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This commit is contained in:
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#include "LoginState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "OysterMath.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LoginState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LoginState::LoginState(void)
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{
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}
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LoginState::~LoginState(void)
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{
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}
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bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LoginState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
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{
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// picking
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// mouse events
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// different menus
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// play sounds
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// update animation
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// send data to server
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// check data from server
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
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DanBias::GameServerAPI::ServerInitDesc desc;
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_LobbyCreated;
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "193.11.184.109");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LoginState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LoginState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LoginState::Protocol(ProtocolStruct* protocol)
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{
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if((PlayerName*)protocol)
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PlayerJoinProtocol((PlayerName*)protocol);
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}
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void LoginState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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#include "Level.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
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{
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}
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Level::~Level(void)
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{
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}
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void Level::InitiateLevel(std::string levelPath)
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{
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}
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void Level::InitiateLevel(float radius)
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{
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// add level sphere
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 300;
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sbDesc.mass = 10e12f;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody::State state;
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rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.01);
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rigidBody->SetState(state);
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levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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rigidBody->SetCustomTag(levelObj);
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// add box
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 10;
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sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
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rigidBody_TestBox->SetCustomTag(testBox);
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rigidBody_TestBox->GetState(state);
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state.ApplyLinearImpulse(Oyster::Math::Float3(0,20,0));
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rigidBody_TestBox->SetState(state);
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// add gravitation
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 1e15f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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{
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this->teamManager.AddPlayerToTeam(player,teamID);
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}
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void Level::CreateTeam(int teamSize)
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{
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this->teamManager.CreateTeam(teamSize);
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}
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void Level::RespawnPlayer(Player *player)
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{
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this->teamManager.RespawnPlayerRandom(player);
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}
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Object* Level::GetObj( int ID) const
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{
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if( ID == 0 )
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return (Object*)levelObj;
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else
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return (Object*)testBox;
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}
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void Level::PhysicsOnMoveLevel(const ICustomBody *object)
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{
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// function call from physics update when object was moved
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Object* temp = (Object*)object->GetCustomTag();
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}
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#include "Game.h"
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#include "Player.h"
