Linda fixing some lvl loading stuff
This commit is contained in:
parent
2fac21584f
commit
fa95e6b821
|
@ -1,192 +0,0 @@
|
||||||
#ifndef DANBIAS_CLIENTRECIEVEROBJECT_H
|
|
||||||
#define DANBIAS_CLIENTRECIEVEROBJECT_H
|
|
||||||
|
|
||||||
//WTF!? No headers included???
|
|
||||||
#include "../DanBiasGame/Include/DanBiasGame.h"
|
|
||||||
#include "../GameProtocols/GeneralProtocols.h"
|
|
||||||
#include "../GameProtocols/Protocols.h"
|
|
||||||
#include "../Network/NetworkAPI/NetworkClient.h"
|
|
||||||
#include "GameClientState\GameClientState.h"
|
|
||||||
#include "GameClientState\GameState.h"
|
|
||||||
|
|
||||||
#include <Utilities.h>
|
|
||||||
|
|
||||||
namespace DanBias
|
|
||||||
{
|
|
||||||
struct GameRecieverObject : public Oyster::Network::NetworkClient
|
|
||||||
{
|
|
||||||
Client::GameClientState* gameClientState;
|
|
||||||
|
|
||||||
// receiver function for server messages
|
|
||||||
// parsing protocols and sending it to the gameState
|
|
||||||
//void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
|
|
||||||
void GameRecieverObject::DataRecieved( Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e ) override
|
|
||||||
{
|
|
||||||
Oyster::Network::CustomNetProtocol p = e.args.data.protocol;
|
|
||||||
int pType = p[0].value.netInt;
|
|
||||||
|
|
||||||
//printf("Message(%i) arrived at client(%i)\n", pType, this->GetID());
|
|
||||||
|
|
||||||
|
|
||||||
switch (pType)
|
|
||||||
{
|
|
||||||
case protocol_General_Status:
|
|
||||||
{
|
|
||||||
GameLogic::Protocol_General_Status::States state;
|
|
||||||
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
|
|
||||||
if( state == GameLogic::Protocol_General_Status::States_disconected)
|
|
||||||
{
|
|
||||||
// server disconnected
|
|
||||||
DanBiasGame::Release();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Gameplay_ObjectCreate:
|
|
||||||
{
|
|
||||||
Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
|
|
||||||
protocolData.object_ID = p[1].value.netInt;
|
|
||||||
protocolData.path = p[2].value.netCharPtr;
|
|
||||||
for(int i = 0; i< 16; i++)
|
|
||||||
{
|
|
||||||
protocolData.worldPos[i] = p[i+3].value.netFloat;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
|
||||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
|
||||||
|
|
||||||
//delete p[2].value.netCharPtr; //delete char array
|
|
||||||
//delete protocolData;
|
|
||||||
//protocolData = NULL;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Gameplay_ObjectDisabled:
|
|
||||||
{
|
|
||||||
Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
|
|
||||||
protocolData->object_ID = p[1].value.netInt;
|
|
||||||
|
|
||||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
|
||||||
((Client::GameState*)gameClientState)->Protocol(protocolData);
|
|
||||||
|
|
||||||
delete protocolData;
|
|
||||||
protocolData = NULL;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Gameplay_ObjectPosition:
|
|
||||||
{
|
|
||||||
// 0: reserved
|
|
||||||
// 1: objectID
|
|
||||||
// 2,3,4: position
|
|
||||||
// 5,6,7,8: rotation quaternion
|
|
||||||
|
|
||||||
GameLogic::Protocol_ObjectPosition data(p);
|
|
||||||
|
|
||||||
Client::GameClientState::ObjPos protocolData;
|
|
||||||
protocolData.object_ID = data.object_ID;
|
|
||||||
//protocolData.object_ID = p[1].value.netInt;
|
|
||||||
|
|
||||||
for( int i = 0; i < 3; ++i )
|
|
||||||
{
|
|
||||||
protocolData.position[i] = data.position[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
//for(int i = 0; i< 16; i++)
|
|
||||||
//{
|
|
||||||
// protocolData.worldPos[i] = p[i+2].value.netFloat;
|
|
||||||
//}
|
|
||||||
|
|
||||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
|
||||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Gameplay_ObjectPositionRotation:
|
|
||||||
{
|
|
||||||
|
|
||||||
Client::GameClientState::ObjPos protocolData;
|
|
||||||
protocolData.object_ID = p[1].value.netInt;
|
|
||||||
for(int i = 0; i< 16; i++)
|
|
||||||
{
|
|
||||||
protocolData.worldPos[i] = p[i+2].value.netFloat;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
|
||||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Lobby_Create:
|
|
||||||
{
|
|
||||||
