99 lines
3.8 KiB
C++
99 lines
3.8 KiB
C++
//////////////////////////////////////////////////
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//Created by Erik and Linda of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef LEVEL_H
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#define LEVEL_H
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#include <string>
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#include "Player.h"
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#include "StaticObject.h"
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#include "DynamicObject.h"
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#include "GameModeType.h"
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#include "Player.h"
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#include "PhysicsAPI.h"
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#include "TeamManager.h"
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#include "DynamicArray.h"
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#include "LevelLoader.h"
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#include "PickupSystem\PickupSystem.h"
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#include "PickupSystem\PickupHealth.h"
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const int DEATH_TIMER = 5;
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namespace GameLogic
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{
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class Level
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{
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public:
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Level(void);
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~Level(void);
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/********************************************************
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* Initiates a level for players to play on
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* @param levelPath: Path to a file that contains all information on the level
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********************************************************/
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bool InitiateLevel(std::wstring levelPath);
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bool InitiateLevel(float radius);
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Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
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Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
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Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
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/********************************************************
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* Creates a team in the level
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* @param teamSize: The size of the team you want to create
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********************************************************/
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void CreateTeam(int teamSize);
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/********************************************************
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* Adds a player to a team
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* @param player: The player you want to add to the team
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* @param teamID: ArrayPos of the team you want to add the player to
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********************************************************/
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void AddPlayerToTeam(Player *player, int teamID);
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void AddPlayerToGame(Player *player);
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void RemovePlayerFromGame(Player *player);
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/********************************************************
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* Respawns a player on a random teammate
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* @param player: The player you want to respawn
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********************************************************/
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void RespawnPlayer(Player *player);
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/********************************************************
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* Collision function for level, this is to be sent to physics through the subscribe function with the rigidbody
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* Will be called when the physics detect a collision
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* @param rigidBodyLevel: physics object of the level
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* @param obj: physics object for the object that collided with the level
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********************************************************/
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static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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void Update(float deltaTime);
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int getNrOfDynamicObj();
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Object* GetObj( int ID ) const;
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static void PlayerDied( Player* player );
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static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> GetPlayers();
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> GetStaticObjects();
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> GetDynamicObject();
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private:
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> playerObjects;
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TeamManager teamManager;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;
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GameModeType gameMode;
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Utility::DynamicMemory::SmartPointer<Oyster::Physics::ICustomBody> rigidBodyLevel;
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StaticObject *levelObj;
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int objID;
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Utility::DynamicMemory::DynamicArray<Oyster::Math::Float3> spawnPoints;
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PickupSystem pickupSystem;
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};
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}
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#endif |