GL: key input
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commit
fb3ae57bbe
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@ -0,0 +1,47 @@
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#include "CollisionManager.h"
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using namespace GameLogic;
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CollisionManager::CollisionManager(void)
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{
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refManager = new RefManager();
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}
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CollisionManager::~CollisionManager(void)
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{
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SAFE_DELETE(refManager);
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}
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void CollisionManager::ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
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{
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Object *realObj1 = refManager->GetMap(obj1);
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Object *realObj2 = refManager->GetMap(obj2);
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switch(realObj1->GetType())
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{
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case Object::OBJECT_TYPE_PLAYER:
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if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
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{
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PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
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}
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break;
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case Object::OBJECT_TYPE_BOX:
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if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
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{
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PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
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}
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break;
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}
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}
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void CollisionManager::PlayerVBox(Player &player, DynamicObject &box)
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{
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//spela ljud? ta skada? etc etc
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}
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@ -0,0 +1,31 @@
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#ifndef COLLISIONMANAGER_H
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#define COLLISIONMANAGER_H
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#include "Object.h"
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#include "PhysicsAPI.h"
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#include "RefManager.h"
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#include "DynamicObject.h"
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#include "Player.h"
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namespace GameLogic
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{
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class CollisionManager
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{
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public:
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CollisionManager(void);
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~CollisionManager(void);
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private:
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void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2);
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void PlayerVBox(Player &player, DynamicObject &box);
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private:
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RefManager *refManager;
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};
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}
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#endif
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@ -1,9 +1,13 @@
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#include "DynamicObject.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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DynamicObject::DynamicObject(void)
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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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@ -6,6 +6,7 @@
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namespace GameLogic
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{
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class DynamicObject : public Object
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{
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@ -8,13 +8,6 @@ namespace GameLogic
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{
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class Game
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{
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private:
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private:
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Level* level;
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Player* player;
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public:
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Game();
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~Game();
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@ -23,6 +16,13 @@ namespace GameLogic
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void StartGame();
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void Update();
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void Render();
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private:
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Level* level;
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Player* player;
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};
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}
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#endif
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@ -59,3 +59,8 @@ void Object::Render()
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model->info->Vertices.Apply(0);
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Oyster::Graphics::Core::deviceContext->Draw(model->info->VertexCount,0);
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}
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Object::OBJECT_TYPE Object::GetType()
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{
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return this->type;
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}
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@ -4,30 +4,40 @@
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#include "Model/Model.h"
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#include "Render/Rendering/Render.h"
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#include "Utilities.h"
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#include "PhysicsAPI.h"
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namespace GameLogic
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{
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class Object
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{
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public:
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Object(void);
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virtual ~Object(void);
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Utility::DynamicMemory::UniquePointer<Oyster::Graphics::Render::Model> model;
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enum OBJECT_TYPE
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{
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OBJECT_TYPE_PLAYER,
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OBJECT_TYPE_BOX,
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};
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void Render();
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OBJECT_TYPE GetType();
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private:
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OBJECT_TYPE type;
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protected:
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//either a model pointer or an ID to an arraypos filled with models that are to be rendered
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//rigidBody
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unsigned int ref;
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::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> rigidBody;
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Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> rigidBody;
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Utility::DynamicMemory::UniquePointer<Oyster::Graphics::Render::Model> model;
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};
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}
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@ -7,72 +7,15 @@ using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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//void ColisionEvent(unsigned int obj1Ref, unsigned int obj2Ref)
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//{
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// const ICustomBody *body1 = &API::Instance().Peek( obj1Ref );
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// const ICustomBody *body2 = &API::Instance().Peek( obj2Ref );
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// if( body1 != &Error::nobody )
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// {
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// Object *obj1 = (Object*) const_cast<ICustomBody*>(body1);
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//
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// Object *obj2 = (Object*) const_cast<ICustomBody*>(body2);
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//
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// //switch( obj1->type )
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// //{
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// //case Player:
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// // switch (obj2->type)
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// // {
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// // case låda:
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// // //action
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// // //soud
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// // //particle effect
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//
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// // }
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//
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// //case låda :
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//
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//
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// //}
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// }
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//
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//}
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void DestructionEvent(unsigned int obj1, ::Utility::DynamicMemory::UniquePointer<ICustomBody> obj2)
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{
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}
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Player::Player(void)
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:Object()
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{
