#include "Level.h" #include "CollisionManager.h" using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; Level::Level(void) { } Level::~Level(void) { } void Level::InitiateLevel(std::string levelPath) { } void Level::InitiateLevel(float radius) { //API::SphericalBodyDescription sbDesc; //sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1); //sbDesc.ignoreGravity = true; //sbDesc.radius = radius; //sbDesc.mass = 1e16f; //10^16 //sbDesc.mass = 0; //10^16 //sbDesc.subscription_onCollision = CollisionManager::LevelCollision; // //ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); //API::Instance().AddObject(rigidBody); //API::Gravity gravityWell; // //gravityWell.gravityType = API::Gravity::GravityType_Well; //gravityWell.well.mass = 1e16f; //gravityWell.well.position = Oyster::Math::Float4(0,0,0,1); // //API::Instance().AddGravity(gravityWell); } void Level::AddPlayerToTeam(Player *player, int teamID) { this->teamManager.AddPlayerToTeam(player,teamID); } void Level::CreateTeam(int teamSize) { this->teamManager.CreateTeam(teamSize); } void Level::RespawnPlayer(Player *player) { this->teamManager.RespawnPlayerRandom(player); }