Danbias/Code/Game/GameLogic/CollisionManager.cpp

58 lines
1.4 KiB
C++

#include "CollisionManager.h"
#include "PhysicsAPI.h"
#include "Object.h"
#include "DynamicObject.h"
#include "Player.h"
using namespace Oyster;
using namespace GameLogic;
void PlayerVBox(Player &player, DynamicObject &box);
Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
{
Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType())
{
case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj));
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
break;
}
return Physics::ICustomBody::SubscriptMessage_none;
}
void PlayerVBox(Player &player, DynamicObject &box)
{
player.DamageLife(20);
}
Physics::ICustomBody::SubscriptMessage CollisionManager::BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
{
if(rigidBodyBox == 0)
{
return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none;
}
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType())
{
case OBJECT_TYPE::OBJECT_TYPE_BOX:
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
//PlayerVBox(*(Player*)realObj,*box);
break;
}
return Physics::ICustomBody::SubscriptMessage_none;
}