139 lines
3.0 KiB
C++
139 lines
3.0 KiB
C++
#include "Player.h"
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#include "OysterMath.h"
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#include "CollisionManager.h"
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#include "Weapon.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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struct Player::PrivateData
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{
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PrivateData()
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{
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weapon = new Weapon();
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life = 100;
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playerState = PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float3(1,0,0);
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}
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~PrivateData()
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{
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if (weapon)
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{
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delete weapon;
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}
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}
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int life;
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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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}myData;
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Player::Player()
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:Object(CollisionManager::PlayerCollision, OBJECT_TYPE_PLAYER)
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{
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myData = new PrivateData();
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}
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Player::~Player(void)
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{
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delete myData;
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}
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/********************************************************
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* Updates the player(is this function needed?)
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********************************************************/
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void Player::Update()
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{
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}
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/********************************************************
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* Moves the player based on client input
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* Uses the physics to move the player by adding a force in the chosen direction
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* Uses the Jump() function if the player is to jump, this is becuase jumping requires additional logic compared to normal movement
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********************************************************/
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
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switch(movement)
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{
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case PLAYER_MOVEMENT_FORWARD:
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API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
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break;
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case PLAYER_MOVEMENT_BACKWARD:
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API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
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break;
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case PLAYER_MOVEMENT_LEFT:
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break;
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case PLAYER_MOVEMENT_RIGHT:
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break;
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case 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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/********************************************************
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* Uses the players weapon based on user input
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********************************************************/
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void Player::UseWeapon(const WEAPON_FIRE &fireInput)
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{
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myData->weapon->Use(fireInput);
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}
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/********************************************************
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* Jumps if the player is currently not in a state of jumping
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* Applies a force upwards(current upwards)
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********************************************************/
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void Player::Jump()
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{
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API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100);
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}
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bool Player::IsWalking()
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{
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return (myData->playerState == PLAYER_STATE_WALKING);
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}
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bool Player::IsJumping()
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{
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return (myData->playerState == PLAYER_STATE_JUMPING);
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}
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bool Player::IsIdle()
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{
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return (myData->playerState == PLAYER_STATE_IDLE);
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}
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Oyster::Math::Float3 Player::GetPos()
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{
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return rigidBody->GetCenter();
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}
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Oyster::Math::Float3 Player::GetLookDir()
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{
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return myData->lookDir;
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}
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/********************************************************
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* Respawns the player on a new chosen position
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* This resets a set of variables such as life, ammo etcetc
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********************************************************/
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void Player::Respawn()
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{
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}
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void Player::DamageLife(int damage)
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{
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myData->life -= damage;
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} |