Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic

This commit is contained in:
lindaandersson 2014-02-04 11:50:40 +01:00
commit fa02814ca0
6 changed files with 89 additions and 20 deletions

View File

@ -35,7 +35,7 @@ using namespace GameLogic;
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
int test = 5;
PlayerVObject(*player,*realObj, kineticEnergyLoss);
break;
}

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@ -30,7 +30,8 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
//Read format version
FormatVersion levelFormatVersion;
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
@ -55,9 +56,8 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], header, sizeof(*header));
ParseObject(&buffer[counter], *header, counter);
objects.push_back(header);
counter += sizeof(*header);
break;
}
@ -124,7 +124,8 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
//Read format version
FormatVersion levelFormatVersion;
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
@ -142,11 +143,42 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
return levelHeader;
break;
case ObjectType_Dynamic:
//Do not call parse this object, since we are only interested in the LevelMetaData
//Only increase the counter size
counter += sizeof(ObjectHeader);
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], header, counter);
break;
}
case ObjectType_Light:
{
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
switch(lightType)
{
case LightType_PointLight:
{
counter += sizeof(PointLight);
break;
}
case LightType_DirectionalLight:
{
counter += sizeof(DirectionalLight);
break;
}
case LightType_SpotLight:
{
counter += sizeof(SpotLight);
break;
}
default:
//Undefined LightType.
break;
}
}
default:
//Couldn't find typeID. FAIL!!!!!!

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@ -28,6 +28,7 @@ namespace GameLogic
UsePhysics_UseFullPhysics,
UsePhysics_IgnoreGravity,
UsePhysics_IgnorePhysics,
UsePhysics_IgnoreCollision,
UsePhysics_Count,
UsePhysics_Unknown = -1
@ -82,12 +83,13 @@ namespace GameLogic
struct PhysicsObject
{
UsePhysics usePhysics;
float mass;
float elasticity;
float inertiaMagnitude[3];
float inertiaRotation[3];
float frictionCoeffStatic;
float frictionCoeffDynamic;
float inertiaTensor[16];
UsePhysics usePhysics;
};
struct LevelMetaData : ObjectTypeHeader
@ -97,17 +99,15 @@ namespace GameLogic
std::string levelDescription;
std::string levelAuthor;
int maxNumberOfPlayer;
float worldSize;
int overviewPictureID;
int worldSize;
std::string overviewPicturePath;
std::vector<GameMode> gameModesSupported;
};
struct ObjectHeader : public ObjectTypeHeader
{
//Model,
int ModelID;
//Texture
int TextureID;
std::string ModelFile;
//Position
float position[3];
//Rotation

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@ -20,11 +20,33 @@ namespace GameLogic
memcpy(header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size)
{
char tempName[128];
int tempSize = 0;
int start = 0;
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&header.position, &buffer[start], 36);
start += 36;
size += start;
}
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
{
int start = 0;
int tempSize;
char tempName[100];
char tempName[128];
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
@ -59,9 +81,13 @@ namespace GameLogic
memcpy(&header.worldSize, &buffer[start], 4);
start += 4;
memcpy(&header.overviewPictureID, &buffer[start], 4);
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
header.overviewPicturePath.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
memcpy(&tempSize, &buffer[start], 4);
start += 4;

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@ -19,6 +19,7 @@ namespace GameLogic
*/
void ParseObject(char* buffer, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
}
}

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@ -61,6 +61,7 @@ Player::~Player(void)
void Player::BeginFrame()
{
weapon->Update(0.002f);
if(playerState == PLAYER_STATE_DEAD) Respawn(Oyster::Math::Float3(0,308,0));
Object::BeginFrame();
}
@ -136,6 +137,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0);
this->setState.SetCenterPosition(spawnPoint);
}
void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
@ -197,5 +199,13 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage)
{
this->life -= damage;
this->life = 0;
if(this->life <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
//do stuff that makes you dead
}
}