeyPressed(DIK_SPACE) )
|
||||
{
|
||||
if(!key_Jump)
|
||||
if(!this->privData->key_Jump)
|
||||
{
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
|
||||
key_Jump = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerJump() );
|
||||
this->privData->key_Jump = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Jump = false;
|
||||
this->privData->key_Jump = false;
|
||||
|
||||
// send event data
|
||||
//
|
||||
//if(KeyInput->IsKeyPressed(DIK_L))
|
||||
// privData->state = GameState::gameStateState_end;
|
||||
}
|
||||
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
|
||||
// returns -1 if none found
|
||||
int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
|
||||
{
|
||||
int num = collection.Size();
|
||||
for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
|
||||
return i;
|
||||
return -1;
|
||||
// TODO: implement sub-menu
|
||||
}
|
||||
|
||||
void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
|
||||
|
@ -396,76 +280,67 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
|||
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
|
||||
case protocol_Gameplay_ObjectPosition:
|
||||
{
|
||||
GameLogic::Protocol_ObjectPosition decoded(data);
|
||||
Protocol_ObjectPosition decoded(data);
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == decoded.object_ID )
|
||||
camera.SetPosition( decoded.position );
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
this->privData->camera.SetPosition( decoded.position );
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
this->dynamicObjects[i]->setPos( decoded.position );
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectScale:
|
||||
{
|
||||
GameLogic::Protocol_ObjectScale decoded(data);
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
this->dynamicObjects[i]->setScale( decoded.scale );
|
||||
Protocol_ObjectScale decoded(data);
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectRotation:
|
||||
{
|
||||
GameLogic::Protocol_ObjectRotation decoded(data);
|
||||
Protocol_ObjectRotation decoded(data);
|
||||
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == decoded.object_ID )
|
||||
camera.SetAngular( AngularAxis(rotation) );
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
this->privData->camera.SetAngular( AngularAxis(rotation) );
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
this->dynamicObjects[i]->setRot( rotation );
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPositionRotation:
|
||||
{
|
||||
GameLogic::Protocol_ObjectPositionRotation decoded(data);
|
||||
Protocol_ObjectPositionRotation decoded(data);
|
||||
Float3 position = decoded.position;
|
||||
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == decoded.object_ID )
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
{
|
||||
camera.SetPosition( position );
|
||||
camera.SetAngular( AngularAxis(rotation) );
|
||||
this->privData->camera.SetPosition( position );
|
||||
this->privData->camera.SetAngular( AngularAxis(rotation) );
|
||||
}
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
{
|
||||
this->dynamicObjects[i]->setPos( position );
|
||||
this->dynamicObjects[i]->setRot( rotation );
|
||||
}
|
||||
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
||||
object->setPos( position );
|
||||
object->setRot( rotation );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
|
||||
case protocol_Gameplay_ObjectDisabled:
|
||||
{
|
||||
GameLogic::Protocol_ObjectDisable decoded(data);
|
||||
Protocol_ObjectDisable decoded(data);
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.objectID );
|
||||
if( i > -1 )
|
||||
auto object = this->privData->dynamicObjects->find( decoded.objectID );
|
||||
if( object != this->privData->dynamicObjects->end() )
|
||||
{
|
||||
this->dynamicObjects[i].Release();
|
||||
this->dynamicObjects.Pop(i);
|
||||
object->second = nullptr;
|
||||
this->privData->dynamicObjects->erase( object );
|
||||
}
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate:
|
||||
{
|
||||
GameLogic::Protocol_ObjectCreate decoded(data);
|
||||
Protocol_ObjectCreate decoded(data);
|
||||
C_DynamicObj* object = new C_DynamicObj();
|
||||
|
||||
ModelInitData modelData;
|
||||
|
@ -480,7 +355,7 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
|||
}
|
||||
object->Init(modelData);
|
||||
|
||||
dynamicObjects.Push(object);
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID] = object;
|
||||
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -4,13 +4,6 @@
|
|||
#include "OysterMath.h"
|
||||
#include <string>
|
||||
