GL - added C_obj files, client obj in game state to send input
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@ -196,6 +196,7 @@ Global
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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@ -192,26 +192,26 @@
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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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<ClCompile Include="GameClientState\Obj\C_UIobject.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_Player.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_UIobject.cpp" />
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<ClCompile Include="DanBiasGame_Impl.cpp" />
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<ClCompile Include="DanBiasGame_Impl.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="GameClientState\Obj\C_DynamicObj.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\Obj\C_Player.cpp" />
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<ClCompile Include="GameClientState\Obj\C_StaticObj.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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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="GameClientState\Obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" />
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<ClInclude Include="GameClientState\Obj\C_DynamicObj.h" />
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<ClInclude Include="GameClientState\C_obj\C_Player.h" />
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<ClInclude Include="GameClientState\C_obj\C_StaticObj.h" />
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\Obj\C_Player.h" />
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<ClInclude Include="GameClientState\Obj\C_StaticObj.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@ -30,38 +30,38 @@ namespace DanBias
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void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
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void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
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{
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{
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int pType = p[0].value.netInt;
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int pType = p[0].value.netInt;
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Client::GameClientState::ProtocolStruct* protocol;
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Client::GameClientState::ProtocolStruct* protocol;
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switch (pType)
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switch (pType)
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{
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{
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case protocol_PlayerNavigation:
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case protocol_PlayerNavigation:
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break;
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break;
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case protocol_PlayerPosition:
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case protocol_PlayerPosition:
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protocol = new Client::GameClientState::PlayerPos;
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protocol = new Client::GameClientState::PlayerPos;
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for(int i = 0; i< 3; i++)
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for(int i = 0; i< 3; i++)
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{
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{
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((Client::GameClientState::PlayerPos*)protocol)->playerPos[i] = p[i].value.netFloat;
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((Client::GameClientState::PlayerPos*)protocol)->playerPos[i] = p[i].value.netFloat;
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}
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}
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gameClientState->Protocol(protocol);
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gameClientState->Protocol(protocol);
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delete protocol;
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delete protocol;
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protocol = NULL;
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protocol = NULL;
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break;
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break;
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case protocol_ObjectPosition:
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case protocol_ObjectPosition:
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protocol = new Client::GameClientState::ObjPos;
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protocol = new Client::GameClientState::ObjPos;
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for(int i = 0; i< 16; i++)
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for(int i = 0; i< 16; i++)
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{
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{
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((Client::GameClientState::ObjPos*)protocol)->worldPos[i] = p[i].value.netFloat;
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((Client::GameClientState::ObjPos*)protocol)->worldPos[i] = p[i].value.netFloat;
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}
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}
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gameClientState->Protocol(protocol);
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gameClientState->Protocol(protocol);
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delete protocol;
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delete protocol;
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protocol = NULL;
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protocol = NULL;
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -112,12 +112,12 @@ namespace DanBias
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prevTimeStamp = 0;
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prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init();
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m_data->r = new MyRecieverObject;
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m_data->r = new MyRecieverObject;
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m_data->r->nwClient = new Oyster::Network::NetworkClient();