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using namespace GameLogic;
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Game::PlayerData::PlayerData()
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{
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//set some stats that are appropriate to a player
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(10,350,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 70;
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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//create player with this rigid body
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this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
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this->player->GetRigidBody()->SetCustomTag(this);
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}
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Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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this->player = new Player();
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}
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Game::PlayerData::~PlayerData()
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{
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delete this->player;
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}
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void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
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{
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this->player->Move(movement);
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}
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void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
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{
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this->player->UseWeapon(usage);
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}
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Oyster::Math::Float3 Game::PlayerData::GetPosition()
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{
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return this->player->GetPosition();
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}
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Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
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{
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return this->player->GetOrientation();
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}
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PLAYER_STATE Game::PlayerData::GetState() const
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{
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return this->player->GetState();
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}
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int Game::PlayerData::GetID() const
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{
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return this->player->GetID();
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}
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int Game::PlayerData::GetTeamID() const
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{
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return this->player->GetTeamID();
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}
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OBJECT_TYPE Game::PlayerData::GetObjectType() const
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{
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return this->player->GetObjectType();
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}
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void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
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{
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this->player->Rotate(lookDir);
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}
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#include "LoginState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "OysterMath.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LoginState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LoginState::LoginState(void)
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{
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}
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LoginState::~LoginState(void)
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{
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}
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bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LoginState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
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{
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// picking
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// mouse events
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// different menus
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// play sounds
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// update animation
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// send data to server
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// check data from server
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
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DanBias::GameServerAPI::ServerInitDesc desc;
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_LobbyCreated;
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LoginState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LoginState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LoginState::Protocol(ProtocolStruct* protocol)
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{
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if((PlayerName*)protocol)
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PlayerJoinProtocol((PlayerName*)protocol);
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}
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void LoginState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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@ -0,0 +1,98 @@
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#include "Level.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
