Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
cec022b381
|
@ -9,6 +9,7 @@
|
||||||
#include "GameClientState\LanMenuState.h"
|
#include "GameClientState\LanMenuState.h"
|
||||||
#include <Protocols.h>
|
#include <Protocols.h>
|
||||||
#include "NetworkClient.h"
|
#include "NetworkClient.h"
|
||||||
|
#include <GameServerAPI.h>
|
||||||
|
|
||||||
#include "../WindowManager/WindowShell.h"
|
#include "../WindowManager/WindowShell.h"
|
||||||
#include "L_inputClass.h"
|
#include "L_inputClass.h"
|
||||||
|
@ -39,6 +40,7 @@ namespace DanBias
|
||||||
InputClass* inputObj;
|
InputClass* inputObj;
|
||||||
Utility::WinTimer* timer;
|
Utility::WinTimer* timer;
|
||||||
GameRecieverObject* recieverObj;
|
GameRecieverObject* recieverObj;
|
||||||
|
bool serverOwner;
|
||||||
|
|
||||||
} data;
|
} data;
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
@ -63,13 +65,8 @@ namespace DanBias
|
||||||
return DanBiasClientReturn_Error;
|
return DanBiasClientReturn_Error;
|
||||||
|
|
||||||
m_data->recieverObj = new GameRecieverObject;
|
m_data->recieverObj = new GameRecieverObject;
|
||||||
/*m_data->recieverObj->Connect(desc.port, desc.IP);
|
m_data->serverOwner = false;
|
||||||
|
|
||||||
if (!m_data->recieverObj->IsConnected())
|
|
||||||
{
|
|
||||||
// failed to connect
|
|
||||||
return DanBiasClientReturn_Error;
|
|
||||||
}*/
|
|
||||||
// Start in lobby state
|
// 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))
|
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
|
||||||
|
@ -134,8 +131,13 @@ namespace DanBias
|
||||||
HRESULT DanBiasGame::Update(float deltaTime)
|
HRESULT DanBiasGame::Update(float deltaTime)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
m_data->recieverObj->Update();
|
||||||
m_data->inputObj->Update();
|
m_data->inputObj->Update();
|
||||||
|
|
||||||
|
if(m_data->serverOwner)
|
||||||
|
{
|
||||||
|
DanBias::GameServerAPI::ServerUpdate();
|
||||||
|
}
|
||||||
|
|
||||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||||
state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
|
state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
|
||||||
|
@ -148,6 +150,8 @@ namespace DanBias
|
||||||
|
|
||||||
switch (state)
|
switch (state)
|
||||||
{
|
{
|
||||||
|
case Client::GameClientState::ClientState_LobbyCreated:
|
||||||
|
m_data->serverOwner = true;
|
||||||
case Client::GameClientState::ClientState_Lobby:
|
case Client::GameClientState::ClientState_Lobby:
|
||||||
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -53,6 +53,7 @@ public:
|
||||||
{
|
{
|
||||||
ClientState_Login,
|
ClientState_Login,
|
||||||
ClientState_Lobby,
|
ClientState_Lobby,
|
||||||
|
ClientState_LobbyCreated,
|
||||||
ClientState_Game,
|
ClientState_Game,
|
||||||
ClientState_Same,
|
ClientState_Same,
|
||||||
};
|
};
|
||||||
|
|
|
@ -144,7 +144,6 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
||||||
|
|
||||||
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
||||||
{
|
{
|
||||||
DanBias::GameServerAPI::ServerUpdate();
|
|
||||||
switch (privData->state)
|
switch (privData->state)
|
||||||
{
|
{
|
||||||
case gameStateState_loading:
|
case gameStateState_loading:
|
||||||
|
|
|
@ -87,7 +87,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
||||||
// update animation
|
// update animation
|
||||||
// send data to server
|
// send data to server
|
||||||
// check data from server
|
// check data from server
|
||||||
DanBias::GameServerAPI::ServerUpdate();
|
|
||||||
|
|
||||||
if( KeyInput->IsKeyPressed(DIK_G))
|
if( KeyInput->IsKeyPressed(DIK_G))
|
||||||
{
|
{
|
||||||
|
|
|
@ -103,7 +103,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
||||||
// failed to connect
|
// failed to connect
|
||||||
return ClientState_Same;
|
return ClientState_Same;
|
||||||
}
|
}
|
||||||
return ClientState_Lobby;
|
return ClientState_LobbyCreated;
|
||||||
}
|
}
|
||||||
// join game
|
// join game
|
||||||
if( KeyInput->IsKeyPressed(DIK_J))
|
if( KeyInput->IsKeyPressed(DIK_J))
|
||||||
|
|
Loading…
Reference in New Issue