GameClient - modified player Data and out commented physics
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@ -26,15 +26,15 @@ Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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{
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float mass = 60;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float mass = 40;
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Oyster::Math::Float restitutionCoeff = 0.5f;
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Oyster::Math::Float restitutionCoeff = 0.5f;
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Oyster::Math::Float frictionCoeff_Static = 0.4f;
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Oyster::Math::Float frictionCoeff_Static = 0.4f;
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Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
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Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
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//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
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//create rigid body
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//create rigid body
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Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
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Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(height, radius, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, restitutionCoeff, frictionCoeff_Static, frictionCoeff_Dynamic );
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rigidBody->SetAngularFactor(0.0f);
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rigidBody->SetAngularFactor(0.0f);
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//create player with this rigid body
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//create player with this rigid body
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this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID);
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this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID);
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@ -27,6 +27,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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key_backward = 0;
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key_backward = 0;
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key_strafeRight = 0;
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key_strafeRight = 0;
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key_strafeLeft = 0;
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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@ -50,6 +52,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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key_backward = 0;
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key_backward = 0;
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key_strafeRight = 0;
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key_strafeRight = 0;
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key_strafeLeft = 0;
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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@ -71,12 +75,12 @@ Player::~Player(void)
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void Player::BeginFrame()
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void Player::BeginFrame()
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{
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{
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//weapon->Update(0.002f);
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//weapon->Update(0.002f);
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Object::BeginFrame();
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//Object::BeginFrame();
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float4x4 xform;
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/*Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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xform = this->rigidBody->GetState().GetOrientation();*/
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/* Handle turning */
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/* Handle turning */
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/*if (left)
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/*if (left)
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@ -86,11 +90,11 @@ void Player::BeginFrame()
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//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
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//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
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Oyster::Math::Float3 rightDir = xform.v[0];
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Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
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forwardDir.Normalize();
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forwardDir.Normalize();
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rightDir.Normalize();
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rightDir.Normalize();
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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@ -98,50 +102,50 @@ void Player::BeginFrame()
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if (key_forward > 0.001)
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if (key_forward > 0.001)
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{
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{
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key_forward -= gameInstance->GetFrameTime();
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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walkDirection += forwardDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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}
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}
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if (key_backward > 0.001)
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if (key_backward > 0.001)
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{
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{
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key_backward -= gameInstance->GetFrameTime();
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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walkDirection -= forwardDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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}
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}
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if (key_strafeRight > 0.001)
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if (key_strafeRight > 0.001)
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{
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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walkDirection -= rightDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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}
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}
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if (key_strafeLeft > 0.001)
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if (key_strafeLeft > 0.001)
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{
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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walkDirection += rightDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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maxSpeed = 40;
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maxSpeed = 40;
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}
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}
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
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{
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{
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/* Dampen when on the ground and not being moved by the player */
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/* Dampen when on the ground and not being moved by the player */
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linearVelocity *= 0.2f;
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linearVelocity *= 0.2f;
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this->rigidBody->SetLinearVelocity (linearVelocity);
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//this->rigidBody->SetLinearVelocity (linearVelocity);
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}
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}
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else
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//else
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{
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//{
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if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
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// if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
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{
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// {
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Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
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// Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
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this->rigidBody->SetLinearVelocity(velocity);
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// this->rigidBody->SetLinearVelocity(velocity);
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}
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// }
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else if(speed < maxSpeed)
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// else if(speed < maxSpeed)
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{
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// {
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Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
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// Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
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this->rigidBody->SetLinearVelocity(velocity);
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// this->rigidBody->SetLinearVelocity(velocity);
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}
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// }
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}
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//}
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if (key_jump > 0.001)
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if (key_jump > 0.001)
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{
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{
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@ -153,8 +157,11 @@ void Player::BeginFrame()
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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}
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}
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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if(pos.x < -300000)
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int i =0;
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this->weapon->Update(0.01f);
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//this->weapon->Update(0.01f);
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}
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}
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void Player::EndFrame()
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void Player::EndFrame()
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@ -162,9 +169,9 @@ void Player::EndFrame()
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// snap to axis
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// snap to axis
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Oyster::Math::Float4 rotation;
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Oyster::Math::Float4 rotation;
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Object::EndFrame();
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//Object::EndFrame();
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}
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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void Player::Move(const PLAYER_MOVEMENT &movement)
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