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{
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}
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Level::~Level(void)
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{
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}
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void Level::InitiateLevel(std::string levelPath)
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{
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}
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void Level::InitiateLevel(float radius)
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{
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// add level sphere
|
||||
API::SphericalBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
||||
sbDesc.ignoreGravity = true;
|
||||
sbDesc.radius = 300;
|
||||
sbDesc.mass = 10e12f;
|
||||
|
||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
ICustomBody::State state;
|
||||
rigidBody->GetState(state);
|
||||
state.SetRestitutionCoeff(0.01);
|
||||
rigidBody->SetState(state);
|
||||
|
||||
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
|
||||
rigidBody->SetCustomTag(levelObj);
|
||||
|
||||
|
||||
// add box
|
||||
API::SimpleBodyDescription sbDesc_TestBox;
|
||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
|
||||
sbDesc_TestBox.ignoreGravity = false;
|
||||
<<<<<<< .merge_file_a07272
|
||||
sbDesc_TestBox.mass = 10;
|
||||
sbDesc_TestBox.size = Oyster::Math::Float4(4,4,4,0);
|
||||
=======
|
||||
sbDesc_TestBox.mass = 50;
|
||||
sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
|
||||
>>>>>>> .merge_file_a07992
|
||||
|
||||
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
|
||||
testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
|
||||
rigidBody_TestBox->SetCustomTag(testBox);
|
||||
rigidBody_TestBox->GetState(state);
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
|
||||
rigidBody_TestBox->SetState(state);
|
||||
|
||||
|
||||
// add gravitation
|
||||
API::Gravity gravityWell;
|
||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||
gravityWell.well.mass = 1e15f;
|
||||
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
||||
API::Instance().AddGravity(gravityWell);
|
||||
}
|
||||
|
||||
void Level::AddPlayerToTeam(Player *player, int teamID)
|
||||
{
|
||||
this->teamManager.AddPlayerToTeam(player,teamID);
|
||||
}
|
||||
|
||||
void Level::CreateTeam(int teamSize)
|
||||
{
|
||||
this->teamManager.CreateTeam(teamSize);
|
||||
}
|
||||
|
||||
void Level::RespawnPlayer(Player *player)
|
||||
{
|
||||
this->teamManager.RespawnPlayerRandom(player);
|
||||
}
|
||||
|
||||
Object* Level::GetObj( int ID) const
|
||||
{
|
||||
if( ID == 0 )
|
||||
return (Object*)levelObj;
|
||||
else
|
||||
return (Object*)testBox;
|
||||
}
|
||||
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
|
||||
{
|
||||
// function call from physics update when object was moved
|
||||
Object* temp = (Object*)object->GetCustomTag();
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
#include "AttatchmentMassDriver.h"
|
||||
#include "PhysicsAPI.h"
|
||||
#include "GameLogicStates.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(void)
|
||||
{
|
||||
this->owner = 0;
|
||||
}
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
|
||||
{
|
||||
|
||||
this->owner = &owner;
|
||||
}
|
||||
|
||||
|
||||
AttatchmentMassDriver::~AttatchmentMassDriver(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//switch case to determin what functionallity to use in the attatchment
|
||||
switch (usage)
|
||||
{
|
||||
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
|
||||
ForcePush(usage,dt);
|
||||
break;
|
||||
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
|
||||
ForcePull(usage,dt);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pushes objects in a cone in front of the weapon when fired
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
<<<<<<< .merge_file_a07484
|
||||
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
|
||||
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
|
||||
=======
|
||||
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
|
||||
|
||||
Oyster::Math::Float3 look = owner->GetLookDir();
|
||||
Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal();
|
||||
Oyster::Math::Float3 pos = owner->GetPosition();
|
||||
Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
|
||||
>>>>>>> .merge_file_a11560
|
||||
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
|
||||
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
|
||||
forcePushData args;
|
||||
args.pushForce = pushForce;
|
||||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&args,ForcePushAction);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
|
||||
|
||||
//do something with state
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
|
||||
|
||||
this->owner->GetRigidBody()->SetState(state);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,93 @@
|
|||
#include "Level.h"
|
||||
#include "CollisionManager.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Physics;
|
||||
|
||||
|
||||
Level::Level(void)
|
||||
{
|
||||
|
||||
}
|
||||
Level::~Level(void)
|
||||
{
|
||||
}
|
||||
|
||||
void Level::InitiateLevel(std::string levelPath)
|
||||
{
|
||||
|
||||
}
|
||||
void Level::InitiateLevel(float radius)
|
||||
{
|
||||
|
||||
// add level sphere
|
||||
API::SphericalBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
|
||||
sbDesc.ignoreGravity = true;
|
||||
sbDesc.radius = 300;
|
||||
sbDesc.mass = 10e12f;
|
||||
|
||||
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
ICustomBody::State state;
|
||||
rigidBody->GetState(state);
|
||||
state.SetRestitutionCoeff(0.01);
|
||||
rigidBody->SetState(state);
|
||||
|
||||
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
|
||||
rigidBody->SetCustomTag(levelObj);
|
||||
|
||||
|
||||
// add box
|
||||
API::SimpleBodyDescription sbDesc_TestBox;
|
||||
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
|
||||
sbDesc_TestBox.ignoreGravity = false;
|
||||
sbDesc_TestBox.mass = 50;
|
||||
sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
|
||||
|
||||
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
|
||||
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
|
||||
|
||||
testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
|
||||
rigidBody_TestBox->SetCustomTag(testBox);
