#include "PhysicsAPI.h" #include "Object.h" #include "DynamicObject.h" #include "Player.h" #include "Level.h" #include "AttatchmentMassDriver.h" #include "Game.h" using namespace Oyster; using namespace GameLogic; void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss); void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); //Physics::ICustomBody::SubscriptMessage void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player; Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? switch (realObj->GetObjectType()) { case OBJECT_TYPE::OBJECT_TYPE_GENERIC: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_BOX: PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_PLAYER: //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_WORLD: int test = 5; break; } //return Physics::ICustomBody::SubscriptMessage_none; } void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss) { //use kinetic energyloss of the collision in order too determin how much damage to take //use as part of the damage algorithm player.DamageLife(20); } void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) { //Collision between a player and a general static or dynamic object //use kinetic energyloss of the collision in order too determin how much damage to take //use as part of the damage algorithm int damageDone = 0; int forceThreashHold = 200; if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough { damageDone = kineticEnergyLoss * 0.10f; player.DamageLife(damageDone); } } Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_none; } Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; } //Oyster::Physics::ICustomBody::SubscriptMessage Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; } Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; } void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args) { Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500); Oyster::Physics::ICustomBody::State state; Object *realObj = (Object*)obj->GetCustomTag(); if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD) return; state = obj->GetState(); state.ApplyLinearImpulse(pushForce); obj->SetState(state); //((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce); }