if(dynamic_cast<Client::LobbyState*>(gameClientState))
|
|
||||||
{
|
|
||||||
int id = p.Get(1).value.netInt;
|
|
||||||
std::string name = p.Get(19).value.netCharPtr;
|
|
||||||
Oyster::Math::Float4x4 w;
|
|
||||||
for(int i = 0; i< 16; i++)
|
|
||||||
{
|
|
||||||
w[i] = p[i+2].value.netFloat;
|
|
||||||
}
|
|
||||||
|
|
||||||
gameClientState->Release();
|
|
||||||
delete gameClientState;
|
|
||||||
|
|
||||||
gameClientState = new Client::GameState();
|
|
||||||
gameClientState->Init(this);
|
|
||||||
std::wstring temp;
|
|
||||||
Utility::String::StringToWstring(name, temp);
|
|
||||||
((Client::GameState*)gameClientState)->InitiatePlayer(id, temp, w);
|
|
||||||
|
|
||||||
//Do some wait state?
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Lobby_Start:
|
|
||||||
{
|
|
||||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
|
||||||
{
|
|
||||||
//Game state should start in n seconds
|
|
||||||
GameLogic::Protocol_LobbyStartGame p(p);
|
|
||||||
p.seconds;
|
|
||||||
|
|
||||||
//Sleep((int)(p.seconds * 1000));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(ProtocolIsLobby(p[0].value.netInt)) ParseLobbyProtocol(p);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p)
|
|
||||||
{
|
|
||||||
switch (p[0].value.netShort)
|
|
||||||
{
|
|
||||||
case protocol_General_Status: //this->GeneralStatus (Protocol_General_Status (p), c);
|
|
||||||
break;
|
|
||||||
case protocol_General_Text: //this->GeneralText (Protocol_General_Text (p), c);
|
|
||||||
break;
|
|
||||||
//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
|
|
||||||
//break;
|
|
||||||
case protocol_Lobby_Start: //this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
|
|
||||||
break;
|
|
||||||
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
|
|
||||||
//break;
|
|
||||||
case protocol_Lobby_Login: //this->LobbyLogin (Protocol_LobbyLogin (p), c);
|
|
||||||
break;
|
|
||||||
case protocol_Lobby_Refresh: //this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
|
|
||||||
break;
|
|
||||||
case protocol_Lobby_GameData: //this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
|
||||||
{
|
|
||||||
//GameLogic::Protocol_LobbyGameData temp(p);
|
|
||||||
//printf("%s, %i.%i\n", temp.mapName.c_str(), temp.majorVersion, temp.minorVersion);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case protocol_Lobby_ClientData: //this->LobbyMainData (Protocol_LobbyClientData (p), c);
|
|
||||||
break;
|
|
||||||
//case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
|
||||||
//break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
|
||||||
#endif
|
|
|
@ -187,7 +187,7 @@ void GameState::ReadKeyInput()
|
||||||
{
|
{
|
||||||
if( this->privData->input->IsKeyPressed(DIK_W) )
|
if( this->privData->input->IsKeyPressed(DIK_W) )
|
||||||
{
|
{
|
||||||
if(!this->privData->key_forward)
|
//if(!this->privData->key_forward)
|
||||||
{
|
{
|
||||||
this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
|
this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
|
||||||
this->privData->key_forward = true;
|
this->privData->key_forward = true;
|
||||||
|
@ -198,7 +198,7 @@ void GameState::ReadKeyInput()
|
||||||
|
|
||||||
if( this->privData->input->IsKeyPressed(DIK_S) )
|
if( this->privData->input->IsKeyPressed(DIK_S) )
|
||||||
{
|
{
|
||||||
if( !this->privData->key_backward )
|
//if( !this->privData->key_backward )
|
||||||
{
|
{
|
||||||
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
|
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
|
||||||
this->privData->key_backward = true;
|
this->privData->key_backward = true;
|
||||||
|
@ -209,7 +209,7 @@ void GameState::ReadKeyInput()
|
||||||
|
|
||||||
if( this->privData->input->IsKeyPressed(DIK_A) )
|
if( this->privData->input->IsKeyPressed(DIK_A) )
|
||||||
{
|
{
|
||||||
if( !this->privData->key_strafeLeft )
|
//if( !this->privData->key_strafeLeft )
|
||||||
{
|
{
|
||||||
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
|
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
|
||||||
this->privData->key_strafeLeft = true;
|
this->privData->key_strafeLeft = true;
|
||||||
|
@ -220,7 +220,7 @@ void GameState::ReadKeyInput()
|
||||||
|
|
||||||
