GameClient - modified player Data and out commented physics
This commit is contained in:
parent
f04a928d6e
commit
a2979a2bf5
|
@ -26,15 +26,15 @@ Game::PlayerData::PlayerData(int playerID,int teamID)
|
|||
{
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float height = 2.0f;
|
||||
Oyster::Math::Float radius = 0.5f;
|
||||
Oyster::Math::Float mass = 40;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5f;
|
||||
Oyster::Math::Float frictionCoeff_Static = 0.4f;
|
||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
|
||||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
||||
//create rigid body
|
||||
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 );
|
||||
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 );
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID);
|
||||
|
|
|
@ -27,6 +27,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
key_jump = 0;
|
||||
invincibleCooldown = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
|
||||
|
@ -50,6 +52,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
key_jump = 0;
|
||||
invincibleCooldown = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
this->moveDir = Oyster::Math::Float3(0,0,0);
|
||||
|
@ -71,12 +75,12 @@ Player::~Player(void)
|
|||
void Player::BeginFrame()
|
||||
{
|
||||
//weapon->Update(0.002f);
|
||||
Object::BeginFrame();
|
||||
//Object::BeginFrame();
|
||||
|
||||
Oyster::Math::Float maxSpeed = 30;
|
||||
|
||||
Oyster::Math::Float4x4 xform;
|
||||
xform = this->rigidBody->GetState().GetOrientation();
|
||||
/*Oyster::Math::Float4x4 xform;
|
||||
xform = this->rigidBody->GetState().GetOrientation();*/
|
||||
|
||||
/* Handle turning */
|
||||
/*if (left)
|
||||
|
@ -86,11 +90,11 @@ void Player::BeginFrame()
|
|||
|
||||
//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
|
||||
|
||||
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
|
||||
Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
|
||||
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
|
||||
|
||||
Oyster::Math::Float3 forwardDir = xform.v[2];
|
||||
Oyster::Math::Float3 rightDir = xform.v[0];
|
||||
Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
|
||||
Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
|
||||
forwardDir.Normalize();
|
||||
rightDir.Normalize();
|
||||
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
|
||||
|
@ -123,25 +127,25 @@ void Player::BeginFrame()
|
|||
}
|
||||
|
||||
|
||||
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)
|
||||
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)
|
||||
{
|
||||
/* Dampen when on the ground and not being moved by the player */
|
||||
linearVelocity *= 0.2f;
|
||||
this->rigidBody->SetLinearVelocity (linearVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
|
||||
{
|
||||
Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
|
||||
this->rigidBody->SetLinearVelocity(velocity);
|
||||
}
|
||||
else if(speed < maxSpeed)
|
||||
{
|
||||
Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
|
||||
this->rigidBody->SetLinearVelocity(velocity);
|
||||
}
|
||||
//this->rigidBody->SetLinearVelocity (linearVelocity);
|
||||
}
|
||||
//else
|
||||
//{
|
||||
// if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
|
||||
// {
|
||||
// Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
|
||||
// this->rigidBody->SetLinearVelocity(velocity);
|
||||
// }
|
||||
// else if(speed < maxSpeed)
|
||||
// {
|
||||
// Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
|
||||
// this->rigidBody->SetLinearVelocity(velocity);
|
||||
// }
|
||||
//}
|
||||
|
||||
if (key_jump > 0.001)
|
||||
{
|
||||
|
@ -153,8 +157,11 @@ void Player::BeginFrame()
|
|||
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||
}
|
||||
}
|
||||
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
|
||||
if(pos.x < -300000)
|
||||
int i =0;
|
||||
|
||||
this->weapon->Update(0.01f);
|
||||
//this->weapon->Update(0.01f);
|
||||
}
|
||||
|
||||
void Player::EndFrame()
|
||||
|
@ -162,9 +169,9 @@ void Player::EndFrame()
|
|||
// snap to axis
|
||||
Oyster::Math::Float4 rotation;
|
||||
|
||||
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
||||
//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
||||
|
||||
Object::EndFrame();
|
||||
//Object::EndFrame();
|
||||
}
|
||||
|
||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||
|
|
Loading…
Reference in New Issue