#include "Player.h" #include "Weapon.h" #include "CollisionManager.h" #include "Game.h" using namespace GameLogic; using namespace Oyster::Physics; const float MOVE_FORCE = 30; const float KEY_TIMER = 0.03f; Player::Player() :DynamicObject() { } Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) :DynamicObject(rigidBody, EventOnCollision, type, objectID) { weapon = new Weapon(2,this); this->life = 100; this->teamID = -1; this->playerState = PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float3(0,0,-1); this->moveDir = Oyster::Math::Float3(0,0,0); key_forward = 0; key_backward = 0; key_strafeRight = 0; key_strafeLeft = 0; } Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) :DynamicObject(rigidBody, EventOnCollision, type, objectID) { this->rigidBody = rigidBody; Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0); Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f); Oyster::Math::Float mass = 60; Oyster::Math::Float restitutionCoeff = 0.5; Oyster::Math::Float frictionCoeff_Static = 0.4; Oyster::Math::Float frictionCoeff_Dynamic = 0.3; this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f ); this->rigidBody->SetAngularFactor(0.0f); weapon = new Weapon(2,this); this->life = 100; this->teamID = teamID; this->playerState = PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float3(0,0,-1); this->moveDir = Oyster::Math::Float3(0,0,0); key_forward = 0; key_backward = 0; key_strafeRight = 0; key_strafeLeft = 0; } Player::~Player(void) { if(weapon) { delete weapon; weapon = NULL; } } void Player::BeginFrame() { //weapon->Update(0.002f); Object::BeginFrame(); Oyster::Math::Float3 forward(0,0,0); Oyster::Math::Float3 back(0,0,0); Oyster::Math::Float3 right(0,0,0); Oyster::Math::Float3 left(0,0,0); Oyster::Math::Float3 moveDirection(0,0,0); if (key_forward > 0.001) { key_forward -= gameInstance->GetFrameTime(); // fixed timer forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); } if (key_backward > 0.001) { key_backward -= gameInstance->GetFrameTime(); back = -this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); } if (key_strafeRight > 0.001) { key_strafeRight -= gameInstance->GetFrameTime(); Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.Normalize(); right = -((up).Cross(forward).Normalize()); right.Normalize(); } if (key_strafeLeft > 0.001) { key_strafeLeft -= gameInstance->GetFrameTime(); Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2].GetNormalized(); Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.Normalize(); left = (up).Cross(forward).Normalize(); left.Normalize(); } moveDirection = forward + back + left + right; //moveDirection.Normalize(); rigidBody->SetLinearVelocity( MOVE_FORCE * moveDirection ); weapon->Update(0.01f); } void Player::EndFrame() { // snap to axis Object::EndFrame(); } void Player::Move(const PLAYER_MOVEMENT &movement) { switch(movement) { case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD: MoveForward(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD: MoveBackwards(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT: MoveLeft(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT: MoveRight(); break; case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP: Jump(); break; } } void Player::MoveForward() { key_forward = KEY_TIMER; } void Player::MoveBackwards() { key_backward = KEY_TIMER; } void Player::MoveRight() { key_strafeRight = KEY_TIMER; } void Player::MoveLeft() { key_strafeLeft = KEY_TIMER; } void Player::UseWeapon(const WEAPON_FIRE &usage) { this->weapon->Use(usage,gameInstance->GetFrameTime()); } void Player::Respawn(Oyster::Math::Float3 spawnPoint) { this->life = 100; this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; this->lookDir = Oyster::Math::Float4(1,0,0); this->rigidBody->SetPosition(spawnPoint); } void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) { // this is the camera right vector this->lookDir = lookDir; Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; this->rigidBody->SetUpAndRight(up, right); this->rigidBody->SetUpAndRight(this->rigidBody->GetState().centerPos.GetNormalized(), this->rigidBody->GetState().GetOrientation().v[0].xyz.GetNormalized()); } void Player::Jump() { Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized(); this->rigidBody->ApplyImpulse(up *1500); this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING; } bool Player::IsWalking() { return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING); } bool Player::IsJumping() { return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING); } bool Player::IsIdle() { return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE); } Oyster::Math::Float3 Player::GetPosition() const { return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos; } Oyster::Math::Float4x4 Player::GetOrientation() const { return this->rigidBody->GetState().GetOrientation(); } Oyster::Math::Float3 Player::GetLookDir() const { return this->lookDir; } int Player::GetTeamID() const { return this->teamID; } PLAYER_STATE Player::GetState() const { return this->playerState; } void Player::DamageLife(int damage) { this->life -= damage; this->life = 0; if(this->life <= 0) { this->life = 0; playerState = PLAYER_STATE_DEAD; this->gameInstance->onDisableFnc(this, 0.0f); } }