GL - fixed graphics, collision with house, locked to 30 fps on client, jump added
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4c9d62b163
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bdc5b5e736
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@ -93,12 +93,12 @@ namespace DanBias
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m_data->recieverObj->Update();
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m_data->recieverObj->Update();
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capFrame += dt;
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capFrame += dt;
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//if(capFrame > 0.03)
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if(capFrame > 0.03)
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{
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{
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Oyster::Graphics::API::Update(dt);
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Oyster::Graphics::API::Update(capFrame);
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if(Update(dt) != S_OK)
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if(Update(capFrame) != S_OK)
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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if(Render(dt) != S_OK)
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if(Render(capFrame) != S_OK)
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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capFrame = 0;
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capFrame = 0;
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}
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}
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@ -50,11 +50,11 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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GameState::gameStateState GameState::LoadGame()
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GameState::gameStateState GameState::LoadGame()
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{
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Float3(315, 0 ,5);
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plight.Pos = Float3(615, 0 ,5);
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plight.Color = Float3(0.9f,0.7f,0.2f);
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plight.Color = Float3(0.9f,0.7f,0.2f);
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plight.Radius = 10;
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plight.Radius = 100;
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plight.Bright = 0.5f;
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plight.Bright = 0.5f;
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//Oyster::Graphics::API::AddLight(plight);
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Oyster::Graphics::API::AddLight(plight);
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plight.Pos = Float3(10,800,5);
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plight.Pos = Float3(10,800,5);
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plight.Color = Float3(0.9f,0.7f,0.3f);
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plight.Color = Float3(0.9f,0.7f,0.3f);
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plight.Radius = 300;
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plight.Radius = 300;
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@ -122,9 +122,8 @@ bool GameState::LoadModels()
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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}
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}
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/*
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// add crystal model
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// add crystal model
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modelData.position = Oyster::Math::Float3(10, 301, 0);
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modelData.position = Oyster::Math::Float3(10, 601, 0);
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modelData.modelPath = L"crystalformation_b.dan";
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modelData.modelPath = L"crystalformation_b.dan";
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modelData.id = id++;
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modelData.id = id++;
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// load models
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// load models
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@ -132,19 +131,19 @@ bool GameState::LoadModels()
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add house model
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// add house model
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modelData.position = Oyster::Math::Float3(-50, 290, 0);
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modelData.position = Oyster::Math::Float3(-50, 590, 0);
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//Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
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//Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
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modelData.visible = true;
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modelData.visible = true;
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modelData.modelPath = L"building_corporation.dan";
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modelData.modelPath = L"building_corporation.dan";
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modelData.id = id++;
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modelData.id = id++;
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// load models
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// load models
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this->dynamicObjects.Push(new C_DynamicObj());
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this->staticObjects.Push(new C_StaticObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
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// add player model
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// add player model
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modelData.position = Oyster::Math::Float3(0, 320, 0);
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modelData.position = Oyster::Math::Float3(0, 602, 0);
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = id++;
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modelData.id = id++;
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// load models
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// load models
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@ -152,7 +151,7 @@ bool GameState::LoadModels()
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add player model 2
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// add player model 2
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modelData.position = Oyster::Math::Float3(50, 320, 0);
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modelData.position = Oyster::Math::Float3(50, 602, 0);
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = id++;
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modelData.id = id++;
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// load models
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// load models
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@ -160,7 +159,7 @@ bool GameState::LoadModels()
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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// add jumppad
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// add jumppad
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modelData.position = Oyster::Math::Float3(4, 300.3, 0);
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modelData.position = Oyster::Math::Float3(4, 600.3, 0);
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modelData.modelPath = L"jumppad_round.dan";
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modelData.modelPath = L"jumppad_round.dan";
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modelData.id = id++;
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modelData.id = id++;
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// load models
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// load models
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@ -174,7 +173,7 @@ bool GameState::LoadModels()
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modelData.id = id++;
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modelData.id = id++;
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// load models
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// load models
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects.Push(new C_DynamicObj());
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);*/
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this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
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return true;
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return true;
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}
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}
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bool GameState::LoadModels(std::string mapFile)
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bool GameState::LoadModels(std::string mapFile)
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@ -374,7 +373,7 @@ bool GameState::Render(float dt)
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std::wstring fps;
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std::wstring fps;
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float f = 1/dt;
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float f = 1/dt;
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fps = std::to_wstring(f);
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fps = std::to_wstring(f);
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Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.05f,0.08f));
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Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f));
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Oyster::Graphics::API::EndFrame();
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Oyster::Graphics::API::EndFrame();
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return true;
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return true;
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@ -113,7 +113,7 @@ void Level::InitiateLevel(std::string levelPath)
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void Level::InitiateLevel(float radius)
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void Level::InitiateLevel(float radius)
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{
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{
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API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
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API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
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API::Instance().SetGravity(50);
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API::Instance().SetGravity(100);
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int idCount = 100;
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int idCount = 100;
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// add level sphere
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// add level sphere
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ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
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ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
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@ -165,20 +165,20 @@ void Level::InitiateLevel(float radius)
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//// add crystal
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// add crystal
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ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
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//ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
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//this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
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//rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
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//
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//// add house
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//ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 905, 0), 0);
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// add house
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//this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
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ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
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//rigidBody_House->SetCustomTag(this->staticObjects[0]);
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this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
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rigidBody_House->SetCustomTag(this->staticObjects[0]);
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this->staticObjects[0]->objectID = idCount++;
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}
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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void Level::AddPlayerToTeam(Player *player, int teamID)
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@ -156,8 +156,8 @@ void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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void Player::Jump()
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void Player::Jump()
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{
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
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Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
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//this->rigidBody->GetState().SetLinearVelocity(up *10);
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this->rigidBody->ApplyImpulse(up *2000);
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}
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}
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bool Player::IsWalking()
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bool Player::IsWalking()
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