|
||||
rigidBody_TestBox->GetState(state);
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
|
||||
rigidBody_TestBox->SetState(state);
|
||||
|
||||
|
||||
// add gravitation
|
||||
API::Gravity gravityWell;
|
||||
gravityWell.gravityType = API::Gravity::GravityType_Well;
|
||||
gravityWell.well.mass = 1e15f;
|
||||
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
|
||||
API::Instance().AddGravity(gravityWell);
|
||||
}
|
||||
|
||||
void Level::AddPlayerToTeam(Player *player, int teamID)
|
||||
{
|
||||
this->teamManager.AddPlayerToTeam(player,teamID);
|
||||
}
|
||||
|
||||
void Level::CreateTeam(int teamSize)
|
||||
{
|
||||
this->teamManager.CreateTeam(teamSize);
|
||||
}
|
||||
|
||||
void Level::RespawnPlayer(Player *player)
|
||||
{
|
||||
this->teamManager.RespawnPlayerRandom(player);
|
||||
}
|
||||
|
||||
Object* Level::GetObj( int ID) const
|
||||
{
|
||||
if( ID == 0 )
|
||||
return (Object*)levelObj;
|
||||
else
|
||||
return (Object*)testBox;
|
||||
}
|
||||
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
|
||||
{
|
||||
// function call from physics update when object was moved
|
||||
Object* temp = (Object*)object->GetCustomTag();
|
||||
}
|
|
@ -0,0 +1,66 @@
|
|||
#include "Game.h"
|
||||
#include "Player.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Game::PlayerData::PlayerData()
|
||||
{
|
||||
//set some stats that are appropriate to a player
|
||||
Oyster::Physics::API::SimpleBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
|
||||
sbDesc.size = Oyster::Math::Float3(4,7,4);
|
||||
sbDesc.mass = 10;
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||
this->player->GetRigidBody()->SetCustomTag(this);
|
||||
|
||||
}
|
||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||
{
|
||||
this->player = new Player();
|
||||
}
|
||||
Game::PlayerData::~PlayerData()
|
||||
{
|
||||
delete this->player;
|
||||
}
|
||||
|
||||
void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
|
||||
{
|
||||
this->player->Move(movement);
|
||||
}
|
||||
void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
|
||||
{
|
||||
this->player->UseWeapon(usage);
|
||||
}
|
||||
Oyster::Math::Float3 Game::PlayerData::GetPosition()
|
||||
{
|
||||
return this->player->GetPosition();
|
||||
}
|
||||
Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
|
||||
{
|
||||
return this->player->GetOrientation();
|
||||
}
|
||||
PLAYER_STATE Game::PlayerData::GetState() const
|
||||
{
|
||||
return this->player->GetState();
|
||||
}
|
||||
int Game::PlayerData::GetID() const
|
||||
{
|
||||
return this->player->GetID();
|
||||
}
|
||||
int Game::PlayerData::GetTeamID() const
|
||||
{
|
||||
return this->player->GetTeamID();
|
||||
}
|
||||
|
||||
OBJECT_TYPE Game::PlayerData::GetObjectType() const
|
||||
{
|
||||
return this->player->GetObjectType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
this->player->Rotate(lookDir);
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
#include "PhysicsAPI.h"
|
||||
#include "Object.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
#include "Level.h"
|
||||
#include "AttatchmentMassDriver.h"
|
||||
#include "Game.h"
|
||||
|
||||
using namespace Oyster;
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
//Physics::ICustomBody::SubscriptMessage
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
|
||||
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
|
||||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
|
||||
switch (realObj->GetObjectType())
|
||||
{
|
||||
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
|
||||
case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
|
||||
int test = 5;
|
||||
break;
|
||||
}
|
||||
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
player.DamageLife(20);
|
||||
}
|
||||
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//Collision between a player and a general static or dynamic object
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
int damageDone = 0;
|
||||
int forceThreashHold = 200;
|
||||
|
||||
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
||||
{
|
||||
damageDone = kineticEnergyLoss * 0.10f;
|
||||
player.DamageLife(damageDone);
|
||||
}
|
||||
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
//Oyster::Physics::ICustomBody::SubscriptMessage
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
|
||||
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
Object *realObj = (Object*)obj->GetCustomTag();
|
||||
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||
return;
|
||||
|
||||
state = obj->GetState();
|
||||
state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce);
|
||||
obj->SetState(state);
|
||||
}
|
|
@ -0,0 +1,166 @@
|
|||
#include "LoginState.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "OysterMath.h"
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct LoginState::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[2];
|
||||
int modelCount;
|
||||
// UI object
|
||||
// game client*
|
||||
}privData;
|
||||
|
||||
LoginState::LoginState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LoginState::~LoginState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
this->nwClient = nwClient;
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
return true;
|
||||
}
|
||||
bool LoginState::LoadModels(std::wstring file)
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Oyster::Math::Float3(-2,3,0);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 10;
|
||||
plight.Bright = 1;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
// open file
|
||||
// read file
|
||||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
ModelInitData modelData;
|
||||
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
|
||||
// load models
|
||||
privData->object[0] = new C_StaticObj();
|
||||
privData->object[0]->Init(modelData);
|
||||
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
|
||||
modelData.world = modelData.world * translate;
|
||||
|
||||
privData->object[1] = new C_DynamicObj();
|
||||
privData->object[1]->Init(modelData);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
|
||||
{
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
|
||||
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
|
||||
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
||||
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||
return true;
|
||||
}
|
||||
GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