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m_data->r->nwClient = new Oyster::Network::NetworkClient();
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init(m_data->r->nwClient);
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return DanBiasClientReturn_Sucess;
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return DanBiasClientReturn_Sucess;
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}
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}
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@ -253,7 +253,7 @@ namespace DanBias
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return E_FAIL;
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return E_FAIL;
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break;
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break;
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}
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}
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m_data->gameClientState->Init(); // send game client
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m_data->gameClientState->Init(m_data->r->nwClient); // send game client
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}
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}
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return S_OK;
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return S_OK;
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@ -0,0 +1,42 @@
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#include "C_DynamicObj.h"
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_DynamicObj::myData
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{
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myData(){}
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Oyster::Graphics::Model::Model *model;
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// light
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// sound
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// effect
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}privData;
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C_DynamicObj::C_DynamicObj(void)
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{
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}
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C_DynamicObj::~C_DynamicObj(void)
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{
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}
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void C_DynamicObj::Init(ModelInitData modelInit)
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{
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->WorldMatrix = modelInit.world;
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privData->model->Visible = modelInit.visible;
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}
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void C_DynamicObj::setPos()
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{
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}
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void C_DynamicObj::Render()
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{
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_DynamicObj::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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@ -0,0 +1,22 @@
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#ifndef DANBIAS_CLIENT_CDYNAMICOBJECT_H
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#define DANBIAS_CLIENT_CDYNAMICOBJECT_H
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#include "../C_Object.h"
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namespace DanBias
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{
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namespace Client
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{
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class C_DynamicObj : public C_Object
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{
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private:
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struct myData;
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myData* privData;
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public:
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C_DynamicObj(void);
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virtual ~C_DynamicObj(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void Render();
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void Release();
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};};};
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#endif
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@ -0,0 +1,46 @@
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#include "C_Player.h"
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_Player::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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Oyster::Graphics::Model::Model *model;
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}privData;
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C_Player::C_Player(void)
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{
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}
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C_Player::~C_Player(void)
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{
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}
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void C_Player::Init(ModelInitData modelInit)
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{
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->WorldMatrix = modelInit.world;
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privData->model->Visible = modelInit.visible;
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}
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void C_Player::setPos()
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{
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}
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void C_Player::Render()
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{
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_Player::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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#ifndef DANBIAS_CLIENT_CPLAYER_H
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#define DANBIAS_CLIENT_CPLAYER_H
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#include "../C_Object.h"
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namespace DanBias
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{
