#include "Game.h" #include "Level.h" using namespace GameLogic; Game::LevelData::LevelData() { this->level = new Level(); } Game::LevelData::~LevelData() { delete this->level; this->level = 0; } Oyster::Math::Float3 Game::LevelData::GetPosition() { //return this->level->GetCenter(); return Oyster::Math::Float3(); } Oyster::Math::Quaternion Game::LevelData::GetRotation() { return Oyster::Math::Quaternion(); } Oyster::Math::Float3 Game::LevelData::GetScale() { return Oyster::Math::Float3(); } Oyster::Math::Float4x4 Game::LevelData::GetOrientation() { //return this->level->GetOrientation(); return Oyster::Math::Float4x4(); } int Game::LevelData::GetID() const { return ((IObjectData*)this->level)->GetID(); } ObjectSpecialType Game::LevelData::GetObjectType() const { return ((IObjectData*)this->level)->GetObjectType(); //return OBJECT_TYPE_UNKNOWN; } int Game::LevelData::getNrOfDynamicObj()const { return this->level->getNrOfDynamicObj(); } IObjectData* Game::LevelData::GetObjectAt(int ID) const { return this->level->GetObj(ID); } void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray& mem) const { mem.Resize(level->GetDynamicObject().Size()); for(int i = 0; i < (int)level->GetDynamicObject().Size(); i++) { mem[i] = level->GetDynamicObject()[i]; } } void Game::LevelData::Update(float deltaTime) { this->level->Update(deltaTime); } void Game::LevelData::AddPlayerToGame(IPlayerData *player) { this->level->AddPlayerToGame(((PlayerData*)player)->GetPlayer()); }