Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
d4baf33ef5
|
@ -215,12 +215,15 @@
|
|||
<ClCompile Include="DLLMain.cpp" />
|
||||
<ClCompile Include="GameClientState\GameClientState.cpp" />
|
||||
<ClCompile Include="GameClientState\GameState.cpp" />
|
||||
<ClCompile Include="GameClientState\GameStateUI.cpp" />
|
||||
<ClCompile Include="GameClientState\GamingUI.cpp" />
|
||||
<ClCompile Include="GameClientState\LanMenuState.cpp" />
|
||||
<ClCompile Include="GameClientState\LobbyAdminState.cpp" />
|
||||
<ClCompile Include="GameClientState\LobbyState.cpp" />
|
||||
<ClCompile Include="GameClientState\C_Object.cpp" />
|
||||
<ClCompile Include="GameClientState\MainState.cpp" />
|
||||
<ClCompile Include="GameClientState\NetLoadState.cpp" />
|
||||
<ClCompile Include="GameClientState\RespawnUI.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="GameClientState\Camera_Basic.h" />
|
||||
|
@ -238,10 +241,13 @@
|
|||
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
|
||||
<ClInclude Include="GameClientState\GameClientState.h" />
|
||||
<ClInclude Include="GameClientState\GameState.h" />
|
||||
<ClInclude Include="GameClientState\GameStateUI.h" />
|
||||
<ClInclude Include="GameClientState\GamingUI.h" />
|
||||
<ClInclude Include="GameClientState\LanMenuState.h" />
|
||||
<ClInclude Include="GameClientState\LobbyAdminState.h" />
|
||||
<ClInclude Include="GameClientState\MainState.h" />
|
||||
<ClInclude Include="GameClientState\NetLoadState.h" />
|
||||
<ClInclude Include="GameClientState\RespawnUI.h" />
|
||||
<ClInclude Include="GameClientState\SharedStateContent.h" />
|
||||
<ClInclude Include="Include\GameClient.h" />
|
||||
<ClInclude Include="GameClientState\LobbyState.h" />
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
<ShowAllFiles>false</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace DanBias { namespace Client
|
|||
|
||||
/******************************************************************
|
||||
* @param message of the event
|
||||
* @return message or GameClientState::event_processed.
|
||||
* @return message or a reference to GameClientState::event_processed.
|
||||
******************************************************************/
|
||||
virtual const NetEvent & DataRecieved( const NetEvent &message );
|
||||
};
|
||||
|
|
|
@ -122,7 +122,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
|
|||
RBInitData RBData;
|
||||
RBData.position = position;
|
||||
RBData.rotation = ArrayToQuaternion( rotation );
|
||||
RBData.scale = Float3( 1 );
|
||||
RBData.scale = scale;
|
||||
// !RB DEBUG
|
||||
if( isMyPlayer )
|
||||
{
|
||||
|
@ -215,6 +215,8 @@ bool GameState::Render()
|
|||
|
||||
dynamicObject = this->privData->dynamicObjects->begin();
|
||||
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
|
||||
{
|
||||
if( dynamicObject->second )
|
||||
{
|
||||
if( dynamicObject->second->getBRtype() == RB_Type_Cube)
|
||||
{
|
||||
|
@ -226,6 +228,7 @@ bool GameState::Render()
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// !RB DEBUG
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
@ -479,8 +482,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
|
|||
// if is this player. Remember to change camera
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
{
|
||||
//this->privData->camera.SetPosition( position );
|
||||
//this->privData->camera.SetRotation( rotation );
|
||||
this->privData->camera.SetPosition( position );
|
||||
this->privData->camera.SetRotation( rotation );
|
||||
this->privData->player.setPos( position );
|
||||
//this->privData->player.setRot( rotation );
|
||||
}
|
||||
|
|
|
@ -0,0 +1,17 @@
|
|||
#include "GameStateUI.h"
|
||||
|
||||
using namespace ::DanBias::Client;
|
||||
using namespace ::Oyster::Network;
|
||||
|
||||
GameStateUI::GameStateUI()
|
||||
{
|
||||
this->nextState = GameStateUI::UIState_same;
|
||||
}
|
||||
|
||||
GameStateUI::~GameStateUI() { /* Do nothing */ }
|
||||
|
||||
const GameStateUI::NetEvent & GameStateUI::DataRecieved( const GameStateUI::NetEvent &message )
|
||||
{
|
||||
/* Do nothing */
|
||||
return message;
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
|
||||
#include "Utilities.h"
|
||||
#include "NetworkClient.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
class GameStateUI
|
||||
{
|
||||
public:
|
||||
enum UIState
|
||||
{
|
||||
UIState_same,
|
||||
UIState_gaming,
|
||||
|
||||
|
||||
UIState_main_menu,
|
||||
UIState_shut_down
|
||||
};
|
||||
|
||||
typedef ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> NetEvent;
|
||||
static const NetEvent event_processed;
|
||||
|
||||
GameStateUI();
|
||||
virtual ~GameStateUI();
|
||||
virtual UIState Update( float deltaTime ) = 0;
|
||||
virtual bool HaveGUIRender() const = 0;
|
||||
virtual bool HaveTextRender() const = 0;
|
||||
virtual void RenderGUI() const = 0;
|
||||
virtual void RenderText() const = 0;
|
||||
virtual bool Release() = 0;
|
||||
|
||||
/******************************************************************
|
||||
* @param message of the event
|
||||
* @return message or a reference to GameStateUI::event_processed.
