Danbias/Code/Game/GameLogic/CollisionManager.cpp

63 lines
1.7 KiB
C++

#include "CollisionManager.h"
#include "PhysicsAPI.h"
#include "Object.h"
#include "DynamicObject.h"
#include "Player.h"
using namespace Oyster;
using namespace GameLogic;
void PlayerVBox(Player &player, DynamicObject &box);
Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
{
//Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
//Object *realObj = (Object*)obj->gameObjectRef;
//switch (realObj->GetType())
//{
//case OBJECT_TYPE::OBJECT_TYPE_BOX:
// PlayerVBox(*player,(*(DynamicObject*) realObj));
// break;
//case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//
// break;
//}
return Physics::ICustomBody::SubscriptMessage_none;
}
void PlayerVBox(Player &player, DynamicObject &box)
{
player.DamageLife(20);
}
Physics::ICustomBody::SubscriptMessage CollisionManager::BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
{
if(rigidBodyBox == 0)
{
return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none;
}
//DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
//Object *realObj = (Object*)obj->gameObjectRef;
//switch (realObj->GetType())
//{
//case OBJECT_TYPE::OBJECT_TYPE_BOX:
//
// break;
//case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
// //PlayerVBox(*(Player*)realObj,*box);
// break;
//}
return Physics::ICustomBody::SubscriptMessage_none;
}
Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::LevelCollision(const Oyster::Physics::ICustomBody *rigidBodyLevel, const Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}