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namespace Client
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{
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class C_Player : public C_Object
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{
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private:
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struct myData;
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myData* privData;
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//Oyster::Graphics:: LIght
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public:
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C_Player(void);
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~C_Player(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void Render();
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void Release();
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};};};
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#endif
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#include "C_StaticObj.h"
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_StaticObj::myData
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{
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myData(){}
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Oyster::Graphics::Model::Model *model;
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// light
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// sound
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// effect
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}privData;
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C_StaticObj::C_StaticObj(void)
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{
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}
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C_StaticObj::~C_StaticObj(void)
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{
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}
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void C_StaticObj::Init(ModelInitData modelInit)
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{
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->WorldMatrix = modelInit.world;
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privData->model->Visible = modelInit.visible;
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}
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void C_StaticObj::setPos()
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{
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}
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void C_StaticObj::Render()
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{
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_StaticObj::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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#ifndef DANBIAS_CLIENT_CSTATICOBJECT_H
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#define DANBIAS_CLIENT_CSTATICOBJECT_H
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#include "../C_Object.h"
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namespace DanBias
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{
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namespace Client
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{
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class C_StaticObj : public C_Object
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{
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private:
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struct myData;
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myData* privData;
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public:
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C_StaticObj(void);
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virtual ~C_StaticObj(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void Render();
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void Release();
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};};};
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#endif
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#include "C_UIobject.h"
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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struct C_UIobject::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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Oyster::Graphics::Model::Model *model;
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}privData;
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C_UIobject::C_UIobject(void)
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{
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}
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C_UIobject::~C_UIobject(void)
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{
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}
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void C_UIobject::Init(ModelInitData modelInit)
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{
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// load models
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privData = new myData();
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privData->model = Oyster::Graphics::API::CreateModel(modelInit.modelPath);
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privData->model->WorldMatrix = modelInit.world;
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privData->model->Visible = modelInit.visible;
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}
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void C_UIobject::setPos()
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{
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}
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void C_UIobject::Render()
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{
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Oyster::Graphics::API::RenderModel(*(privData->model));
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}
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void C_UIobject::Release()
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{
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Oyster::Graphics::API::DeleteModel(privData->model);
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delete privData;
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}
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#ifndef DANBIAS_CLIENT_CUIOBJECT_H
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#define DANBIAS_CLIENT_CUIOBJECT_H
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#include "../C_Object.h"