if( this->privData->input->IsKeyPressed(DIK_D) )
|
if( this->privData->input->IsKeyPressed(DIK_D) )
|
||||||
{
|
{
|
||||||
if( !this->privData->key_strafeRight )
|
//if( !this->privData->key_strafeRight )
|
||||||
{
|
{
|
||||||
this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
|
this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
|
||||||
this->privData->key_strafeRight = true;
|
this->privData->key_strafeRight = true;
|
||||||
|
@ -372,7 +372,9 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
|
||||||
if( this->privData->myId == decoded.object_ID )
|
if( this->privData->myId == decoded.object_ID )
|
||||||
{
|
{
|
||||||
this->privData->camera.SetPosition( position );
|
this->privData->camera.SetPosition( position );
|
||||||
this->privData->camera.SetRotation( rotation );
|
//this->privData->camera.SetRotation( rotation );
|
||||||
|
this->privData->player.setPos( position );
|
||||||
|
//this->privData->player.setRot( rotation );
|
||||||
}
|
}
|
||||||
|
|
||||||
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
||||||
|
|
|
@ -60,8 +60,8 @@ bool LanMenuState::Init( SharedStateContent &shared )
|
||||||
// create guiElements
|
// create guiElements
|
||||||
this->privData->connectIP = new TextField<LanMenuState*>( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
|
this->privData->connectIP = new TextField<LanMenuState*>( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
|
||||||
this->privData->connectIP->ReserveLines( 1 );
|
this->privData->connectIP->ReserveLines( 1 );
|
||||||
//this->privData->connectIP->AppendText( L"127.0.0.1" );
|
this->privData->connectIP->AppendText( L"127.0.0.1" );
|
||||||
this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
|
//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
|
||||||
this->privData->connectIP->SetFontHeight( 0.08f );
|
this->privData->connectIP->SetFontHeight( 0.08f );
|
||||||
this->privData->connectIP->SetLineSpacing( 0.005f );
|
this->privData->connectIP->SetLineSpacing( 0.005f );
|
||||||
this->privData->connectIP->SetTopAligned();
|
this->privData->connectIP->SetTopAligned();
|
||||||
|
|
|
@ -141,6 +141,14 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
||||||
desc.scale = oh->scale;
|
desc.scale = oh->scale;
|
||||||
desc.visible = true;
|
desc.visible = true;
|
||||||
|
|
||||||
|
// HACK: untill the world is right in lvl format
|
||||||
|
if( oh->specialTypeID == ObjectSpecialType_World)
|
||||||
|
{
|
||||||
|
desc.position = Float3(0,0,0);
|
||||||
|
desc.rotation = Quaternion::identity;
|
||||||
|
desc.scale = Float3(300,300,300);
|
||||||
|
}
|
||||||
|
|
||||||
C_StaticObj *staticObject = new C_StaticObj();
|
C_StaticObj *staticObject = new C_StaticObj();
|
||||||
if( staticObject->Init( desc ) )
|
if( staticObject->Init( desc ) )
|
||||||
{
|
{
|
||||||
|
|
|
@ -7,7 +7,7 @@ Game::PlayerData::PlayerData()
|
||||||
{
|
{
|
||||||
//set some stats that are appropriate to a player
|
//set some stats that are appropriate to a player
|
||||||
|
|
||||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0);
|
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||||
|
|
||||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||||
Oyster::Math::Float mass = 60;
|
Oyster::Math::Float mass = 60;
|
||||||
|
|
|
@ -26,14 +26,14 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
{
|
{
|
||||||
case ObjectSpecialType_None:
|
case ObjectSpecialType_None:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Sky:
|
case ObjectSpecialType_Sky:
|
||||||
{
|
{
|
||||||
float skySize = ((SkyAttributes*)obj)->skySize;
|
float skySize = ((SkyAttributes*)obj)->skySize;
|
||||||
//gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
//gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_World:
|
case ObjectSpecialType_World:
|
||||||
|
@ -44,21 +44,21 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
float worldSize = ((WorldAttributes*)obj)->worldSize;
|
float worldSize = ((WorldAttributes*)obj)->worldSize;
|
||||||
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
|
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
|
||||||
|
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Building:
