Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
d79e65657c
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@ -319,11 +319,9 @@ void GameState::ReadKeyInput()
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//send delta mouse movement
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//send delta mouse movement
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{
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{
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this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f );
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static const float mouseSensitivity = Radian( 1.0f );
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this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f );
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this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
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this->privData->camera.UpdateOrientation();
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(this->privData->input->GetYaw() * mouseSensitivity) );
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privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
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}
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}
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// shoot
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// shoot
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@ -1,9 +1,11 @@
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#include "GamingUI.h"
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#include "GamingUI.h"
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#include <Protocols.h>
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#include <Protocols.h>
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#include "Utilities.h"
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using namespace ::DanBias::Client;
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Network;
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using namespace ::GameLogic;
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using namespace ::GameLogic;
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using namespace ::Utility::Value;
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GamingUI::GamingUI() :
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GamingUI::GamingUI() :
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GameStateUI()
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GameStateUI()
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@ -92,11 +94,9 @@ void GamingUI::ReadKeyInput()
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//send delta mouse movement
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//send delta mouse movement
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{
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{
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this->camera->YawRight( this->input->GetYaw() * 0.017f );
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static const float mouseSensitivity = Radian( 1.0f );
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this->camera->PitchDown( this->input->GetPitch() * 0.017f );
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this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity );
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this->camera->UpdateOrientation();
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this->netClient->Send( Protocol_PlayerLeftTurn(this->input->GetYaw() * mouseSensitivity) );
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this->netClient->Send( Protocol_PlayerLook(this->camera->GetLook(), this->camera->GetRight()) );
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}
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}
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// shoot
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// shoot
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@ -33,6 +33,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 100;
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this->moveSpeed = 100;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->rotationUp = 0;
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}
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}
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Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
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Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
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@ -53,6 +55,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 20;
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this->moveSpeed = 20;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->rotationUp = 0;
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}
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}
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Player::~Player(void)
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Player::~Player(void)
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@ -229,8 +233,8 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
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}
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}
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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{
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{
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//TODO: Conver delta radians to something that phyhsics use...
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this->rotationUp += deltaRadians;
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//this->rigidBody->;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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}
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}
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void Player::Jump()
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void Player::Jump()
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@ -96,6 +96,8 @@ namespace GameLogic
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Oyster::Math::Float moveSpeed;
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Oyster::Math::Float moveSpeed;
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Oyster::Math::Float3 previousMoveSpeed;
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Oyster::Math::Float3 previousMoveSpeed;
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Oyster::Math::Float rotationUp;
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bool hasTakenDamage;
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bool hasTakenDamage;
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float invincibleCooldown;
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float invincibleCooldown;
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@ -152,10 +152,9 @@ namespace GameLogic
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start = 0;
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start = 0;
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LevelLoaderInternal::FormatVersion version;
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LevelLoaderInternal::FormatVersion version;
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memcpy(&version, &buf[0], sizeof(version));
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memcpy(&version, &buf[0], sizeof(version));
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start += 4;
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start += 8;
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memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
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memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
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start += sizeof(volume.geoType);
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switch(volume.geoType)
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switch(volume.geoType)
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{
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{
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