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namespace DanBias
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{
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namespace Client
|
||||||
|
{
|
||||||
|
class C_UIobject : public C_Object
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
struct myData;
|
||||||
|
myData* privData;
|
||||||
|
public:
|
||||||
|
C_UIobject(void);
|
||||||
|
virtual ~C_UIobject(void);
|
||||||
|
void Init(ModelInitData modelInit);
|
||||||
|
void setPos();
|
||||||
|
|
||||||
|
void Render();
|
||||||
|
void Release();
|
||||||
|
};};};
|
||||||
|
#endif
|
|
@ -3,6 +3,7 @@
|
||||||
|
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include "L_inputClass.h"
|
#include "L_inputClass.h"
|
||||||
|
#include "NetworkClient.h"
|
||||||
|
|
||||||
namespace DanBias
|
namespace DanBias
|
||||||
{
|
{
|
||||||
|
@ -42,7 +43,7 @@ public:
|
||||||
public:
|
public:
|
||||||
GameClientState(void);
|
GameClientState(void);
|
||||||
virtual ~GameClientState(void);
|
virtual ~GameClientState(void);
|
||||||
virtual bool Init() = 0;
|
virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
|
||||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
|
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
|
||||||
virtual bool Render() = 0;
|
virtual bool Render() = 0;
|
||||||
virtual bool Release() = 0;
|
virtual bool Release() = 0;
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#include "GameState.h"
|
#include "GameState.h"
|
||||||
#include "DllInterfaces/GFXAPI.h"
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
#include "Obj/C_Player.h"
|
#include "C_obj/C_Player.h"
|
||||||
#include "Obj/C_DynamicObj.h"
|
#include "C_obj/C_DynamicObj.h"
|
||||||
#include "NetworkClient.h"
|
#include "NetworkClient.h"
|
||||||
#include "PlayerProtocols.h"
|
#include "PlayerProtocols.h"
|
||||||
|
|
||||||
|
@ -28,11 +28,12 @@ GameState::~GameState(void)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
bool GameState::Init()
|
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||||
{
|
{
|
||||||
// load models
|
// load models
|
||||||
privData = new myData();
|
privData = new myData();
|
||||||
privData->state = gameStateState_loading;
|
privData->state = gameStateState_loading;
|
||||||
|
privData->nwClient = nwClient;
|
||||||
privData->state = LoadGame();
|
privData->state = LoadGame();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -92,12 +93,37 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
||||||
// update objects
|
// update objects
|
||||||
// Client.send(obj);
|
// Client.send(obj);
|
||||||
{
|
{
|
||||||
GameLogic::Protocol_PlayerMovement movePlayer;
|
GameLogic::Protocol_PlayerMovement movePlayer;
|
||||||
|
movePlayer.bForward = false;
|
||||||
//privData->nwClient->Send(movePlayer);
|
movePlayer.bBackward = false;
|
||||||
|
movePlayer.bStrafeLeft = false;
|
||||||
|
movePlayer.bStrafeRight = false;
|
||||||
|
movePlayer.bTurnLeft = false;
|
||||||
|
movePlayer.bTurnRight = false;
|
||||||
|
|
||||||
if(KeyInput->IsKeyPressed(DIK_L))
|
|
||||||
privData->state = GameState::gameStateState_end;
|
if(KeyInput->IsKeyPressed(DIK_W))
|
||||||
|
{
|
||||||
|
movePlayer.bForward = true;
|
||||||
|
}
|
||||||
|
if(KeyInput->IsKeyPressed(DIK_S))
|
||||||
|
{
|
||||||
|
movePlayer.bBackward = true;
|
||||||
|
}
|
||||||
|
if(KeyInput->IsKeyPressed(DIK_A))
|
||||||
|
{
|
||||||
|
movePlayer.bStrafeLeft = true;
|
||||||
|
}
|
||||||
|
if(KeyInput->IsKeyPressed(DIK_D))
|
||||||
|
{
|
||||||
|
movePlayer.bStrafeRight = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
privData->nwClient->Send(movePlayer);
|
||||||
|
|
||||||
|
if(KeyInput->IsKeyPressed(DIK_L))
|
||||||
|
privData->state = GameState::gameStateState_end;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case gameStateState_end:
|
case gameStateState_end:
|
||||||
|
|
|
@ -22,7 +22,7 @@ private:
|
||||||
public:
|
public:
|
||||||
GameState(void);
|
GameState(void);
|
||||||
~GameState(void);
|
~GameState(void);
|
||||||
bool Init();
|
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||||
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
||||||
bool LoadModels(std::wstring mapFile) ;
|
bool LoadModels(std::wstring mapFile) ;
|
||||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||||
|
|
|
@ -1,9 +1,9 @@
|
||||||
#include "LobbyState.h"
|
#include "LobbyState.h"
|
||||||
#include "DllInterfaces/GFXAPI.h"
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
#include "Obj/C_Player.h"
|
#include "C_obj/C_Player.h"
|
||||||
#include "Obj/C_StaticObj.h"
|
#include "C_obj/C_StaticObj.h"
|
||||||
#include "Obj/C_DynamicObj.h"
|
#include "C_obj/C_DynamicObj.h"
|
||||||
|
|
||||||
using namespace DanBias::Client;
|
using namespace DanBias::Client;
|
||||||
|
|
||||||
|
@ -28,7 +28,7 @@ LobbyState::~LobbyState(void)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool LobbyState::Init()
|
bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||||
{
|
{
|
||||||
privData = new myData();
|
privData = new myData();
|
||||||
|
|
||||||
|
|
|
@ -17,7 +17,7 @@ private:
|
||||||
public:
|
public:
|
||||||
LobbyState(void);
|
LobbyState(void);
|
||||||
~LobbyState(void);
|
~LobbyState(void);
|
||||||
bool Init();
|
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||||
bool LoadModels(std::wstring file);
|
bool LoadModels(std::wstring file);
|
||||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||||
ClientState Update(float deltaTime, InputClass* KeyInput);
|
ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#ifndef DANBIASGAME_DANBIASGAME_H
|
#ifndef DANBIASGAME_DANBIASGAME_H
|
||||||
#define DANBIASGAME_DANBIASGAME_H
|
#define DANBIASGAME_DANBIASGAME_H
|
||||||
|
|
||||||
#define DANBIAS_CLIENT_L
|
#define DANBIAS_CLIENT
|
||||||
|
|
||||||
#if defined (DANBIAS_GAME_DLL_EXPORT)
|
#if defined (DANBIAS_GAME_DLL_EXPORT)
|
||||||
#define DANBIAS_GAME_DLL __declspec(dllexport)
|
#define DANBIAS_GAME_DLL __declspec(dllexport)
|
||||||
|
|
|
@ -6,8 +6,8 @@
|
||||||
#include <vld.h>
|
#include <vld.h>
|
||||||
|
|
||||||
|
|
||||||
#include "DanBiasServerAPI.h"
|
//#include "DanBiasServerAPI.h"
|
||||||
//#include "DanBiasGame.h"
|
#include "DanBiasGame.h"
|
||||||
|
|
||||||
|
|
||||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||||
|
@ -22,7 +22,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
||||||
DanBias::DanBiasServerAPI::Run();
|
DanBias::DanBiasServerAPI::Run();
|
||||||
DanBias::DanBiasServerAPI::Release();
|
DanBias::DanBiasServerAPI::Release();
|
||||||
}
|
}
|
||||||
#elif defined(DANBIAS_CLIENT_L)
|
#elif defined(DANBIAS_CLIENT)
|
||||||
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||||
{
|
{
|
||||||
return cmdShow;
|
return cmdShow;
|
||||||
|
|
Loading…
Reference in New Issue