GL - can play with two characters
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0ae551f2d8
commit
e327f64702
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@ -157,7 +157,13 @@ namespace DanBias
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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if(m_data->serverOwner)
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DanBias::GameServerAPI::GameStart();
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m_data->recieverObj->gameClientState = new Client::GameState();
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if(m_data->serverOwner)
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((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(2);
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else
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((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(3);
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break;
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default:
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return E_FAIL;
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@ -114,6 +114,18 @@ bool GameState::LoadModels(std::wstring mapFile)
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add player model 2
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
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modelData.id = 3;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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return true;
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@ -137,7 +149,10 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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void GameState::setClientId(int id)
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{
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myId = id;
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}
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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switch (privData->state)
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@ -344,7 +359,7 @@ void GameState::Protocol( ObjPos* pos )
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//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
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//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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if(i == 2) // playerobj
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if(i == myId) // playerobj
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{
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camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1));
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camera->UpdateViewMatrix();
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@ -26,6 +26,7 @@ private:
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bool key_Jump;
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Camera* camera;
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int myId;
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struct myData;
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myData* privData;
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public:
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@ -36,7 +37,7 @@ public:
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bool LoadModels(std::wstring mapFile) ;
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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gameStateState LoadGame();
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void setClientId(int id);
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void readKeyInput(InputClass* KeyInput);
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bool Render()override;
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bool Release()override;
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@ -88,11 +88,8 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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// send data to server
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// check data from server
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if( KeyInput->IsKeyPressed(DIK_G))
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{
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if(!DanBias::GameServerAPI::GameStart())
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return GameClientState::ClientState_Same;
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return ClientState_Game;
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}
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@ -109,7 +109,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "193.11.184.109");
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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@ -7,9 +7,10 @@ Game::PlayerData::PlayerData()
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{
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//set some stats that are appropriate to a player
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.mass = 70;
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sbDesc.restitutionCoeff = 0.5;
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//create rigid body
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Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();
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@ -32,7 +32,7 @@ void Level::InitiateLevel(float radius)
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ICustomBody::State state;
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rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.01);
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state.SetRestitutionCoeff(0.2);
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rigidBody->SetState(state);
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levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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@ -123,7 +123,7 @@ void Object::BeginFrame()
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{
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Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(setState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(setState.GetGravityNormal()), axis);
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setState.SetRotation(axis.xyz);
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setState.SetAngularMomentum(Float3::null);
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Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
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debug += setState.GetGravityNormal();
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}
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@ -86,12 +86,14 @@ namespace DanBias
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if(dynamic_cast<IPlayerData*> (movedObject))
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{
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IPlayerData* temp = (IPlayerData*)movedObject;
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temp->GetID();
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int id = temp->GetID();
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Oyster::Math::Float4x4 world = temp->GetOrientation();
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Protocol_ObjectPosition p(world, 2);
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Protocol_ObjectPosition p(world, id);
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GameSession::gameSession->Send(*p.GetProtocol());
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}
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GameLogic::IObjectData* obj = NULL;
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if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
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{
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@ -100,10 +102,10 @@ namespace DanBias
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{
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if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
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{
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obj->GetID();
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int id = obj->GetID();
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Oyster::Math::Float4x4 world =obj->GetOrientation();
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Protocol_ObjectPosition p(world, 0);
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Protocol_ObjectPosition p(world, id);
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GameSession::gameSession->Send(*p.GetProtocol());
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}
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}
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@ -114,9 +116,9 @@ namespace DanBias
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{
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if(obj->GetObjectType() == OBJECT_TYPE_BOX)
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{
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obj->GetID();
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int id = obj->GetID();
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Oyster::Math::Float4x4 world = obj->GetOrientation();
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Protocol_ObjectPosition p(world, 1);
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Protocol_ObjectPosition p(world, id);
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GameSession::gameSession->Send(*p.GetProtocol());
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}
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}
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