Merge branch 'GameLogicBranch' of https://github.com/dean11/Danbias into GameLogicBranch
This commit is contained in:
commit
f9a1aaf43c
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@ -5,9 +5,8 @@ using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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using namespace Utility::DynamicMemory;
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DynamicObject::DynamicObject(void)
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DynamicObject::DynamicObject(void)
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:Object()
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{
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{
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rigidBody = API::Instance().CreateSimpleRigidBody();
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API::Instance().AddObject(rigidBody);
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}
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}
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@ -17,5 +16,5 @@ DynamicObject::~DynamicObject(void)
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void DynamicObject::Update()
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void DynamicObject::Update()
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{
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{
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//updatera objectet
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//update object
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}
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}
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@ -176,8 +176,10 @@
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</ProjectReference>
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</ProjectReference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="CollisionManager.h" />
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<ClInclude Include="DynamicObject.h" />
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<ClInclude Include="DynamicObject.h" />
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<ClInclude Include="Game.h" />
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<ClInclude Include="Game.h" />
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<ClInclude Include="GameMode.h" />
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<ClInclude Include="IGame.h" />
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<ClInclude Include="IGame.h" />
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<ClInclude Include="Level.h" />
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<ClInclude Include="Level.h" />
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<ClInclude Include="Object.h" />
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<ClInclude Include="Object.h" />
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@ -187,8 +189,10 @@
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<ClInclude Include="Weapon.h" />
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<ClInclude Include="Weapon.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="CollisionManager.cpp" />
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<ClCompile Include="DynamicObject.cpp" />
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<ClCompile Include="DynamicObject.cpp" />
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<ClCompile Include="Game.cpp" />
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<ClCompile Include="Game.cpp" />
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<ClCompile Include="GameMode.cpp" />
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<ClCompile Include="IGame.cpp" />
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<ClCompile Include="IGame.cpp" />
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<ClCompile Include="Level.cpp" />
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<ClCompile Include="Level.cpp" />
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<ClCompile Include="Object.cpp" />
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<ClCompile Include="Object.cpp" />
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@ -42,6 +42,12 @@
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<ClInclude Include="RefManager.h">
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<ClInclude Include="RefManager.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="GameMode.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="CollisionManager.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="Game.cpp">
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<ClCompile Include="Game.cpp">
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@ -74,5 +80,11 @@
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<ClCompile Include="TestGLMain.cpp">
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<ClCompile Include="TestGLMain.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="GameMode.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="CollisionManager.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -8,16 +8,14 @@ BOOL WINAPI DllMain(
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_In_ LPVOID lpvReserved
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_In_ LPVOID lpvReserved
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)
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)
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{
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{
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return TRUE;
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return TRUE;
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}
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}
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using namespace GameLogic;
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using namespace GameLogic;
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IGame::IGame()
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IGame::IGame()
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{
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{
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gameModule = new Game();
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gameModule = new Game();
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}
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}
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IGame::~IGame()
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IGame::~IGame()
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{
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{
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delete gameModule;
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delete gameModule;
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@ -18,7 +18,10 @@ Object::Object(void)
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model = new Model();
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model = new Model();
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model = Oyster::Graphics::API::CreateModel(L"bth.obj");
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model = Oyster::Graphics::API::CreateModel(L"bth.obj");
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody().Release();
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API::SimpleBodyDescription sbDesc;
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//sbDesc.centerPosition =
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
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GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
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@ -36,7 +39,6 @@ void Object::Render()
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{
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{
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this->rigidBody->GetOrientation(model->WorldMatrix);
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this->rigidBody->GetOrientation(model->WorldMatrix);
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Oyster::Graphics::API::RenderScene(model, 1);
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Oyster::Graphics::API::RenderScene(model, 1);
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}
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}
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Object::OBJECT_TYPE Object::GetType()
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Object::OBJECT_TYPE Object::GetType()
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@ -19,14 +19,14 @@ namespace GameLogic
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class Object
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class Object
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{
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{
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public:
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public:
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Object(void);
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virtual ~Object(void);
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enum OBJECT_TYPE
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enum OBJECT_TYPE
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{
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{
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OBJECT_TYPE_PLAYER,
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OBJECT_TYPE_PLAYER,
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OBJECT_TYPE_BOX,
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OBJECT_TYPE_BOX,
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};
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};
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Object(void);
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virtual ~Object(void);
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void Render();
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void Render();
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@ -1,31 +1,29 @@
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#include "Player.h"
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#include "Player.h"
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#include "OysterMath.h"
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#include "OysterMath.h"
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using namespace GameLogic;
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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Player::Player(void)
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Player::Player(void)
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:Object()
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:Object()
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{
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{
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life = 100;
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life = 100;
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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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{
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{
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delete this->rigidBody;
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delete this->rigidBody;
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}
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}
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void Player::Update(keyInput keyPressed)
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void Player::Update(keyInput keyPressed)
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{
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{
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if(keyPressed != keyInput_none)
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if(keyPressed != keyInput_none)
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{
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{
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Move();
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Move(keyPressed);
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}
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}
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void Player::Move(keyInput keyPressed)
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{
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if(keyPressed == keyInput_A)
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if(keyPressed == keyInput_A)
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{
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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@ -38,17 +36,18 @@ void Player::Update(keyInput keyPressed)
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pos.x += 0.1;
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pos.x += 0.1;
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rigidBody->SetCenter(pos);
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rigidBody->SetCenter(pos);
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}
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}
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if(keyPressed == keyInput_S)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.y -= 0.1;
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rigidBody->SetCenter(pos);
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}
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if(keyPressed == keyInput_W)
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{
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Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.y += 0.1;
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rigidBody->SetCenter(pos);
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}
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}
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}
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void Player::Move()
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{
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//API::Instance().Update();
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/*Oyster::Math::Float3 pos = this->rigidBody->GetCenter();
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pos.x += 0.1;
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rigidBody->SetCenter(pos);*/
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//API::Instance().SetCenter(rigidBody, pos);
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}
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}
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void Player::Shoot()
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void Player::Shoot()
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{
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{
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@ -13,8 +13,6 @@
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namespace GameLogic
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namespace GameLogic
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{
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{
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class Player : public Object
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class Player : public Object
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{
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{
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@ -22,18 +20,18 @@ namespace GameLogic
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Player(void);
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Player(void);
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~Player(void);
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~Player(void);
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/********************************************************
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* Update the position of the rigid body
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* This will be done with physics later
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********************************************************/
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void Update(keyInput keyPressed);
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void Update(keyInput keyPressed);
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void Move();
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void Move(keyInput keyPressed);
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void Shoot();
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void Shoot();
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private:
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private:
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int life;
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int life;
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Weapon *weapon;
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Weapon *weapon;
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};
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};
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}
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}
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#endif
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#endif
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@ -5,6 +5,12 @@
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//
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//
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// Copyright (c) Stefan Petersson 2011. All rights reserved.