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life = 10;
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life = 100;
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UniquePointer<ICustomBody> rigidBody = API::Instance().CreateSimpleRigidBody();
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rigidBody = API::Instance().CreateSimpleRigidBody();
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API::Instance().AddObject(rigidBody);
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////ref = API::Instance().AddObject(API::Instance().CreateSimpleRigidBody());
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//const ICustomBody* rB;
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////rB = &API::Instance().Peek(ref);
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////if( rB == &Error::nobody)
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////{
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//// //error
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////}
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//API::Instance().SetCenter(ref, Oyster::Math::Float3::null);
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//API::Instance().SetMass_KeepMomentum(ref, 20);
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//// get Tensor matrix (tröghetsmonent)
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////API::Instance().SetMomentOfInertiaTensor_KeepMomentum(ref, tensorMatrix )
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//
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////Oyster::Math::Float3 ve = rB->GetCenter();
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//API::Instance().SetDeltaTime(0.01f);
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////API::Instance().ApplyForceAt(ref, rB->GetCenter(), Oyster::Math::Float3::null);
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//
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////API::Instance().SetAction(ColisionEvent);
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////API::Instance().Update();
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}
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@ -82,8 +25,7 @@ Player::~Player(void)
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}
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void Player::Update()
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{
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//API::Instance().API::Update();
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//API::Instance().API::ApplyForceAt(ref, )
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}
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void Player::Move()
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@ -7,8 +7,6 @@
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namespace GameLogic
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{
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//void ColisionEvent(unsigned int obj1, unsigned int obj2);
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void DestructionEvent(unsigned int obj1, ::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> obj2);
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class Player : public Object
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{
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{
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}
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Object* RefManager::GetMap(Oyster::Physics::ICustomBody *body)
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Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
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{
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return mapper[body];
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return mapper[&body];
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}
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void RefManager::AddMapping(Oyster::Physics::ICustomBody *body, Object *obj)
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void RefManager::AddMapping(Oyster::Physics::ICustomBody &body, Object &obj)
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{
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mapper.insert(mapData(body,obj));
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mapper.insert(mapData(&body,&obj));
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}
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namespace GameLogic
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{
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class RefManager
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{
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public:
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RefManager(void);
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~RefManager(void);
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Object* GetMap(Oyster::Physics::ICustomBody *body);
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void AddMapping(Oyster::Physics::ICustomBody *body, Object *obj);
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Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
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void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
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private:
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std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //shall be pointer from physics that map to an object
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std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
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};
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}
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#include "Core/Core.h"
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#include "Render\Preparations\Preparations.h"
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#include "IGame.h"
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#include "L_inputClass.h"
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// debug window include
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#include <stdio.h>
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#include <fcntl.h>
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#include <io.h>
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#include <iostream>
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//--------------------------------------------------------------------------------------
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// Entry point to the program. Initializes everything and goes into a message processing
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// loop. Idle time is used to render the scene.
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//--------------------------------------------------------------------------------------
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void SetStdOutToNewConsole()
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{
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// allocate a console for this app
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AllocConsole();
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// redirect unbuffered STDOUT to the console
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HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
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int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
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FILE *fp = _fdopen( fileDescriptor, "w" );
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*stdout = *fp;
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setvbuf( stdout, NULL, _IONBF, 0 );
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// give the console window a nicer title
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SetConsoleTitle(L"Debug Output");
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// give the console window a bigger buffer size
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CONSOLE_SCREEN_BUFFER_INFO csbi;
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if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
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{
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COORD bufferSize;
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bufferSize.X = csbi.dwSize.X;
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bufferSize.Y = 50;
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SetConsoleScreenBufferSize(consoleHandle, bufferSize);
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}
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}
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int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
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{
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if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
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@ -58,7 +94,7 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
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__int64 prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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SetStdOutToNewConsole();
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// Main message loop
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MSG msg = {0};
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while(WM_QUIT != msg.message)
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@ -194,8 +230,28 @@ HRESULT InitGame()
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}
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HRESULT Update(float deltaTime)
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{
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game->Update();
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inputObj->Update();
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GameLogic::keyInput key = GameLogic::keyInput_none;
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if(inputObj->IsKeyPressed(DIK_W))
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{
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key = GameLogic::keyInput_W;
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}
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else if(inputObj->IsKeyPressed(DIK_A))
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{
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key = GameLogic::keyInput_A;
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}
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else if(inputObj->IsKeyPressed(DIK_S))
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{
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key = GameLogic::keyInput_S;
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}
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else if(inputObj->IsKeyPressed(DIK_D))
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{
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key = GameLogic::keyInput_D;
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}
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game->Update(key);
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return S_OK;
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}
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@ -205,6 +261,7 @@ HRESULT Render(float deltaTime)
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if(inputObj->IsKeyPressed(DIK_A))
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{
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isPressed = 1;
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std::cout<<"knon";
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}
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//Oyster::Graphics::Render::Rendering::Basic::NewFrame();
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Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
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