63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
#include "Level.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
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{
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}
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Level::~Level(void)
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{
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}
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void Level::InitiateLevel(std::string levelPath)
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{
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}
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void Level::InitiateLevel(float radius)
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{
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 8; //radius;
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sbDesc.mass = 10e12f;
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//sbDesc.mass = 0; //10^16
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sbDesc.subscription_onCollision = CollisionManager::LevelCollision;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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API::Instance().AddObject(rigidBody);
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ICustomBody::State state;
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rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.1);
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rigidBody->SetState(state);
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 10e12f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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{
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this->teamManager.AddPlayerToTeam(player,teamID);
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}
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void Level::CreateTeam(int teamSize)
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{
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this->teamManager.CreateTeam(teamSize);
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}
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void Level::RespawnPlayer(Player *player)
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{
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this->teamManager.RespawnPlayerRandom(player);
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}
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