GL - can play with two characters

This commit is contained in:
lindaandersson 2014-01-31 16:33:16 +01:00
parent 0ae551f2d8
commit e327f64702
9 changed files with 38 additions and 16 deletions

View File

@ -157,7 +157,13 @@ namespace DanBias
m_data->recieverObj->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
if(m_data->serverOwner)
DanBias::GameServerAPI::GameStart();
m_data->recieverObj->gameClientState = new Client::GameState();
if(m_data->serverOwner)
((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(2);
else
((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(3);
break;
default:
return E_FAIL;

View File

@ -114,6 +114,18 @@ bool GameState::LoadModels(std::wstring mapFile)
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
// add player model 2
modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 320, 0));
modelData.world = modelData.world * translate;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
modelData.id = 3;
// load models
obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
return true;
@ -137,7 +149,10 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
void GameState::setClientId(int id)
{
myId = id;
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
@ -344,7 +359,7 @@ void GameState::Protocol( ObjPos* pos )
//camera->setRight((Oyster::Math::Float3(world[0], world[1], world[2])));
//camera->setUp((Oyster::Math::Float3(world[4], world[5], world[6])));
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
if(i == 2) // playerobj
if(i == myId) // playerobj
{
camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1));
camera->UpdateViewMatrix();

View File

@ -26,6 +26,7 @@ private:
bool key_Jump;
Camera* camera;
int myId;
struct myData;
myData* privData;
public:
@ -36,7 +37,7 @@ public:
bool LoadModels(std::wstring mapFile) ;
bool InitCamera(Oyster::Math::Float3 startPos) ;
gameStateState LoadGame();
void setClientId(int id);
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;

View File

@ -88,11 +88,8 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
// send data to server
// check data from server
if( KeyInput->IsKeyPressed(DIK_G))
{
if(!DanBias::GameServerAPI::GameStart())
return GameClientState::ClientState_Same;
return ClientState_Game;
}

View File

@ -109,7 +109,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
if( KeyInput->IsKeyPressed(DIK_J))
{
// game ip
nwClient->Connect(15151, "193.11.184.109");
nwClient->Connect(15151, "127.0.0.1");
if (!nwClient->IsConnected())
{

View File

@ -7,9 +7,10 @@ Game::PlayerData::PlayerData()
{
//set some stats that are appropriate to a player
Oyster::Physics::API::SimpleBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float3(0,320,0);
sbDesc.centerPosition = Oyster::Math::Float3(0,308,0);
sbDesc.size = Oyster::Math::Float3(4,7,4);
sbDesc.mass = 70;
sbDesc.restitutionCoeff = 0.5;
//create rigid body
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();

View File

@ -32,7 +32,7 @@ void Level::InitiateLevel(float radius)
ICustomBody::State state;
rigidBody->GetState(state);
state.SetRestitutionCoeff(0.01);
state.SetRestitutionCoeff(0.2);
rigidBody->SetState(state);
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);

View File

@ -123,7 +123,7 @@ void Object::BeginFrame()
{
Oyster::Math3D::SnapAngularAxis(Oyster::Math::Float4(setState.GetAngularAxis(), 0), Oyster::Math::Float4::standard_unit_y, -Oyster::Math::Float4(setState.GetGravityNormal()), axis);
setState.SetRotation(axis.xyz);
setState.SetAngularMomentum(Float3::null);
Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y);
debug += setState.GetGravityNormal();
}

View File

@ -86,12 +86,14 @@ namespace DanBias
if(dynamic_cast<IPlayerData*> (movedObject))
{
IPlayerData* temp = (IPlayerData*)movedObject;
temp->GetID();
int id = temp->GetID();
Oyster::Math::Float4x4 world = temp->GetOrientation();
Protocol_ObjectPosition p(world, 2);
Protocol_ObjectPosition p(world, id);
GameSession::gameSession->Send(*p.GetProtocol());
}
GameLogic::IObjectData* obj = NULL;
if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
{
@ -100,10 +102,10 @@ namespace DanBias
{
if(obj->GetObjectType() == OBJECT_TYPE_WORLD)
{
obj->GetID();
int id = obj->GetID();
Oyster::Math::Float4x4 world =obj->GetOrientation();
Protocol_ObjectPosition p(world, 0);
Protocol_ObjectPosition p(world, id);
GameSession::gameSession->Send(*p.GetProtocol());
}
}
@ -114,9 +116,9 @@ namespace DanBias
{
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
{
obj->GetID();
int id = obj->GetID();
Oyster::Math::Float4x4 world = obj->GetOrientation();
Protocol_ObjectPosition p(world, 1);
Protocol_ObjectPosition p(world, id);
GameSession::gameSession->Send(*p.GetProtocol());
}
}