GL - Normal gun implemented(not tested yet)

This commit is contained in:
Erik Persson 2014-02-27 15:15:44 +01:00
parent fed63e3593
commit ecad24450f
4 changed files with 50 additions and 17 deletions

View File

@ -10,12 +10,15 @@ AttatchmentGun::AttatchmentGun(void)
{ {
this->owner = 0; this->owner = 0;
this->damage = 0.0f; this->damage = 0.0f;
this->Cooldown = 0.0f;
} }
AttatchmentGun::AttatchmentGun(Player &owner) AttatchmentGun::AttatchmentGun(Player &owner)
{ {
this->owner = &owner; this->owner = &owner;
this->damage = standardDamage; this->damage = standardDamage;
this->Cooldown = standardCooldown;
this->TimeUntilFire = 0.0f;
} }
@ -33,16 +36,13 @@ void AttatchmentGun::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float d
switch (usage) switch (usage)
{ {
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
//skjut här
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: if(TimeUntilFire == 0.0f)
break; {
ShootBullet(usage,dt);
TimeUntilFire = this->Cooldown;
}
case WEAPON_USE_SECONDARY_RELEASE:
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
break; break;
} }
@ -50,6 +50,14 @@ void AttatchmentGun::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float d
void AttatchmentGun::Update(float dt) void AttatchmentGun::Update(float dt)
{ {
if(TimeUntilFire > 0.0f)
{
TimeUntilFire-= dt;
}
else
{
TimeUntilFire = 0.0f;
}
} }
@ -65,7 +73,7 @@ void AttatchmentGun::ShootBullet(const WEAPON_FIRE &usage, float dt)
hitRay = new Oyster::Collision3D::Ray(pos,look); hitRay = new Oyster::Collision3D::Ray(pos,look);
Oyster::Physics::API::Instance().ApplyEffect(hitRay,&bullet,BulletCollision);
delete hitRay;
} }

View File

@ -9,7 +9,8 @@
namespace GameLogic namespace GameLogic
{ {
const Oyster::Math::Float standardDamage = 10; const Oyster::Math::Float standardDamage = 10.0f;
const Oyster::Math::Float standardCooldown = 0.5f;
class AttatchmentGun : public IAttatchment class AttatchmentGun : public IAttatchment
{ {
@ -24,8 +25,12 @@ namespace GameLogic
private: private:
Oyster::Math::Float damage; Oyster::Math::Float damage;
Oyster::Math::Float Cooldown;
Oyster::Math::Float TimeUntilFire;
private: private:
void ShootBullet(const WEAPON_FIRE &usage, float dt); void ShootBullet(const WEAPON_FIRE &usage, float dt);
static void BulletCollision(Oyster::Physics::ICustomBody *obj, void* args);
}; };
} }

View File

@ -9,6 +9,7 @@
#include "JumpPad.h" #include "JumpPad.h"
#include "Portal.h" #include "Portal.h"
#include "ExplosiveCrate.h" #include "ExplosiveCrate.h"
#include "AttatchmentGun.h"
#include "PickupSystem/PickupHealth.h" #include "PickupSystem/PickupHealth.h"
@ -369,6 +370,17 @@ using namespace GameLogic;
} }
void AttatchmentGun::BulletCollision(Oyster::Physics::ICustomBody *obj, void* args)
{
Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() != ObjectSpecialType::ObjectSpecialType_Player)
return;
firedBullet *bullet = (firedBullet*)(args);
((Player*)realObj)->DamageLife(bullet->hitDamage);
}
//General collision collision for pickups //General collision collision for pickups
//It calls the collision function defined in each pickup. //It calls the collision function defined in each pickup.

View File

@ -1,4 +1,5 @@
#include "Weapon.h" #include "Weapon.h"
#include "AttatchmentGun.h"
#include "AttatchmentMassDriver.h" #include "AttatchmentMassDriver.h"
#include "Player.h" #include "Player.h"
@ -30,11 +31,18 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
selectedAttatchment = 0; selectedAttatchment = 0;
//give the weapon a massdriver on socket 0 //give the weapon a massdriver on socket 0
IAttatchment *mD = new AttatchmentMassDriver(*owner); IAttatchment *mD = new AttatchmentMassDriver(*owner);
attatchmentSockets[0]->SetAttatchment(mD); attatchmentSockets[0]->SetAttatchment(mD);
this->currentNrOfAttatchments = 1; this->currentNrOfAttatchments = 1;
SelectAttatchment(0); SelectAttatchment(0);
//give the weapon a massdriver on socket 0 //give the weapon a massdriver on socket 0
//give the weapon a normal gun on socket 1
IAttatchment *gun = new AttatchmentGun(*owner);
attatchmentSockets[1]->SetAttatchment(gun);
this->currentNrOfAttatchments = 2;
SelectAttatchment(1);
//give the weapon a normal gun on socket 1
} }