|
||||
#include "Camera_FPS.h"
|
||||
#include "LevelLoader/LevelLoader.h"
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "DynamicArray.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
class GameState : public GameClientState
|
||||
|
@ -27,12 +20,8 @@ namespace DanBias { namespace Client
|
|||
~GameState(void);
|
||||
bool Init( SharedStateContent &shared );
|
||||
GameClientState::ClientState Update( float deltaTime ) override;
|
||||
|
||||
bool LoadModels(std::string mapFile);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
|
||||
gameStateState LoadGame();
|
||||
void readKeyInput(InputClass* KeyInput);
|
||||
void InitiatePlayer( int id, std::wstring modelName, Oyster::Math::Float4x4 world );
|
||||
void ReadKeyInput();
|
||||
|
||||
bool Render()override;
|
||||
bool Release()override;
|
||||
|
@ -43,20 +32,6 @@ namespace DanBias { namespace Client
|
|||
private:
|
||||
struct MyData;
|
||||
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
||||
|
||||
bool key_forward;
|
||||
bool key_backward;
|
||||
bool key_strafeRight;
|
||||
bool key_strafeLeft;
|
||||
bool key_Shoot;
|
||||
bool key_Jump;
|
||||
Camera_FPS camera;
|
||||
|
||||
int myId;
|
||||
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
|
||||
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
|
||||
};
|
||||
} }
|
||||
#endif
|
|
@ -58,7 +58,7 @@ bool LanMenuState::Init( SharedStateContent &shared )
|
|||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
|
||||
// create guiElements
|
||||
this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float3(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
|
||||
this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float4(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
|
||||
this->privData->connectIP->ReserveLines( 1 );
|
||||
this->privData->connectIP->AppendText( L"127.0.0.1" );
|
||||
this->privData->connectIP->SetFontHeight( 0.08f );
|
||||
|
@ -68,10 +68,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
|
|||
this->privData->guiElements.AddButton( this->privData->connectIP );
|
||||
|
||||
ButtonRectangle<LanMenuState*> *guiElements;
|
||||
guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float3(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
|
||||
guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float4(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
|
||||
this->privData->guiElements.AddButton( guiElements );
|
||||
|
||||
guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Exit", Float3(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
|
||||
guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Exit", Float4(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
|
||||
this->privData->guiElements.AddButton( guiElements );
|
||||
|
||||
// bind guiElements collection to the singleton eventhandler
|
||||
|
@ -123,8 +123,8 @@ void LanMenuState::ChangeState( ClientState next )
|
|||
{
|
||||
case GameClientState::ClientState_Lobby:
|
||||
// attempt to connect to lobby
|
||||
//if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
|
||||
// return; // TODO: temporary commented out
|
||||
if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
|
||||
return;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
|
|
@ -50,7 +50,7 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
|
|||
// create buttons
|
||||
ButtonRectangle<LobbyAdminState*> *button;
|
||||
|
||||
button = new ButtonRectangle<LobbyAdminState*>( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
button = new ButtonRectangle<LobbyAdminState*>( L"earth_md.png", L"Ready", Float4(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
this->privData->guiElements.AddButton( button );
|
||||
|
||||
// bind button collection to the singleton eventhandler
|
||||
|
|
|
@ -50,7 +50,7 @@ bool LobbyState::Init( SharedStateContent &shared )
|
|||
// create buttons
|
||||
ButtonRectangle<LobbyState*> *button;
|
||||
|
||||
button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float4(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
this->privData->guiElements.AddButton( button );
|
||||
|
||||
// bind button collection to the singleton eventhandler
|
||||
|
|
|
@ -54,13 +54,13 @@ bool MainState::Init( SharedStateContent &shared )
|
|||
// create buttons
|
||||
ButtonRectangle<MainState*> *button;
|
||||
|
||||
button = new ButtonRectangle<MainState*>( L"earth_md.png", L"Create", Float3(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
