#include "Player.h" #include "OysterMath.h" using namespace GameLogic; using namespace Oyster::Physics; using namespace Utility::DynamicMemory; Player::Player(void) :Object() { life = 100; Oyster::Physics::ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release(); rigidBody->SetCenter(Oyster::Math::Float3(50,0,0)); rigidBody->SetMass_KeepMomentum(30); rigidBody->SetSize(Oyster::Math::Float3(2,2,2)); rigidBody->SetSubscription(true); rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Oyster::Math::Float4x4( Oyster::Physics::MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2))); //API::Instance().AddObject(temp); } Player::~Player(void) { delete this->rigidBody; } void Player::Update(keyInput keyPressed) { if(keyPressed != keyInput_none) { Move(); if(keyPressed == keyInput_A) { Oyster::Math::Float3 pos = this->rigidBody->GetCenter(); pos.x -= 0.1; rigidBody->SetCenter(pos); } if(keyPressed == keyInput_D) { Oyster::Math::Float3 pos = this->rigidBody->GetCenter(); pos.x += 0.1; rigidBody->SetCenter(pos); } } } void Player::Move() { //API::Instance().Update(); /*Oyster::Math::Float3 pos = this->rigidBody->GetCenter(); pos.x += 0.1; rigidBody->SetCenter(pos);*/ //API::Instance().SetCenter(rigidBody, pos); } void Player::Shoot() { }