|
||||
******************************************************************/
|
||||
virtual const NetEvent & DataRecieved( const NetEvent &message );
|
||||
|
||||
protected:
|
||||
UIState nextState;
|
||||
};
|
||||
} }
|
||||
|
||||
namespace Utility { namespace DynamicMemory
|
||||
{ // template specializationto allowuse of dynamicmemory tools
|
||||
template<>
|
||||
inline void SafeDeleteInstance( ::DanBias::Client::GameStateUI *dynamicInstance )
|
||||
{
|
||||
if( dynamicInstance )
|
||||
{
|
||||
dynamicInstance->Release();
|
||||
delete dynamicInstance;
|
||||
}
|
||||
}
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -0,0 +1,153 @@
|
|||
#include "GamingUI.h"
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace ::DanBias::Client;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::GameLogic;
|
||||
|
||||
GamingUI::GamingUI() :
|
||||
GameStateUI()
|
||||
{
|
||||
/* Should never be called! */
|
||||
this->input = nullptr;
|
||||
this->netClient = nullptr;
|
||||
this->camera = nullptr;
|
||||
}
|
||||
|
||||
GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
|
||||
GameStateUI()
|
||||
{
|
||||
this->input = input;
|
||||
this->netClient = connection;
|
||||
this->camera = camera;
|
||||
}
|
||||
|
||||
GamingUI::~GamingUI() { /* Do nothing */ }
|
||||
|
||||
GameStateUI::UIState GamingUI::Update( float deltaTime )
|
||||
{
|
||||
return this->nextState;
|
||||
}
|
||||
|
||||
bool GamingUI::HaveGUIRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a crosshair
|
||||
}
|
||||
|
||||
bool GamingUI::HaveTextRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a chat window
|
||||
}
|
||||
|
||||
void GamingUI::RenderGUI() const
|
||||
{
|
||||
// TODO: Render crosshairs and such here. Don't forget to adjust GamingUI::HaveGUIRender
|
||||
}
|
||||
|
||||
void GamingUI::RenderText() const
|
||||
{
|
||||
// TODO: Render chattext and such here. Don't forget to adjust GamingUI::HaveGUIRender
|
||||
}
|
||||
|
||||
bool GamingUI::Release()
|
||||
{
|
||||
// TODO: Release UI components here.
|
||||
return true;
|
||||
}
|
||||
|
||||
void GamingUI::ReadKeyInput()
|
||||
{
|
||||
if( this->input->IsKeyPressed(DIK_W) )
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerMovementForward() );
|
||||
}
|
||||
|
||||
if( this->input->IsKeyPressed(DIK_S) )
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerMovementBackward() );
|
||||
}
|
||||
|
||||
if( this->input->IsKeyPressed(DIK_A) )
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerMovementLeft() );
|
||||
}
|
||||
|
||||
if( this->input->IsKeyPressed(DIK_D) )
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerMovementRight() );
|
||||
}
|
||||
|
||||
// if( this->input->IsKeyPressed(DIK_R) )
|
||||
// {
|
||||
// if( !this->key_Reload_Shaders )
|
||||
// {
|
||||
//#ifdef _DEBUG
|
||||
// Graphics::API::ReloadShaders();
|
||||
//#endif
|
||||
// this->key_Reload_Shaders = true;
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// this->key_Reload_Shaders = false;
|
||||
|
||||
//send delta mouse movement
|
||||
{
|
||||
this->camera->YawRight( this->input->GetYaw() * 0.017f );
|
||||
this->camera->PitchDown( this->input->GetPitch() * 0.017f );
|
||||
this->camera->UpdateOrientation();
|
||||
|
||||
this->netClient->Send( Protocol_PlayerLook(this->camera->GetLook(), this->camera->GetRight()) );
|
||||
}
|
||||
|
||||
// shoot
|
||||
//if( this->input->IsKeyPressed(DIK_Z) )
|
||||
//{
|
||||
// if( !this->key_Shoot )
|
||||
// {
|
||||
// Protocol_PlayerShot playerShot;
|
||||