|
case ObjectSpecialType_Building:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
case ObjectSpecialType_Stone:
|
case ObjectSpecialType_Stone:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_StandardBox:
|
case ObjectSpecialType_StandardBox:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_RedExplosiveBox:
|
case ObjectSpecialType_RedExplosiveBox:
|
||||||
|
@ -75,24 +75,24 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
// break;
|
// break;
|
||||||
case ObjectSpecialType_SpikeBox:
|
case ObjectSpecialType_SpikeBox:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Spike:
|
case ObjectSpecialType_Spike:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_CrystalFormation:
|
case ObjectSpecialType_CrystalFormation:
|
||||||
{
|
{
|
||||||
int dmg = 50;
|
int dmg = 50;
|
||||||
//gameObj = new Crystal(rigidBody);
|
//gameObj = new Crystal(rigidBody);
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_CrystalShard:
|
case ObjectSpecialType_CrystalShard:
|
||||||
{
|
{
|
||||||
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_JumpPad:
|
case ObjectSpecialType_JumpPad:
|
||||||
|
@ -100,13 +100,13 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
float power = 500; //((JumpPadAttributes*)obj)->power;
|
float power = 500; //((JumpPadAttributes*)obj)->power;
|
||||||
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
|
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
|
||||||
Oyster::Math::Float3 pushForce = dir * power;
|
Oyster::Math::Float3 pushForce = dir * power;
|
||||||
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce);
|
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID , pushForce);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Portal:
|
case ObjectSpecialType_Portal:
|
||||||
{
|
{
|
||||||
Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
|
Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
|
||||||
gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination);
|
gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID, destination);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
//case ObjectSpecialType_SpawnPoint:
|
//case ObjectSpecialType_SpawnPoint:
|
||||||
|
@ -122,12 +122,12 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
break;
|
break;
|
||||||
case ObjectSpecialType_Generic:
|
case ObjectSpecialType_Generic:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
{
|
{
|
||||||
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
|
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -213,6 +213,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
||||||
|
|
||||||
for (int i = 0; i < objCount; i++)
|
for (int i = 0; i < objCount; i++)
|
||||||
{
|
{
|
||||||
|
++this->objID;
|
||||||
ObjectTypeHeader* obj = objects.at(i);
|
ObjectTypeHeader* obj = objects.at(i);
|
||||||
switch (obj->typeID)
|
switch (obj->typeID)
|
||||||
{
|
{
|
||||||
|
@ -229,13 +230,10 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
||||||
staticObjData->ModelFile;
|
staticObjData->ModelFile;
|
||||||
|
|
||||||
ICustomBody* rigidBody_Static = NULL;
|
ICustomBody* rigidBody_Static = NULL;
|
||||||
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_Sky)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
// HACK: untill the world is right in lvl format
|
||||||
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World)
|
if((ObjectSpecialType)staticObjData->specialTypeID == ObjectSpecialType_World)
|
||||||
{
|
{
|
||||||
|
|
||||||
Oyster::Math::Float3 rigidWorldPos;
|
Oyster::Math::Float3 rigidWorldPos;
|
||||||
Oyster::Math::Float4 rigidWorldRotation;
|
Oyster::Math::Float4 rigidWorldRotation;
|
||||||
float rigidBodyMass;
|
float rigidBodyMass;
|
||||||
|
@ -249,9 +247,8 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
||||||
|
|
||||||
rigidWorldRotation = Oyster::Math::Float4(0,0,0,1);
|
rigidWorldRotation = Oyster::Math::Float4(0,0,0,1);
|
||||||
|
|
||||||
|
|
||||||
//mass scaled
|
//mass scaled
|
||||||
rigidBodyMass = 100;
|
rigidBodyMass = 0;
|
||||||
|
|
||||||
//Radius scaled
|
//Radius scaled
|
||||||
rigidBodyRadius = 150;
|
rigidBodyRadius = 150;
|
||||||
|
|
Loading…
Reference in New Issue