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// Copyright (c) Stefan Petersson 2011. All rights reserved.
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// Test main function for game logic when .exe
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// Doesn't run when Game logic is compiled as a .dll
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//////////////////////////////////////////////////////////////////////////
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#define NOMINMAX
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#define NOMINMAX
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#include <Windows.h>
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#include <Windows.h>
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#include "Core/Core.h"
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#include "Core/Core.h"
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@ -28,8 +34,8 @@
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HINSTANCE g_hInst = NULL;
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HINSTANCE g_hInst = NULL;
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HWND g_hWnd = NULL;
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HWND g_hWnd = NULL;
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GameLogic::IGame* game;
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GameLogic::IGame *game;
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InputClass* inputObj;
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InputClass *inputObj;
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -95,8 +101,9 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
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__int64 prevTimeStamp = 0;
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__int64 prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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//debugwindow
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//Init debug window
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//SetStdOutToNewConsole();
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//SetStdOutToNewConsole();
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// Main message loop
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// Main message loop
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MSG msg = {0};
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MSG msg = {0};
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while(WM_QUIT != msg.message)
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while(WM_QUIT != msg.message)
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@ -171,56 +178,21 @@ HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
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return S_OK;
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return S_OK;
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}
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}
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Create Direct3D device and swap chain
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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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HRESULT InitDirect3D()
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HRESULT InitDirect3D()
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{
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{
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/*HRESULT hr = S_OK;;
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if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
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if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
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return E_FAIL;
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return E_FAIL;
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std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
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std::wstring EffectPath = L"SimpleDebug\\";
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Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
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Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
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|
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Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
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Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
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D3D11_INPUT_ELEMENT_DESC inputDesc[] =
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|
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{
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|
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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|
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};
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|
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ID3D11InputLayout* layout;
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|
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Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
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|
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|
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Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
|
|
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Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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|
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|
|
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Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
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|
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Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/
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|
||||||
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|
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return S_OK;
|
return S_OK;
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}
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}
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//--------------------------------------------------------------------------------------
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// Init the input and the game
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||||||
|
//-------------------------------------------------------------------------------------
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||||||
HRESULT InitGame()
|
HRESULT InitGame()
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||||||
{
|
{
|
||||||
|
|
||||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
|
||||||
return E_FAIL;
|
|
||||||
|
|
||||||
inputObj = new InputClass;
|
inputObj = new InputClass;
|
||||||
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||||
{
|
{
|
||||||
|
@ -231,10 +203,9 @@ HRESULT InitGame()
|
||||||
game->Init();
|
game->Init();
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||||||
game->StartGame();
|
game->StartGame();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return S_OK;
|
return S_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT Update(float deltaTime)
|
HRESULT Update(float deltaTime)
|
||||||
{
|
{
|
||||||
inputObj->Update();
|
inputObj->Update();
|
||||||
|
@ -272,8 +243,8 @@ HRESULT Render(float deltaTime)
|
||||||
}
|
}
|
||||||
|
|
||||||
// test view and projection matrix
|
// test view and projection matrix
|
||||||
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
Oyster::Math::Float3 dir = Oyster::Math::Float3(0, 0, -1);
|
||||||
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
Oyster::Math::Float3 up = Oyster::Math::Float3(0, 1, 0);
|
||||||
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
||||||
|
|
||||||
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
|
Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos);
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
// Temp input handler, not stable!
|
||||||
|
// When starting the program, don't click anywhere until the program starts
|
||||||
|
// because that breaks the input..
|
||||||
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
#ifndef _INPUTCLASS_H_
|
#ifndef _INPUTCLASS_H_
|
||||||
#define _INPUTCLASS_H_
|
#define _INPUTCLASS_H_
|
||||||
|
|
||||||
|
@ -24,7 +30,6 @@ private:
|
||||||
bool ReadKeyboard();
|
bool ReadKeyboard();
|
||||||
bool ReadMouse();
|
bool ReadMouse();
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
InputClass();
|
InputClass();
|
||||||
|
|
Loading…
Reference in New Issue