button = new ButtonRectangle<MainState*>( L"earth_md.png", L"Create", Float4(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
this->privData->guiElements.AddButton( button );
|
||||
|
||||
button = new ButtonRectangle<MainState*>( L"skysphere_md.png", L"Join", Float3(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
button = new ButtonRectangle<MainState*>( L"skysphere_md.png", L"Join", Float4(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
this->privData->guiElements.AddButton( button );
|
||||
|
||||
button = new ButtonRectangle<MainState*>( L"plane_texture_md.png", L"Quit", Float3(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
button = new ButtonRectangle<MainState*>( L"plane_texture_md.png", L"Quit", Float4(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
|
||||
this->privData->guiElements.AddButton( button );
|
||||
|
||||
// bind button collection to the singleton eventhandler
|
||||
|
|
|
@ -1,13 +1,18 @@
|
|||
#include "NetLoadState.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "OysterMath.h"
|
||||
#include "../Game/GameProtocols/Protocols.h"
|
||||
#include "Protocols.h"
|
||||
#include "LevelLoader\LevelLoader.h"
|
||||
#include "Utilities.h"
|
||||
#include "C_obj\C_StaticObj.h"
|
||||
#include "C_obj\C_DynamicObj.h"
|
||||
|
||||
using namespace ::DanBias::Client;
|
||||
using namespace ::Oyster;
|
||||
using namespace ::Oyster::Math;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::GameLogic;
|
||||
using namespace ::Utility::String;
|
||||
|
||||
struct NetLoadState::MyData
|
||||
{
|
||||
|
@ -16,9 +21,17 @@ struct NetLoadState::MyData
|
|||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
Graphics::API::Texture background;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
|
||||
|
||||
bool loading;
|
||||
};
|
||||
|
||||
inline Quaternion ArrayToQuaternion( float source[4] )
|
||||
{
|
||||
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
|
||||
}
|
||||
|
||||
NetLoadState::NetLoadState(void) {}
|
||||
|
||||
NetLoadState::~NetLoadState(void)
|
||||
|
@ -34,6 +47,9 @@ bool NetLoadState::Init( SharedStateContent &shared )
|
|||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
this->privData->dynamicObjects = &shared.dynamicObjects;
|
||||
this->privData->staticObjects = &shared.staticObjects;
|
||||
|
||||
this->privData->loading = false;
|
||||
|
||||
// we may assume that nwClient is properly connected to the server
|
||||
|
@ -82,6 +98,7 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
|
|||
if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
|
||||
{
|
||||
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
|
||||
this->ChangeState( ClientState_Game );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -89,7 +106,69 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
{
|
||||
this->privData->loading = true;
|
||||
|
||||
// TODO: ask Sam about level loader
|
||||
LevelLoader loader;
|
||||
auto objects = loader.LoadLevel( fileName );
|
||||
auto object = objects.begin();
|
||||
ObjectHeader *oh;
|
||||
|
||||
int objectID = 100; // first 100 is reserved for players. This is how the server does it.
|
||||
|
||||
for( ; object != objects.end(); ++object )
|
||||
{
|
||||
++objectID;
|
||||
oh = (ObjectHeader*)&*object;
|
||||
switch( oh->typeID )
|
||||
{
|
||||
case ObjectType::ObjectType_Static:
|
||||
{
|
||||
ModelInitData desc;
|
||||
desc.id = objectID;
|
||||
StringToWstring( oh->ModelFile, desc.modelPath );
|
||||
desc.position = oh->position;
|
||||
desc.rotation = ArrayToQuaternion( oh->rotation );
|
||||
desc.scale = oh->scale;
|
||||
desc.visible = true;
|
||||
|
||||
C_StaticObj *staticObject = new C_StaticObj();
|
||||
if( staticObject->Init( desc ) )
|
||||
{
|
||||
(*this->privData->staticObjects)[objectID] = staticObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
delete staticObject;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ObjectType::ObjectType_Dynamic:
|
||||
{
|
||||
ModelInitData desc;
|
||||
desc.id = objectID;
|
||||
StringToWstring( oh->ModelFile, desc.modelPath );
|
||||
desc.position = oh->position;
|
||||
desc.rotation = ArrayToQuaternion( oh->rotation );
|
||||
desc.scale = oh->scale;
|
||||
desc.visible = true;
|
||||
|
||||
C_DynamicObj *dynamicObject = new C_DynamicObj();
|
||||
if( dynamicObject->Init( desc ) )
|
||||
{
|
||||
(*this->privData->dynamicObjects)[objectID] = dynamicObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
delete dynamicObject;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ObjectType::ObjectType_Light:
