GL - merging
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484b055338
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@ -170,12 +170,12 @@ using namespace GameLogic;
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void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
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void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
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{
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{
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int damageDone = 0;
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Oyster::Math::Float damageDone = 0;
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int forceThreashHold = 200000;
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Oyster::Math::Float forceThreashHold = 200000;
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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{
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{
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damageDone = (int)(kineticEnergyLoss * 0.10f);
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damageDone = (kineticEnergyLoss * 0.10f);
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damageDone += ExtraDamage;
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damageDone += ExtraDamage;
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//player.DamageLife(damageDone);
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//player.DamageLife(damageDone);
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}
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}
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@ -54,8 +54,10 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const
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void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
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void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
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{
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{
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for(int i = 0; i < level->dynamicObjects.Size(); i++)
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for(int i = 0; i < (int)level->dynamicObjects.Size(); i++)
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{
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{
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mem[i] = level->dynamicObjects[i];
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mem[i] = level->dynamicObjects[i];
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}
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}
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}
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}
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@ -27,9 +27,7 @@ Game::PlayerData::PlayerData()
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}
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}
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Game::PlayerData::PlayerData(int playerID,int teamID)
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Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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{
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Oyster::Physics::ICustomBody* rigidBody;
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this->player = new Player();
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this->player = new Player();
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}
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}
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Game::PlayerData::~PlayerData()
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Game::PlayerData::~PlayerData()
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{
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{
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@ -63,9 +63,9 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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break;
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break;
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case ObjectSpecialType_RedExplosiveBox:
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case ObjectSpecialType_RedExplosiveBox:
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{
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{
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int dmg = 50;
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Oyster::Math::Float dmg = 50;
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Oyster::Math::Float force = 50;
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Oyster::Math::Float force = 50;
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int radie = 50;
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Oyster::Math::Float radie = 50;
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
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}
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}
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break;
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break;
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@ -353,7 +353,7 @@ void Level::InitiateLevel(float radius)
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int offset = 0;
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int offset = 0;
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for(int i =0; i< nrOfBoxex; i ++)
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for(int i =0; i< nrOfBoxex; i ++)
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{
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{
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rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
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rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(0.0f, 605.0f + i*5.0f, 10.0f), 5.0f, 0.5f, 0.8f, 0.6f);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
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}
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}
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@ -385,16 +385,16 @@ void Level::InitiateLevel(float radius)
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}*/
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}*/
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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(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(10.0f, 605.0f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
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// add house
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// add house
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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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ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20.0f, 20.0f, 20.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(-50.0f, 590.0f, 0.0f), 0.0f, 0.5f, 0.8f, 0.6f);
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this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
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this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
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// add jumppad
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// add jumppad
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ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
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ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1.0f, 1.0f, 1.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(4.0f, 600.3f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f);
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this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
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this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
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}
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}
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@ -419,7 +419,7 @@ int Level::getNrOfDynamicObj()
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}
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}
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Object* Level::GetObj( int ID) const
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Object* Level::GetObj( int ID) const
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{
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{
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for (int i = 0; i < this->dynamicObjects.Size(); i++)
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for (int i = 0; i < (int)this->dynamicObjects.Size(); i++)
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{
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{
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if(this->dynamicObjects[i]->GetID() == ID)
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if(this->dynamicObjects[i]->GetID() == ID)
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return this->dynamicObjects[i];
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return this->dynamicObjects[i];
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@ -119,7 +119,7 @@ namespace GameLogic
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int temp;
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int temp;
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for(int i = 0; i < tempSize; i++)
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for(int i = 0; i < (int)tempSize; i++)
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{
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{
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memcpy(&temp, &buffer[start], 4);
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memcpy(&temp, &buffer[start], 4);
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start += 4;
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start += 4;
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@ -90,7 +90,7 @@ void Player::BeginFrame()
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forwardDir.Normalize();
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forwardDir.Normalize();
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rightDir.Normalize();
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rightDir.Normalize();
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2;
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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if (key_forward > 0.001)
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if (key_forward > 0.001)
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{
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{
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@ -122,7 +122,7 @@ void Player::BeginFrame()
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
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if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
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{
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{
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/* Dampen when on the ground and not being moved by the player */
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/* Dampen when on the ground and not being moved by the player */
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linearVelocity *= 0.2;
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linearVelocity *= 0.2f;
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this->rigidBody->SetLinearVelocity (linearVelocity);
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this->rigidBody->SetLinearVelocity (linearVelocity);
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}
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}
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else
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else
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@ -300,11 +300,11 @@ Float4x4 SimpleRigidBody::GetView( const ::Oyster::Math::Float3 &offset ) const
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Float3 SimpleRigidBody::GetGravity() const
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Float3 SimpleRigidBody::GetGravity() const
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{
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{
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return this->rigidBody->getGravity();
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return (Float3)this->rigidBody->getGravity();
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}
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}
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Float3 SimpleRigidBody::GetLinearVelocity() const
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Float3 SimpleRigidBody::GetLinearVelocity() const
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{
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{
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return this->rigidBody->getLinearVelocity();
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return (Float3)this->rigidBody->getLinearVelocity();
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}
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}
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