// picking
|
||||
// mouse events
|
||||
// different menus
|
||||
// play sounds
|
||||
// update animation
|
||||
// send data to server
|
||||
// check data from server
|
||||
|
||||
// create game
|
||||
if( KeyInput->IsKeyPressed(DIK_C))
|
||||
{
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
|
||||
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
// my ip
|
||||
nwClient->Connect(15151, "127.0.0.1");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_LobbyCreated;
|
||||
}
|
||||
// join game
|
||||
if( KeyInput->IsKeyPressed(DIK_J))
|
||||
{
|
||||
// game ip
|
||||
nwClient->Connect(15151, "194.47.150.56");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_Lobby;
|
||||
}
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool LoginState::Render()
|
||||
{
|
||||
|
||||
Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection( privData->proj);
|
||||
|
||||
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
// render objects
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
|
||||
// render effects
|
||||
|
||||
// render lights
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
bool LoginState::Release()
|
||||
{
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Release();
|
||||
delete privData->object[i];
|
||||
privData->object[i] = NULL;
|
||||
}
|
||||
|
||||
delete privData;
|
||||
privData = NULL;
|
||||
return true;
|
||||
}
|
||||
void LoginState::Protocol(ProtocolStruct* protocol)
|
||||
{
|
||||
if((PlayerName*)protocol)
|
||||
PlayerJoinProtocol((PlayerName*)protocol);
|
||||
|
||||
}
|
||||
void LoginState::PlayerJoinProtocol(PlayerName* name)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,100 @@
|
|||
#include "PhysicsAPI.h"
|
||||
#include "Object.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
#include "Level.h"
|
||||
#include "AttatchmentMassDriver.h"
|
||||
#include "Game.h"
|
||||
|
||||
using namespace Oyster;
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
//Physics::ICustomBody::SubscriptMessage
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
|
||||
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
|
||||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
|
||||
return;
|
||||
switch (realObj->GetObjectType())
|
||||
{
|
||||
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
|
||||
case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
|
||||
int test = 5;
|
||||
break;
|
||||
}
|
||||
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
player.DamageLife(20);
|
||||
}
|
||||
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//Collision between a player and a general static or dynamic object
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
int damageDone = 0;
|
||||
int forceThreashHold = 200;
|
||||
|
||||
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
||||
{
|
||||
damageDone = kineticEnergyLoss * 0.10f;
|
||||
player.DamageLife(damageDone);
|
||||
}
|
||||
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
//Oyster::Physics::ICustomBody::SubscriptMessage
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
|
||||
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
|
||||
{
|
||||
Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
Object *realObj = (Object*)obj->GetCustomTag();
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
state = obj->GetState();
|
||||
state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
|
||||
obj->SetState(state);
|
||||
}
|
||||
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||
return;
|
||||
state = obj->GetState();
|
||||
state.ApplyLinearImpulse(pushForce);
|
||||
obj->SetState(state);
|
||||
//((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
|
||||
}
|
|
@ -0,0 +1,70 @@
|
|||
#include "Game.h"
|
||||
#include "Player.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
Game::PlayerData::PlayerData()
|
||||
{
|
||||
//set some stats that are appropriate to a player
|
||||
Oyster::Physics::API::SimpleBodyDescription sbDesc;
|
||||
sbDesc.centerPosition = Oyster::Math::Float3(10,350,0);
|
||||
sbDesc.size = Oyster::Math::Float3(4,7,4);
|
||||
<<<<<<< .merge_file_a11072
|
||||
sbDesc.mass = 90;
|
||||
=======
|
||||
sbDesc.mass = 70;
|
||||
>>>>>>> .merge_file_a05028
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
|
||||
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody,Object::DefaultCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
|
||||
this->player->GetRigidBody()->SetCustomTag(this);
|
||||
|
||||
}
|
||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||
{
|
||||
this->player = new Player();
|
||||
}
|
||||
Game::PlayerData::~PlayerData()
|
||||
{
|
||||
delete this->player;
|
||||
}
|
||||
|
||||
void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
|
||||
{
|
||||
this->player->Move(movement);
|
||||
}
|
||||
void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
|
||||
{
|
||||
this->player->UseWeapon(usage);
|
||||
}
|
||||
Oyster::Math::Float3 Game::PlayerData::GetPosition()
|
||||
{
|
||||
return this->player->GetPosition();
|
||||
}
|
||||
Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
|
||||
{
|
||||
return this->player->GetOrientation();
|
||||
}
|
||||
PLAYER_STATE Game::PlayerData::GetState() const
|
||||
{
|
||||
return this->player->GetState();
|
||||
}
|
||||
int Game::PlayerData::GetID() const
|
||||
{
|
||||
return this->player->GetID();
|
||||
}
|
||||
int Game::PlayerData::GetTeamID() const
|
||||
{
|
||||
return this->player->GetTeamID();
|
||||
}
|
||||
|
||||
OBJECT_TYPE Game::PlayerData::GetObjectType() const
|
||||
{
|
||||
return this->player->GetObjectType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
this->player->Rotate(lookDir);
|
||||
}
|
|
@ -0,0 +1,70 @@
|
|||
#include "AttatchmentMassDriver.h"
|
||||
#include "PhysicsAPI.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(void)
|
||||
{
|
||||
this->owner = 0;
|
||||
}
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
|
||||
{
|
||||
|
||||
this->owner = &owner;
|
||||
}
|
||||
|
||||
|
||||
AttatchmentMassDriver::~AttatchmentMassDriver(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//switch case to determin what functionallity to use in the attatchment
|
||||
switch (usage)
|
||||
{
|
||||
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
|
||||
ForcePush(usage,dt);
|
||||
break;
|
||||
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
|
||||