|
||||
{
|
||||
/* TODO: implement light into the leveformat */
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
this->privData->nextState = ClientState::ClientState_Game;
|
||||
}
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
#include <map>
|
||||
#include "Utilities.h"
|
||||
#include "C_Object.h"
|
||||
#include "C_obj\C_StaticObj.h"
|
||||
#include "C_obj\C_DynamicObj.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "L_inputClass.h"
|
||||
|
||||
|
@ -19,7 +21,8 @@ namespace DanBias { namespace Client
|
|||
struct SharedStateContent
|
||||
{
|
||||
public:
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> scene;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
|
||||
::Oyster::Network::NetworkClient *network;
|
||||
InputClass* input;
|
||||
};
|
||||
|
|
|
@ -161,7 +161,7 @@ namespace Oyster
|
|||
Render::Gui::Begin2DRender();
|
||||
}
|
||||
|
||||
void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color)
|
||||
void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float4 color)
|
||||
{
|
||||
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
|
||||
}
|
||||
|
@ -196,7 +196,7 @@ namespace Oyster
|
|||
Render::Gui::Begin2DTextRender();
|
||||
}
|
||||
|
||||
void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color)
|
||||
void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 color)
|
||||
{
|
||||
Render::Gui::RenderText(text, Pos, Size, FontSize, color);
|
||||
}
|
||||
|
|
|
@ -57,13 +57,13 @@ namespace Oyster
|
|||
static void StartGuiRender();
|
||||
|
||||
//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
|
||||
static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
|
||||
static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float4 Color = Math::Float4(1,1,1,1));
|
||||
|
||||
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
|
||||
static void StartTextRender();
|
||||
|
||||
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
|
||||
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1));
|
||||
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 Color = Math::Float4(1,1,1,1));
|
||||
|
||||
//! @brief Performs light calculations, post effects and presents the scene
|
||||
static void EndFrame();
|
||||
|
|
|
@ -16,7 +16,7 @@ namespace Oyster
|
|||
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
|
||||
}
|
||||
|
||||
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color)
|
||||
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float4 color)
|
||||
{
|
||||
Core::deviceContext->PSSetShaderResources(0,1,&tex);
|
||||
|
||||
|
@ -37,7 +37,7 @@ namespace Oyster
|
|||
Render::Resources::Gui::Data.Unmap();
|
||||
|
||||
data = Render::Resources::Color.Map();
|
||||
memcpy(data,&color,sizeof(Math::Float3));
|
||||
memcpy(data,&color,sizeof(Math::Float4));
|
||||
Render::Resources::Color.Unmap();
|
||||
|
||||
|
||||
|
@ -50,7 +50,7 @@ namespace Oyster
|
|||
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
|
||||
}
|
||||
|
||||
void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color)
|
||||
void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 color)
|
||||
{
|
||||
|
||||
//size.x = size.x / (text.length() * TEXT_SPACING /2);
|
||||
|
@ -81,7 +81,7 @@ namespace Oyster
|
|||
Definitions::Text2D tmpInst;
|
||||
|
||||
data = Render::Resources::Color.Map();
|
||||
memcpy(data,&color,sizeof(Math::Float3));
|
||||
memcpy(data,&color,sizeof(Math::Float4));
|
||||
Render::Resources::Color.Unmap();
|
||||
|
||||
void* dest = Resources::Gui::Text::Vertex.Map();
|
||||
|
|
|
@ -12,9 +12,9 @@ namespace Oyster
|
|||
{
|
||||
public:
|
||||
static void Begin2DRender();
|
||||
static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
|
||||
static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float4 tint = Math::Float4(1,1,1,1));
|
||||
static void Begin2DTextRender();
|
||||
static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1));
|
||||
static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 tint = Math::Float4(1,1,1,1));
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,5 +2,5 @@
|
|||
|
||||
float4 main(Pixel2DIn input) : SV_Target0
|
||||
{
|
||||
return Material.Sample(LinearSampler,input.Uv) * float4(Color,1);
|
||||
return Material.Sample(LinearSampler,input.Uv) * Color;
|
||||
}
|
|
@ -10,7 +10,7 @@ cbuffer EveryObject2D : register(b0)
|
|||
|
||||
cbuffer ColorData : register(b0)
|
||||
{
|
||||
float3 Color;
|
||||
float4 Color;
|
||||
};
|
||||
|
||||
struct Pixel2DIn
|
||||
|
|
Loading…
Reference in New Issue