#include "Game.h" #include "Player.h" using namespace GameLogic; Game::PlayerData::PlayerData() { //set some stats that are appropriate to a player Oyster::Physics::API::SimpleBodyDescription sbDesc; sbDesc.centerPosition = Oyster::Math::Float3(0,308,0); sbDesc.size = Oyster::Math::Float3(0.5f,2,1); sbDesc.mass = 70; sbDesc.restitutionCoeff = 0.5; sbDesc.frictionCoeff_Static = 0.4; sbDesc.frictionCoeff_Dynamic = 0.3; sbDesc.rotation = Oyster::Math::Float3(0, Oyster::Math::pi, 0); //create rigid body Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release(); //create player with this rigid body this->player = new Player(rigidBody,Player::PlayerCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER); this->player->GetRigidBody()->SetCustomTag(this); /*Oyster::Physics::ICustomBody::State state; this->player->GetRigidBody()->GetState(state); state.SetRotation(Oyster::Math::Float3(0, Oyster::Math::pi, 0)); this->player->GetRigidBody()->SetState(state); player->EndFrame();*/ } Game::PlayerData::PlayerData(int playerID,int teamID) { this->player = new Player(); } Game::PlayerData::~PlayerData() { delete this->player; } void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement) { this->player->Move(movement); } void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage) { this->player->UseWeapon(usage); } Oyster::Math::Float3 Game::PlayerData::GetPosition() { return this->player->GetPosition(); } Oyster::Math::Float4x4 Game::PlayerData::GetOrientation() { return this->player->GetOrientation(); } PLAYER_STATE Game::PlayerData::GetState() const { return this->player->GetState(); } int Game::PlayerData::GetID() const { return this->player->GetID(); } int Game::PlayerData::GetTeamID() const { return this->player->GetTeamID(); } OBJECT_TYPE Game::PlayerData::GetObjectType() const { return this->player->GetObjectType(); } void Game::PlayerData::Rotate(const Oyster::Math3D::Float4 lookDir) { this->player->Rotate(lookDir); }