// playerShot.primaryPressed = true;
|
||||
// playerShot.secondaryPressed = false;
|
||||
// playerShot.utilityPressed = false;
|
||||
// this->netClient->Send( playerShot );
|
||||
// this->key_Shoot = true;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
// this->key_Shoot = false;
|
||||
|
||||
//if( this->input->IsKeyPressed(DIK_X) )
|
||||
//{
|
||||
// if( !this->key_Shoot )
|
||||
// {
|
||||
// Protocol_PlayerShot playerShot;
|
||||
// playerShot.primaryPressed = false;
|
||||
// playerShot.secondaryPressed = true;
|
||||
// playerShot.utilityPressed = false;
|
||||
// this->netClient->Send( playerShot );
|
||||
// this->key_Shoot = true;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
// this->key_Shoot = false;
|
||||
|
||||
//if( this->input->IsKeyPressed(DIK_C) )
|
||||
//{
|
||||
// if( !this->key_Shoot )
|
||||
// {
|
||||
// Protocol_PlayerShot playerShot;
|
||||
// playerShot.primaryPressed = false;
|
||||
// playerShot.secondaryPressed = false;
|
||||
// playerShot.utilityPressed = true;
|
||||
// this->netClient->Send( playerShot );
|
||||
// this->key_Shoot = true;
|
||||
// }
|
||||
//}
|
||||
//else
|
||||
// this->key_Shoot = false;
|
||||
|
||||
// jump
|
||||
if( this->input->IsKeyPressed(DIK_SPACE) )
|
||||
{
|
||||
this->netClient->Send( Protocol_PlayerJump() );
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
#ifndef DANBIAS_CLIENT_GAMING_UI_H
|
||||
#define DANBIAS_CLIENT_GAMING_UI_H
|
||||
|
||||
#include "GameStateUI.h"
|
||||
#include "L_inputClass.h"
|
||||
#include "Camera_FPSV2.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
class GamingUI : public GameStateUI
|
||||
{
|
||||
public:
|
||||
GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
|
||||
virtual ~GamingUI();
|
||||
|
||||
UIState Update( float deltaTime );
|
||||
bool HaveGUIRender() const;
|
||||
bool HaveTextRender() const;
|
||||
void RenderGUI() const;
|
||||
void RenderText() const;
|
||||
bool Release();
|
||||
|
||||
private:
|
||||
InputClass *input;
|
||||
::Oyster::Network::NetworkClient *netClient;
|
||||
Camera_FPSV2 *camera;
|
||||
|
||||
GamingUI();
|
||||
void ReadKeyInput();
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -0,0 +1,58 @@
|
|||
#include "RespawnUI.h"
|
||||
|
||||
using namespace ::DanBias::Client;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::Utility::Value;
|
||||
|
||||
RespawnUI::RespawnUI() :
|
||||
GameStateUI()
|
||||
{
|
||||
/* Should never be called! */
|
||||
this->netClient = nullptr;
|
||||
this->countDown = 0.0f;
|
||||
}
|
||||
|
||||
RespawnUI::RespawnUI( NetworkClient *connection, float delay ) :
|
||||
GameStateUI()
|
||||
{
|
||||
this->netClient = connection;
|
||||
this->countDown = delay;
|
||||
}
|
||||
|
||||
RespawnUI::~RespawnUI() { /* Do nothing */ }
|
||||
|
||||
GameStateUI::UIState RespawnUI::Update( float deltaTime )
|
||||
{
|
||||
this->countDown = Max( this->countDown - deltaTime, 0.0f );
|
||||
return this->nextState;
|
||||
}
|
||||
|
||||
bool RespawnUI::HaveGUIRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a crosshair
|
||||
}
|
||||
|
||||
bool RespawnUI::HaveTextRender() const
|
||||
{
|
||||
return false; // TODO: change to true when we want UI elements like a chat window
|
||||
}
|
||||
|
||||
void RespawnUI::RenderGUI() const
|
||||
{
|
||||
// TODO: We need?
|
||||
}
|
||||
|
||||
void RespawnUI::RenderText() const
|
||||
{
|
||||
// TODO: Text countdown somewhere on screen would be nice
|
||||
}
|
||||
|
||||
bool RespawnUI::Release()
|
||||
{
|
||||
// TODO: Release UI components here.