ForcePull(usage,dt);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pushes objects in a cone in front of the weapon when fired
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
|
||||
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
|
||||
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
|
||||
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
|
||||
int arg = 0;
|
||||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
|
||||
|
||||
//do something with state
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
|
||||
|
||||
this->owner->GetRigidBody()->SetState(state);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,103 @@
|
|||
#include "PhysicsAPI.h"
|
||||
#include "Object.h"
|
||||
#include "DynamicObject.h"
|
||||
#include "Player.h"
|
||||
#include "Level.h"
|
||||
#include "AttatchmentMassDriver.h"
|
||||
#include "Game.h"
|
||||
|
||||
using namespace Oyster;
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
//Physics::ICustomBody::SubscriptMessage
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
|
||||
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
|
||||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
|
||||
switch (realObj->GetObjectType())
|
||||
{
|
||||
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
|
||||
case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
|
||||
int test = 5;
|
||||
break;
|
||||
}
|
||||
|
||||
//return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
player.DamageLife(20);
|
||||
}
|
||||
|
||||
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
//Collision between a player and a general static or dynamic object
|
||||
//use kinetic energyloss of the collision in order too determin how much damage to take
|
||||
//use as part of the damage algorithm
|
||||
int damageDone = 0;
|
||||
int forceThreashHold = 200;
|
||||
|
||||
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
||||
{
|
||||
damageDone = kineticEnergyLoss * 0.10f;
|
||||
player.DamageLife(damageDone);
|
||||
}
|
||||
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
//Oyster::Physics::ICustomBody::SubscriptMessage
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
|
||||
}
|
||||
|
||||
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
|
||||
{
|
||||
Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
Object *realObj = (Object*)obj->GetCustomTag();
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
state = obj->GetState();
|
||||
state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
|
||||
obj->SetState(state);
|
||||
}
|
||||
|
||||
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
|
||||
return;
|
||||
state = obj->GetState();
|
||||
state.ApplyLinearImpulse(pushForce);
|
||||
obj->SetState(state);
|
||||
//((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
|
||||
}
|
|
@ -0,0 +1,74 @@
|
|||
#include "AttatchmentMassDriver.h"
|
||||
#include "PhysicsAPI.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
|
||||
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(void)
|
||||
{
|
||||
this->owner = 0;
|
||||
}
|
||||
|
||||
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
|
||||
{
|
||||
|
||||
this->owner = &owner;
|
||||
}
|
||||
|
||||
|
||||
AttatchmentMassDriver::~AttatchmentMassDriver(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//switch case to determin what functionallity to use in the attatchment
|
||||
switch (usage)
|
||||
{
|
||||
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
|
||||
ForcePush(usage,dt);
|
||||
break;
|
||||
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
|
||||
ForcePull(usage,dt);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pushes objects in a cone in front of the weapon when fired
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
|
||||
|
||||
Oyster::Math::Float3 look = owner->GetLookDir();
|
||||
Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal();
|
||||
Oyster::Math::Float3 pos = owner->GetPosition();
|
||||
Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
|
||||
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
|
||||
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
|
||||
int arg = 0;
|
||||
|
||||
Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,&arg,ForcePushAction);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
|
||||
********************************************************/
|
||||
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
|
||||
{
|
||||
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
|
||||
|
||||
//do something with state
|
||||
state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
|
||||
|
||||
this->owner->GetRigidBody()->SetState(state);
|
||||
}
|
||||
|
||||
|
|
@ -38,7 +38,7 @@ namespace DanBias
|
|||
public:
|
||||
WindowShell* window;
|
||||
InputClass* inputObj;
|
||||
Utility::WinTimer* timer;
|
||||
Utility::WinTimer timer;
|
||||
GameRecieverObject* recieverObj;
|
||||
bool serverOwner;
|
||||
|
||||
|
@ -69,12 +69,11 @@ namespace DanBias
|
|||
m_data->serverOwner = false;
|
||||
|
||||
// Start in lobby state
|
||||
m_data->recieverObj->gameClientState = new Client::LoginState();
|
||||
m_data->recieverObj->gameClientState = new Client::LoginState();
|
||||
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
|
||||
m_data->timer->reset();
|
||||
m_data->timer.reset();
|
||||
return DanBiasClientReturn_Sucess;
|
||||
}
|
||||
|
||||
|
@ -83,8 +82,8 @@ namespace DanBias
|
|||
// Main message loop
|
||||
while(m_data->window->Frame())
|
||||
{
|
||||
float dt = (float)m_data->timer->getElapsedSeconds();
|
||||
m_data->timer->reset();
|
||||
float dt = (float)m_data->timer.getElapsedSeconds();
|
||||
m_data->timer.reset();
|
||||
|
||||
capFrame += dt;
|
||||
if(capFrame > 0.03)
|
||||
|
@ -131,8 +130,9 @@ namespace DanBias
|
|||
|
||||
HRESULT DanBiasGame::Update(float deltaTime)
|
||||
{
|
||||
if(m_data->recieverObj->IsConnected())
|
||||
m_data->recieverObj->Update();
|
||||
|
||||
m_data->recieverObj->Update();
|
||||
m_data->inputObj->Update();
|
||||
|
||||
if(m_data->serverOwner)
|
||||
|
@ -192,7 +192,6 @@ namespace DanBias
|
|||
delete m_data->recieverObj->gameClientState;
|
||||
m_data->recieverObj->Disconnect();
|
||||
delete m_data->recieverObj;
|
||||
delete m_data->timer;
|
||||
delete m_data->inputObj;
|
||||
delete m_data;
|
||||
|
||||
|
|
|
@ -2,6 +2,8 @@
|
|||
#define DANBIAS_CLIENTRECIEVEROBJECT_H
|
||||
|
||||
//WTF!? No headers included???
