108 lines
3.1 KiB
C++
108 lines
3.1 KiB
C++
#include "Game.h"
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#include "Player.h"
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using namespace GameLogic;
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Game::PlayerData::PlayerData()
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{
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float mass = 40;
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Oyster::Math::Float restitutionCoeff = 0.5f;
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Oyster::Math::Float frictionCoeff_Static = 0.4f;
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Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
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//create rigid body
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Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1),
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centerPosition, mass, restitutionCoeff,
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frictionCoeff_Static, frictionCoeff_Dynamic );
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rigidBody->SetAngularFactor(0.0f);
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//create player with this rigid body
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this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player, 0, 0);
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}
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Game::PlayerData::PlayerData(int playerID,int teamID)
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{
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Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
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Oyster::Math::Float height = 2.0f;
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Oyster::Math::Float radius = 0.5f;
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Oyster::Math::Float mass = 40;
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Oyster::Math::Float restitutionCoeff = 0.5f;
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Oyster::Math::Float frictionCoeff_Static = 0.4f;
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Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
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//create rigid body
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Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1),
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centerPosition, mass, restitutionCoeff,
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frictionCoeff_Static, frictionCoeff_Dynamic );
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rigidBody->SetAngularFactor(0.0f);
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//create player with this rigid body
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this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID);
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}
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Game::PlayerData::~PlayerData()
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{
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delete this->player;
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}
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void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
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{
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this->player->Move(movement);
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}
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void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
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{
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this->player->UseWeapon(usage);
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}
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Oyster::Math::Float3 Game::PlayerData::GetPosition()
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{
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return this->player->GetPosition();
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}
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Oyster::Math::Quaternion Game::PlayerData::GetRotation()
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{
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return this->player->GetRotation();
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}
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Oyster::Math::Float3 Game::PlayerData::GetScale()
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{
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return this->player->GetScale();
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}
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Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
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{
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return this->player->GetOrientation();
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}
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PLAYER_STATE Game::PlayerData::GetState() const
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{
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return this->player->GetState();
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}
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int Game::PlayerData::GetID() const
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{
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return this->player->GetID();
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}
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int Game::PlayerData::GetTeamID() const
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{
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return this->player->GetTeamID();
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}
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ObjectSpecialType Game::PlayerData::GetObjectType() const
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{
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return this->player->GetObjectType();
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}
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void Game::PlayerData::SetLookDir(const Oyster::Math3D::Float3& lookDir)
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{
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this->player->SetLookDir(lookDir);
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}
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void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
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{
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this->player->TurnLeft(deltaLeftRadians);
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}
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void Game::PlayerData::Inactivate()
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{
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this->player->Inactivate();
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}
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void Game::PlayerData::Release()
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{
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this->player->ReleaseDynamicObject();
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}
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Player* Game::PlayerData::GetPlayer()
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{
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return this->player;
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} |