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
#ifndef DANBIAS_CLIENT_RESPAWN_UI_H
|
||||
#define DANBIAS_CLIENT_RESPAWN_UI_H
|
||||
|
||||
#include "GameStateUI.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
class RespawnUI : public GameStateUI
|
||||
{
|
||||
public:
|
||||
RespawnUI( ::Oyster::Network::NetworkClient *connection, float delay );
|
||||
virtual ~RespawnUI();
|
||||
|
||||
UIState Update( float deltaTime );
|
||||
bool HaveGUIRender() const;
|
||||
bool HaveTextRender() const;
|
||||
void RenderGUI() const;
|
||||
void RenderText() const;
|
||||
bool Release();
|
||||
|
||||
private:
|
||||
::Oyster::Network::NetworkClient *netClient;
|
||||
float countDown;
|
||||
|
||||
RespawnUI();
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -74,69 +74,40 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
|
||||
//protocol_Gameplay_PlayerLeftTurn
|
||||
struct Protocol_PlayerLeftTurn : public ::Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
// can be swapped to a quaternion later
|
||||
float lookDir[3];
|
||||
float right[3];
|
||||
public:
|
||||
float deltaRadian;
|
||||
|
||||
Protocol_PlayerLook()
|
||||
Protocol_PlayerLeftTurn()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
// LookDir
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
// Right
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
memset(&this->lookDir[0], 0, sizeof(float) * 3);
|
||||
memset(&this->right[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->lookDir[0] = p[1].value.netFloat;
|
||||
this->lookDir[1] = p[2].value.netFloat;
|
||||
this->lookDir[2] = p[3].value.netFloat;
|
||||
|
||||
this->right[0] = p[4].value.netFloat;
|
||||
this->right[1] = p[5].value.netFloat;
|
||||
this->right[2] = p[6].value.netFloat;
|
||||
}
|
||||
Protocol_PlayerLook(float l[3], float r[3])
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
memcpy(&this->lookDir[0], &l[0], sizeof(float) * 3);
|
||||
memcpy(&this->right[0], &r[0], sizeof(float) * 3);
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
|
||||
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
|
||||
// deltaRadian
|
||||
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
|
||||
{
|
||||
this->protocol[1].value = this->lookDir[0];
|
||||
this->protocol[2].value = this->lookDir[1];
|
||||
this->protocol[3].value = this->lookDir[2];
|
||||
this->protocol[4].value = this->right[0];
|
||||
this->protocol[5].value = this->right[1];
|
||||
this->protocol[6].value = this->right[2];
|
||||
this->deltaRadian = p[1].value.netFloat;
|
||||
}
|
||||
|
||||
Protocol_PlayerLeftTurn( float deltaRadian )
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
|
||||
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
|
||||
this->deltaRadian = deltaRadian;
|
||||
}
|
||||
|
||||
::Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->deltaRadian;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
::Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject
|
||||
|
|
|
@ -47,7 +47,7 @@
|
|||
#define protocol_Gameplay_PlayerMovementLeft 301
|
||||
#define protocol_Gameplay_PlayerMovementForward 302
|
||||
#define protocol_Gameplay_PlayerMovementBackward 303
|
||||
#define protocol_Gameplay_PlayerLookDir 304
|
||||
#define protocol_Gameplay_PlayerLeftTurn 304
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 305
|
||||
#define protocol_Gameplay_PlayerShot 306
|
||||
#define protocol_Gameplay_PlayerJump 307
|
||||
|
|
|
@ -84,7 +84,7 @@ namespace DanBias
|
|||
void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerJump ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerLeftTurn ( GameLogic::Protocol_PlayerLeftTurn& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
|
||||
|
|
|
@ -156,7 +156,7 @@ using namespace DanBias;
|
|||
break;
|
||||
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
|
||||
case protocol_Gameplay_PlayerLeftTurn: this->Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
|
||||
break;
|
||||
|
@ -203,12 +203,9 @@ using namespace DanBias;
|
|||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
|
||||
{
|
||||
Oyster::Math3D::Float3 lookDir = p.lookDir;
|
||||
Oyster::Math3D::Float3 right = p.right;
|
||||
|
||||
c->GetPlayer()->Rotate(lookDir, right);
|
||||
c->GetPlayer()->TurnLeft( p.deltaRadian );
|
||||
}
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#ifndef _INPUTCLASS_H_
|
||||
#define _INPUTCLASS_H_
|
||||
|
||||
#define NOMINMAX
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
|
||||
#pragma comment(lib, "dinput8.lib")
|
||||
|
|
Loading…
Reference in New Issue