|
||||
#include "../DanBiasGame/Include/DanBiasGame.h"
|
||||
#include "../GameProtocols/GeneralProtocols.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
@ -128,8 +130,8 @@ namespace DanBias
|
|||
break;
|
||||
case protocol_Lobby_GameData: //this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
||||
{
|
||||
GameLogic::Protocol_LobbyGameData temp(p);
|
||||
printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
|
||||
//GameLogic::Protocol_LobbyGameData temp(p);
|
||||
//printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
|
||||
}
|
||||
break;
|
||||
case protocol_Lobby_ClientData: //this->LobbyMainData (Protocol_LobbyClientData (p), c);
|
||||
|
|
|
@ -53,6 +53,7 @@ public:
|
|||
{
|
||||
ClientState_Login,
|
||||
ClientState_Lobby,
|
||||
ClientState_Lan,
|
||||
ClientState_LobbyCreated,
|
||||
ClientState_Game,
|
||||
ClientState_Same,
|
||||
|
|
|
@ -5,6 +5,10 @@
|
|||
#include "C_obj/C_DynamicObj.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
|
||||
#include "LobbyState.h"
|
||||
#include "GameState.h"
|
||||
#include "../GameClientRecieverFunc.h"
|
||||
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
@ -16,6 +20,10 @@ struct LanMenuState::myData
|
|||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[2];
|
||||
int modelCount;
|
||||
|
||||
GameRecieverObject* recieverObj;
|
||||
bool serverOwner;
|
||||
|
||||
// UI object
|
||||
// game client*
|
||||
}privData;
|
||||
|
@ -83,6 +91,49 @@ bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
|
|||
}
|
||||
|
||||
GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
/*ChangeState(KeyInput);
|
||||
|
||||
if(privData->recieverObj->IsConnected())
|
||||
privData->recieverObj->Update();
|
||||
KeyInput->Update();
|
||||
|
||||
if(privData->serverOwner)
|
||||
{
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
}
|
||||
|
||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||
state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput);
|
||||
|
||||
if(state != Client::GameClientState::ClientState_Same)
|
||||
{
|
||||
privData->recieverObj->gameClientState->Release();
|
||||
delete privData->recieverObj->gameClientState;
|
||||
privData->recieverObj->gameClientState = NULL;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case Client::GameClientState::ClientState_LobbyCreated:
|
||||
privData->serverOwner = true;
|
||||
case Client::GameClientState::ClientState_Lobby:
|
||||
privData->recieverObj->gameClientState = new Client::LobbyState();
|
||||
break;
|
||||
case Client::GameClientState::ClientState_Game:
|
||||
privData->recieverObj->gameClientState = new Client::GameState();
|
||||
break;
|
||||
default:
|
||||
//return E_FAIL;
|
||||
break;
|
||||
}
|
||||
privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client
|
||||
|
||||
}*/
|
||||
|
||||
return ChangeState(KeyInput);
|
||||
}
|
||||
|
||||
GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput)
|
||||
{
|
||||
// create game
|
||||
if( KeyInput->IsKeyPressed(DIK_C))
|
||||
|
|
|
@ -17,6 +17,8 @@ namespace DanBias
|
|||
virtual bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
|
||||
ClientState ChangeState(InputClass* KeyInput);
|
||||
|
||||
bool LoadModels(std::wstring file);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||
|
||||
|
|
|
@ -42,6 +42,7 @@ namespace GameLogic
|
|||
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
|
||||
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
private:
|
||||
OBJECT_TYPE type;
|
||||
int objectID;
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace
|
|||
ICustomBody::State protoState; proto->GetState( protoState );
|
||||
ICustomBody::State deuterState; deuter->GetState( deuterState );
|
||||
|
||||
Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ),
|
||||
Float4 protoG = protoState.GetLinearMomentum(worldPointOfContact.xyz ),
|
||||
deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
|
||||
|
||||
// calc from perspective of deuter
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
#include "EventButtonCollection.h"
|
||||
|
||||
using namespace Oyster::Event;
|
||||
|
||||
EventButtonCollection::EventButtonCollection()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
