#include "Player.h" #include "Weapon.h" #include "CollisionManager.h" #include "Game.h" using namespace GameLogic; using namespace Oyster::Physics; Player::Player() :DynamicObject() { } Player::Player(OBJECT_TYPE type) :DynamicObject(type) { InitPlayer(); } Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type) :DynamicObject(rigidBody,type) { InitPlayer(); } Player::Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) :DynamicObject(collisionFuncBefore,collisionFuncAfter,type) { InitPlayer(); } Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type) :DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type) { InitPlayer(); } Player::Player(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type) :DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type) { InitPlayer(); } void Player::InitPlayer() { weapon = new Weapon(2,this); this->life = 100; this->teamID = -1; this->playerState = PLAYER_STATE_IDLE; lookDir = Oyster::Math::Float4(0,0,-1,0); } Player::~Player(void) { if(weapon) { delete weapon; weapon = NULL; } } void Player::BeginFrame() { weapon->Update(0.002f); if(playerState == PLAYER_STATE_DEAD) Respawn(Oyster::Math::Float3(0,308,0)); Object::BeginFrame(); } void Player::EndFrame() { 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() { Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; newPhysicsState.ApplyLinearImpulse(forward * (30000 * this->gameInstance->GetFrameTime())); } void Player::MoveBackwards() { Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; newPhysicsState.ApplyLinearImpulse(-forward * 30000 * this->gameInstance->GetFrameTime()); } void Player::MoveRight() { //Do cross product with forward vector and negative gravity vector Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); newPhysicsState.ApplyLinearImpulse(-r * 30000 * this->gameInstance->GetFrameTime()); } void Player::MoveLeft() { //Do cross product with forward vector and negative gravity vector Oyster::Math::Float3 forward = currPhysicsState.GetOrientation().v[2]; //Oyster::Math::Float3 forward = lookDir; Oyster::Math::Float3 r = (-currPhysicsState.GetGravityNormal()).Cross(forward); //Still get zero newPhysicsState.ApplyLinearImpulse(r * 30000 * this->gameInstance->GetFrameTime()); } 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->newPhysicsState.SetCenterPosition(spawnPoint); } void Player::Rotate(const Oyster::Math3D::Float4 lookDir) { Oyster::Math::Float dx = lookDir.w; if(dx > 0.0f) { int i =0 ; } Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1]; Oyster::Math::Float3 deltaAxis = up * (-dx * 0.02) ; Oyster::Math::Float3 oldOrt = currPhysicsState.GetRotation(); newPhysicsState.SetRotation(oldOrt + deltaAxis); this->lookDir = lookDir.xyz; } void Player::Jump() { Oyster::Math::Float3 up = currPhysicsState.GetOrientation().v[1]; newPhysicsState.ApplyLinearImpulse(up * 30000 * this->gameInstance->GetFrameTime()); } 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)currPhysicsState.GetCenterPosition(); } Oyster::Math::Float4x4 Player::GetOrientation() const { return this->currPhysicsState.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; //do stuff that makes you dead } }