329 lines
8.5 KiB
C++
329 lines
8.5 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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const float MOVE_FORCE = 30;
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const float KEY_TIMER = 0.03f;
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Player::Player()
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:DynamicObject()
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{
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}
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Player::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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:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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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 = teamID;
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this->playerState = PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float3(0,0,-1);
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key_forward = 0;
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key_backward = 0;
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key_strafeRight = 0;
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 100;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->rotationUp = 0;
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}
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Player::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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:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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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 = teamID;
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this->playerState = PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float3(0,0,-1);
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key_forward = 0;
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key_backward = 0;
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key_strafeRight = 0;
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key_strafeLeft = 0;
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key_jump = 0;
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invincibleCooldown = 0;
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this->previousPosition = Oyster::Math::Float3(0,0,0);
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this->moveDir = Oyster::Math::Float3(0,0,0);
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this->moveSpeed = 20;
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this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
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this->rotationUp = 0;
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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::BeginFrame()
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{
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//weapon->Update(0.002f);
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//Object::BeginFrame();
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Oyster::Math::Float maxSpeed = 30;
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// Rotate player accordingly
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotation(secondTurn*firstUp);
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
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// Check for input
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if(key_forward > 0.001)
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{
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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}
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if(key_backward > 0.001)
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{
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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}
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if(key_strafeRight > 0.001)
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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}
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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}
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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{
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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}
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}
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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}
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}
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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{
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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}
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}
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}
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// Adjust velocities so no squaring occurs
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forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
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//Jump
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 0.9f)
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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//this->weapon->Update(0.01f);
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}
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void Player::EndFrame()
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{
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//Object::EndFrame();
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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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key_forward = KEY_TIMER;
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}
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void Player::MoveBackwards()
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{
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key_backward = KEY_TIMER;
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}
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void Player::MoveRight()
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{
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key_strafeRight = KEY_TIMER;
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}
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void Player::MoveLeft()
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{
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key_strafeLeft = KEY_TIMER;
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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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this->rigidBody->SetPosition(spawnPoint);
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}
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void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
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{
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// this is the camera right vector
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this->lookDir = lookDir;
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}
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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{
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this->rotationUp += deltaRadians;
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}
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void Player::Jump()
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{
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this->key_jump = KEY_TIMER;
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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) this->rigidBody->GetState().centerPos;
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}
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Oyster::Math::Float4x4 Player::GetOrientation() const
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{
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return this->rigidBody->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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this->life = 0;
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if(this->life <= 0)
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{
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this->life = 0;
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playerState = PLAYER_STATE_DEAD;
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this->gameInstance->onDisableFnc(this, 0.0f);
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}
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}
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