#include "Player.h" #include "Weapon.h" #include "CollisionManager.h" #include "Game.h" using namespace GameLogic; using namespace Oyster::Physics; const int MOVE_FORCE = 30; 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); Object::BeginFrame(); } 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() { Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; rigidBody->SetLinearVelocity( MOVE_FORCE * forward.GetNormalized() ); } void Player::MoveBackwards() { Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; rigidBody->SetLinearVelocity( MOVE_FORCE * -forward.GetNormalized() ); } void Player::MoveRight() { //Do cross product with forward vector and negative gravity vector Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward); rigidBody->SetLinearVelocity(r * MOVE_FORCE); } void Player::MoveLeft() { //Do cross product with forward vector and negative gravity vector Oyster::Math::Float3 forward = this->rigidBody->GetState().GetOrientation().v[2]; Oyster::Math::Float3 r = (-this->rigidBody->GetState().centerPos.Normalize()).Cross(forward); rigidBody->SetLinearVelocity(-r * MOVE_FORCE); } 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::Float4 lookDir) { // right Oyster::Math::Float dx = lookDir.w; if(dx > 0.0f) { int i =0 ; } this->lookDir = lookDir.xyz; this->dx = lookDir.w; Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1]; this->rigidBody->SetUpAndRight(up, lookDir.xyz); 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]; //this->rigidBody->GetState().SetLinearVelocity(up *10); } 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); } }