GL - added Portal and started on crystalformation

This commit is contained in:
Erik Persson 2014-02-13 09:58:14 +01:00
parent 74d28d1f62
commit bd6b531418
8 changed files with 125 additions and 29 deletions

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@ -68,8 +68,8 @@ Global
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@ -93,8 +93,8 @@ Global
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@ -113,13 +113,13 @@ Global
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@ -174,8 +174,8 @@ Global
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@ -196,20 +196,19 @@ Global
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@ -38,18 +38,14 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt); ForcePush(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(hasObject)
{
//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
break;
}
ForcePull(usage,dt); ForcePull(usage,dt);
break; break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt); ForceZip(usage,dt);
break; break;
} }
} }
@ -117,12 +113,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
********************************************************/ ********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{ {
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState(); Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
//do something with state this->owner->GetRigidBody()->ApplyImpulse(force);
//state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
this->owner->GetRigidBody()->SetState(state);
} }

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@ -7,6 +7,7 @@
#include "Game.h" #include "Game.h"
#include "CollisionManager.h" #include "CollisionManager.h"
#include "JumpPad.h" #include "JumpPad.h"
#include "Portal.h"
using namespace Oyster; using namespace Oyster;
@ -14,6 +15,7 @@ using namespace GameLogic;
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force); void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
//Physics::ICustomBody::SubscriptMessage //Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
@ -63,6 +65,20 @@ using namespace GameLogic;
{ {
obj.ApplyImpulse(force); obj.ApplyImpulse(force);
} }
void Portal::PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
Portal *portal = (Portal*)(rigidBodyPortal->GetCustomTag());
if(obj->GetState().mass == 0) return;
Teleport(*obj,portal->portalExit);
}
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target)
{
obj.SetPosition(target);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)

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@ -0,0 +1,20 @@
#include "CrystalFormation.h"
using namespace GameLogic;
CrystalFormation::CrystalFormation(void)
:StaticObject()
{
this->shreddingDamage = 0;
}
CrystalFormation::CrystalFormation(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float shreddingDamage)
:StaticObject(rigidBody, collisionFuncAfter, type)
{
this->shreddingDamage = shreddingDamage;
}
CrystalFormation::~CrystalFormation(void)
{
}

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@ -0,0 +1,21 @@
#ifndef CRYSTALFORMATION_H
#define CRYSTALFORMATION_H
#include "StaticObject.h"
namespace GameLogic
{
class CrystalFormation : public StaticObject
{
public:
CrystalFormation(void);
CrystalFormation(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float shreddingDamage);
~CrystalFormation(void);
private:
Oyster::Math::Float shreddingDamage;
};
}
#endif

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@ -192,6 +192,7 @@
<ClInclude Include="LevelLoader\LevelParser.h" /> <ClInclude Include="LevelLoader\LevelParser.h" />
<ClInclude Include="LevelLoader\ParseFunctions.h" /> <ClInclude Include="LevelLoader\ParseFunctions.h" />
<ClInclude Include="Player.h" /> <ClInclude Include="Player.h" />
<ClInclude Include="Portal.h" />
<ClInclude Include="StaticObject.h" /> <ClInclude Include="StaticObject.h" />
<ClInclude Include="Team.h" /> <ClInclude Include="Team.h" />
<ClInclude Include="TeamManager.h" /> <ClInclude Include="TeamManager.h" />
@ -215,6 +216,7 @@
<ClCompile Include="Object.cpp" /> <ClCompile Include="Object.cpp" />
<ClCompile Include="LevelLoader\ParseFunctions.cpp" /> <ClCompile Include="LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="Player.cpp" /> <ClCompile Include="Player.cpp" />
<ClCompile Include="Portal.cpp" />
<ClCompile Include="StaticObject.cpp" /> <ClCompile Include="StaticObject.cpp" />
<ClCompile Include="Team.cpp" /> <ClCompile Include="Team.cpp" />
<ClCompile Include="TeamManager.cpp" /> <ClCompile Include="TeamManager.cpp" />

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@ -0,0 +1,22 @@
#include "Portal.h"
using namespace GameLogic;
using namespace Oyster::Math;
Portal::Portal(void)
:StaticObject()
{
this->portalExit = Float3(0,0,0);
}
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 portalExit)
:StaticObject(rigidBody, collisionFuncAfter, type)
{
this->portalExit = portalExit;
}
Portal::~Portal(void)
{
}

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@ -0,0 +1,23 @@
#ifndef PORTAL_H
#define PORTAL_H
#include "StaticObject.h"
namespace GameLogic
{
class Portal : public StaticObject
{
public:
Portal(void);
Portal(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float3 portalExit);
~Portal(void);
static void PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
Oyster::Math::Float3 portalExit;
};
}
#endif