EventButtonCollection::~EventButtonCollection()
|
||||
{
|
||||
}
|
||||
|
||||
void EventButtonCollection::Update(InputClass* inputObject)
|
||||
{
|
||||
for(int i = 0; i < buttons.size(); i++)
|
||||
{
|
||||
buttons.at(i)->Update(inputObject);
|
||||
}
|
||||
}
|
||||
|
||||
EventButton* EventButtonCollection::AddButton(EventButton* button)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
#ifndef EVENT_BUTTON_COLLECTION_H
|
||||
#define EVENT_BUTTON_COLLECTION_H
|
||||
|
||||
#include "../../Input/L_inputClass.h"
|
||||
|
||||
#include "EventButton.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Event
|
||||
{
|
||||
class EventButtonCollection
|
||||
{
|
||||
public:
|
||||
EventButtonCollection();
|
||||
~EventButtonCollection();
|
||||
|
||||
void Update(InputClass* inputObject);
|
||||
|
||||
EventButton* AddButton(EventButton* button);
|
||||
|
||||
private:
|
||||
std::vector<EventButton*> buttons;
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,37 @@
|
|||
#include "EventHandler.h"
|
||||
|
||||
using namespace Oyster::Event;
|
||||
|
||||
EventHandler EvtHandler;
|
||||
|
||||
EventHandler& EventHandler::Instance()
|
||||
{
|
||||
return EvtHandler;
|
||||
}
|
||||
|
||||
EventHandler::EventHandler()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
EventHandler::~EventHandler()
|
||||
{
|
||||
}
|
||||
|
||||
void EventHandler::Update(InputClass* inputObject)
|
||||
{
|
||||
for(int i = 0; i < collections.size(); i++)
|
||||
{
|
||||
collections.at(i)->Update(inputObject);
|
||||
}
|
||||
}
|
||||
|
||||
EventButtonCollection* EventHandler::CreateCollection()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
EventButtonCollection* EventHandler::GetCollection(/*ID*/);
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
#ifndef EVENT_HANDLER_H
|
||||
#define EVENT_HANDLER_H
|
||||
|
||||
#include "../../Input/L_inputClass.h"
|
||||
|
||||
#include "EventButtonCollection.h"
|
||||
#include "EventButton.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Event
|
||||
{
|
||||
class EventHandler
|
||||
{
|
||||
EventHandler();
|
||||
~EventHandler();
|
||||
|
||||
EventHandler& Instance();
|
||||
|
||||
void Update(InputClass* inputObject);
|
||||
|
||||
EventButtonCollection* CreateCollection();
|
||||
EventButtonCollection* GetCollection(/*ID*/);
|
||||
|
||||
|
||||
private:
|
||||
std::vector<EventButtonCollection*> collections;
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -146,6 +146,9 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="EventHandler\EventButton.cpp" />
|
||||
<ClCompile Include="EventHandler\EventButtonCollection.cpp" />
|
||||
<ClCompile Include="EventHandler\EventHandler.cpp" />
|
||||
<ClCompile Include="Packing\Packing.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\ByteLoader.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\CustomLoader.cpp" />
|
||||
|
@ -162,8 +165,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="DynamicArray.h" />
|
||||
<ClInclude Include="EventHandler\EventButton.h" />
|
||||
<ClInclude Include="EventHandler\EventButtonCollection.h" />
|
||||
<ClInclude Include="GID.h" />
|
||||
<ClInclude Include="IQueue.h" />
|
||||
<ClInclude Include="EventHandler\EventHandler.h" />
|
||||
<ClInclude Include="OysterCallback.h" />
|
||||
<ClInclude Include="Packing\Packing.h" />
|
||||
<ClInclude Include="PostBox\IPostBox.h" />
|
||||
|
|
|
@ -51,6 +51,15 @@
|
|||
<ClCompile Include="Packing\Packing.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="EventHandler\EventHandler.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="EventHandler\EventButton.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="EventHandler\EventButtonCollection.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Utilities.h">
|
||||
|
@ -116,5 +125,14 @@
|
|||
<ClInclude Include="Packing\Packing.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="EventHandler\EventHandler.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="EventHandler\EventButton.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="EventHandler\EventButtonCollection.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue