///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "GameSession.h" #include "GameClient.h" #include #include #include #include #include #define DELTA_TIME_20 0.05f #define DELTA_TIME_24 0.04166666666666666666666666666667f #define DELTA_TIME_30 0.03333333333333333333333333333333f #define DELTA_TIME_60 0.01666666666666666666666666666667f #define DELTA_TIME_120 0.00833333333333333333333333333333f using namespace Utility::DynamicMemory; using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; namespace DanBias { //TEST SHIT GameAPI *game = &GameAPI::Instance(); DynamicArray players; //TEST SHIT bool GameSession::DoWork( ) { if(this->isRunning) { //TEST SHIT //player creation and testing //players.Resize(10); //for(int i = 0; i < 10; i++) //{ // players[i] = game->CreatePlayer();WWW // players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD); // players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD); // players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP); // players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT); // players[i]->Move(GameLogic::PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT); // //using weapon testing // players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS); // players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_PRIMARY_RELEASE); // players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS); // players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_SECONDARY_RELEASE); // players[i]->UseWeapon(GameLogic::WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS); //} //TEST SHIT double dt = this->timer.getElapsedSeconds(); gameInstance.SetFrameTimeLength((float)dt); if(dt >= DELTA_TIME_20) { this->ParseEvents(); this->gameInstance.NewFrame(); this->UpdateGameObjects(); this->timer.reset(); } } return this->isRunning; } void GameSession::UpdateGameObjects() { if(clients.Size() >= 1 && clients[0]) { Oyster::Math::Float4x4 world = this->clients[0]->GetPlayer()->GetOrientation(); Protocol_ObjectPosition p(world, 0); Send(p.GetProtocol()); } } }//End namespace DanBias