#include "Game.h" #include "Player.h" using namespace GameLogic; Game::PlayerData::PlayerData() { Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0); Oyster::Math::Float height = 2.0f; Oyster::Math::Float radius = 0.5f; Oyster::Math::Float mass = 40; Oyster::Math::Float restitutionCoeff = 0.5f; Oyster::Math::Float frictionCoeff_Static = 0.4f; Oyster::Math::Float frictionCoeff_Dynamic = 0.3f; //create rigid body Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, restitutionCoeff, frictionCoeff_Static, frictionCoeff_Dynamic ); rigidBody->SetAngularFactor(0.0f); //create player with this rigid body this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player, 0, 0); } Game::PlayerData::PlayerData(int playerID,int teamID) { Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0); Oyster::Math::Float height = 2.0f; Oyster::Math::Float radius = 0.5f; Oyster::Math::Float mass = 40; Oyster::Math::Float restitutionCoeff = 0.5f; Oyster::Math::Float frictionCoeff_Static = 0.4f; Oyster::Math::Float frictionCoeff_Dynamic = 0.3f; //create rigid body Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, restitutionCoeff, frictionCoeff_Static, frictionCoeff_Dynamic ); rigidBody->SetAngularFactor(0.0f); //create player with this rigid body this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID); } 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::Quaternion Game::PlayerData::GetRotation() { return this->player->GetRotation(); } Oyster::Math::Float3 Game::PlayerData::GetScale() { return this->player->GetScale(); } 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::GetKills() const { return this->player->GetKills(); } int Game::PlayerData::GetDeaths() const { return this->player->GetDeath(); } int Game::PlayerData::GetTeamID() const { return this->player->GetTeamID(); } ObjectSpecialType Game::PlayerData::GetObjectType() const { return this->player->GetObjectType(); } void Game::PlayerData::SetLookDir(const Oyster::Math3D::Float3& lookDir) { this->player->SetLookDir(lookDir); } void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) { this->player->TurnLeft(deltaLeftRadians); } void Game::PlayerData::Inactivate() { this->player->Inactivate(); } void Game::PlayerData::Release() { this->player->ReleaseDynamicObject(); } Player* Game::PlayerData::GetPlayer() { return this->player; }