Merge fixes
Warning! Possibility that code were lost during this merge. Please oh please do check what branch you are in before you edit files.
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@ -182,7 +182,7 @@ void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
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}
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void Game::SetActionSubscription(GameEvent::AnimationEventFunction functionPointer)
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{
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this->onPlayerActionEventFnc = functionPointer;
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this->onActionEventFnc = functionPointer;
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}
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void Game::SetPickupSubscription(GameEvent::PickupEventFunction functionPointer)
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{
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@ -107,7 +107,7 @@ namespace GameLogic
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GameEvent::ObjectHpFunction onDamageTakenFnc;
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GameEvent::ObjectRespawnedFunction onRespawnFnc;
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GameEvent::ObjectDeadFunction onDeadFnc;
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GameEvent::AnimationEventFunction onPlayerActionEventFnc;
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GameEvent::AnimationEventFunction onActionEventFnc;
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GameEvent::PickupEventFunction onPickupEventFnc;
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GameEvent::CollisionEventFunction onCollisionEventFnc;
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};
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@ -30,7 +30,7 @@ namespace GameLogic
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typedef void(*ObjectEnabledFunction)(IObjectData* object); // Callback method that recieves and object
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typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
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typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
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typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer
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typedef void(*ObjectDeadFunction)(IObjectData* object, IObjectData* killer, float seconds); // Callback method that sends death timer
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typedef void(*PickupEventFunction)(IObjectData* player, int pickupEffectID ); // Callback method that sends killer and death timer
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typedef void(*AnimationEventFunction)(IObjectData* player, int actionID ); // Callback method that sends killer and death timer
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typedef void(*CollisionEventFunction)(IObjectData*object, int collisionID);
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@ -12,7 +12,6 @@ Player::Player()
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:DynamicObject()
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{
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Player::initPlayerData();
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AffectedObjects.Reserve(15);
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this->weapon = NULL;
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this->teamID = -1;
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this->playerScore.killScore = 0;
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@ -24,7 +23,6 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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{
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this->weapon = new Weapon(2,this);
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Player::initPlayerData();
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AffectedObjects.Reserve(15);
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this->teamID = teamID;
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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@ -35,7 +33,6 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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{
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this->weapon = new Weapon(2,this);
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Player::initPlayerData();
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AffectedObjects.Reserve(15);
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this->teamID = teamID;
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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@ -61,7 +58,6 @@ void Player::initPlayerData()
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this->key_strafeRight = 0;
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this->key_strafeLeft = 0;
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this->key_jump = 0;
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this->invincibleCooldown = 0;
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this->deathTimer = 0;
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this->rotationUp = 0;
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@ -142,7 +138,7 @@ void Player::BeginFrame()
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_IDLE)
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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}
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}
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@ -178,7 +174,7 @@ void Player::BeginFrame()
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Walk);
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Walk);
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this->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
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}
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}
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@ -200,7 +196,7 @@ void Player::BeginFrame()
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Jump);
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Jump);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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@ -208,26 +204,14 @@ void Player::BeginFrame()
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{
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if(this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING)
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{
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this->gameInstance->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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}
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}
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}
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}
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void Player::EndFrame()
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{
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//check if there are any objects that can be removed from the AffectedObjects list
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for(int i = 0; i < this->AffectedObjects.Size(); i++)
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{
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if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f)
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{
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this->AffectedObjects[i]->RemoveAffectedBy();
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this->AffectedObjects.Remove(i);
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}
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}
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}
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void Player::EndFrame() { /* do nothing .. for now */ }
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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@ -363,20 +347,6 @@ void Player::DamageLife(int damage)
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}
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void Player::AddAffectedObject(DynamicObject &AffectedObject)
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{
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//check if object already exists in the list, if so then do not add
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for(int i = 0; i < AffectedObjects.Size(); i++)
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{
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if(AffectedObjects[i]->GetID() == AffectedObject.GetID())
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{
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//object already exists, exit function
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return;
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}
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}
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//else you add the object to the stack
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AffectedObjects.Push(&AffectedObject);
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}
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bool Player::deathTimerTick(float dt)
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{
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this->deathTimer -= dt;
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@ -102,7 +102,7 @@ namespace DanBias
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static void ObjectEnabled ( GameLogic::IObjectData* movedObject );
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static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
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static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
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static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds );
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static void ObjectDead ( GameLogic::IObjectData* movedObject, GameLogic::IObjectData* killer, float seconds );
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static void PickupEvent ( GameLogic::IObjectData* movedObject, int pickupEffectID );
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static void ActionEvent ( GameLogic::IObjectData* movedObject , int actionID );
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static void CollisionEvent ( GameLogic::IObjectData* Object , int collisionID );
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@ -162,7 +162,7 @@ using namespace DanBias;
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{
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GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol());
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}
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void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, float seconds )
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void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, GameLogic::IObjectData* killer, float seconds )
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{
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GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol());
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}
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