171 lines
4.0 KiB
C++
171 lines
4.0 KiB
C++
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#include "Player.h"
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#include "Weapon.h"
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#include "CollisionManager.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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Player::Player()
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:DynamicObject(Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
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{
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weapon = new Weapon();
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life = 100;
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teamID = -1;
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playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float4(0,0,-1,0);
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setState.SetCenterPosition(Oyster::Math::Float3(0,15,0));
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setState.SetReach(Oyster::Math::Float3(2,3.5,2));
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}
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Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void (*collisionFunc)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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:DynamicObject(rigidBody, collisionFunc, type)
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{
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weapon = new Weapon(2,this);
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this->life = 100;
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this->teamID = -1;
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this->playerState = PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float4(0,0,-1,0);
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setState.SetCenterPosition(Oyster::Math::Float3(0,15,0));
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setState.SetReach(Oyster::Math::Float3(2,3.5,2));
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}
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Player::~Player(void)
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{
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if(weapon)
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{
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delete weapon;
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weapon = NULL;
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}
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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switch(movement)
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{
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
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MoveForward();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
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MoveBackwards();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
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MoveLeft();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
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MoveRight();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
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Jump();
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break;
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}
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}
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void Player::MoveForward()
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{
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setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime()));
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}
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void Player::MoveBackwards()
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{
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setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime());
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}
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void Player::MoveRight()
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{
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0);
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//Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
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setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
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}
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void Player::MoveLeft()
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{
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//Do cross product with forward vector and negative gravity vector
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Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0 );
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//Oyster::Math::Float4 r1 = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
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setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
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}
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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{
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this->weapon->Use(usage,gameInstance->GetFrameTime());
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}
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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{
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this->life = 100;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float4(1,0,0);
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}
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void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
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{
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this->lookDir = lookDir;
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Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
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Oyster::Math::Float4 pos = setState.GetCenterPosition();
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Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
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// cant set rotation
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//setState.SetOrientation(world);
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//this->lookDir = lookDir - up.xyz;
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//this->lookDir = lookDir;
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//this->setState.AddRotation(Oyster::Math::Float4(x, y));
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//this->setState.SetRotation();
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}
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void Player::Jump()
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{
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}
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bool Player::IsWalking()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
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}
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bool Player::IsJumping()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
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}
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bool Player::IsIdle()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
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}
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Oyster::Math::Float3 Player::GetPosition() const
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{
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return (Oyster::Math::Float3)getState.GetCenterPosition();
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}
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Oyster::Math::Float4x4 Player::GetOrientation() const
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{
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return this->getState.GetOrientation();
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}
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Oyster::Math::Float3 Player::GetLookDir() const
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{
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return this->lookDir;
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}
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int Player::GetTeamID() const
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{
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return this->teamID;
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}
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PLAYER_STATE Player::GetState() const
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{
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return this->playerState;
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}
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void Player::DamageLife(int damage)
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{
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this->life -= damage;
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}
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