128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
//////////////////////////////////////////////////
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//Created by Erik and Linda of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "GameLogicStates.h"
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#include "OysterMath.h"
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#include "DynamicObject.h"
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#include "DynamicArray.h"
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const float MAX_HP = 100.0f;
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const float BASIC_SPEED = 30.0f;
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namespace GameLogic
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{
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class Weapon;
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class Player : public DynamicObject
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{
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public:
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struct PlayerStats
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{
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Oyster::Math::Float hp;
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Oyster::Math::Float movementSpeed;
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//Oyster::Math::Float resistance;
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};
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struct PlayerScore
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{
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int killScore;
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int deathScore;
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// int assistScore;
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// int suicideScore;
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};
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Player(void);
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Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
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Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
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~Player(void);
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/********************************************************
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* Moves the player based on input
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* @param movement: enum value on what kind of action is to be taken
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********************************************************/
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void Move(const PLAYER_MOVEMENT &movement);
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void MoveForward();
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void MoveBackwards();
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void MoveRight();
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void MoveLeft();
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/********************************************************
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* Uses the weapon based on input
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* @param fireInput: enum value on what kind of action is to be taken
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********************************************************/
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void UseWeapon(const WEAPON_FIRE &usage);
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/********************************************************
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* Respawns the player, this resets several stats and settings on the player
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* @param spawnPoint: the coordinate in the world where the player is to spawn
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********************************************************/
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void Respawn(Oyster::Math::Float3 spawnPoint);
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void SetLookDir(const Oyster::Math3D::Float3& lookDir);
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void TurnLeft(Oyster::Math3D::Float deltaRadians);
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/********************************************************
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* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
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* Will be called when the physics detect a collision
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* @param rigidBodyPlayer: physics object of the player
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* @param obj: physics object for the object that collided with the player
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********************************************************/
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static void PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss);
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bool IsWalking();
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bool IsJumping();
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bool IsIdle();
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void Inactivate();
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Oyster::Math::Float3 GetPosition() const;
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Oyster::Math::Float3 GetLookDir() const;
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Oyster::Math::Float4x4 GetOrientation() const;
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int GetTeamID() const;
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PLAYER_STATE GetState() const;
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Oyster::Math::Float GetRecentlyAffected();
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void DamageLife(int damage);
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void setDeathTimer(float deathTimer);
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bool deathTimerTick(float dt);
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void BeginFrame();
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void EndFrame();
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static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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private:
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void Jump();
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void initPlayerData();
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private:
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int teamID;
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Weapon *weapon;
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PLAYER_STATE playerState;
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Oyster::Math::Float3 lookDir;
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float key_forward;
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float key_backward;
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float key_strafeRight;
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float key_strafeLeft;
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float key_jump;
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Oyster::Math::Float rotationUp;
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float deathTimer;
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bool hasTakenDamage;
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Oyster::Math::Float RecentlyAffected;
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PlayerStats playerStats;
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PlayerScore playerScore;
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};
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}
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#endif |