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GameState.cpp
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913 lines (692 loc) · 22.4 KB
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//================================================//
#include "GameState.hpp"
//================================================//
GameState::GameState(void)
{
m_bQuit = false;
m_GUIEventId = 0;
m_skyXInitialised = false;
m_hydraxInitialised = false;
}
//================================================//
void GameState::enter(void)
{
Base::getSingletonPtr()->m_pLog->logMessage("[S] Entering GameState...");
m_bQuit = false;
// Init profile
m_profile = new Profile();
if(SharedData::getSingletonPtr()->action == 0){
m_profile->create(SharedData::getSingletonPtr()->buffer);
printf("%s created!\n", SharedData::getSingletonPtr()->buffer.c_str());
}
else{
m_profile->load(SharedData::getSingletonPtr()->buffer);
printf("%s loaded!\n", SharedData::getSingletonPtr()->buffer.c_str());
}
TextRenderer::getSingletonPtr()->clearAll();
this->createSceneManager();
m_pCompositor = new Sparks::Compositor(m_pSceneMgr, Base::getSingletonPtr()->m_pViewport);
Ogre::MaterialManager::getSingleton().setDefaultTextureFiltering(Ogre::TFO_ANISOTROPIC);
// Allow update loop to load the game
m_state = STATE_LOADING_FIRST_ENTRY;
m_loadingStep = STEP_FIRST;
new Boots();
}
//================================================//
void GameState::exit(void)
{
Base::getSingletonPtr()->m_pLog->logMessage("[S] Leaving GameState...");
// Save the profile
m_profile->save();
delete m_profile;
this->destroyScene();
delete m_pCompositor;
//Ogre::MeshManager::getSingleton().removeAll();
//Ogre::ResourceGroupManager::getSingleton().destroyResourceGroup("Popular");
//Ogre::MaterialManager::getSingleton().unloadAll();
//Ogre::TextureManager::getSingleton().unloadAll();
//Ogre::GpuProgramManager::getSingleton().unloadAll();
Base::getSingletonPtr()->m_pRoot->destroySceneManager(m_pSceneMgr);
}
//================================================//
bool GameState::pause(void)
{
Base::getSingletonPtr()->m_pLog->logMessage("[S] Pausing GameState...");
this->destroyGUI();
return true;
}
//================================================//
void GameState::resume(void)
{
Base::getSingletonPtr()->m_pLog->logMessage("[S] Resuming GameState...");
m_bQuit = false;
this->createGUI();
// set the camera again
Base::getSingletonPtr()->m_pViewport->setCamera(m_player->getCamera()->getOgreCamera());
}
//================================================//
void GameState::createSceneManager(void)
{
// Determine the proper scene manager by the stage
switch(m_profile->getStage()){
case Profile::STAGE::DEV:
default:
m_pSceneMgr = Base::getSingletonPtr()->m_pRoot->createSceneManager(Ogre::ST_INTERIOR, SCENE_MGR_NAME);
}
}
//================================================//
void GameState::createScene(void)
{
// Initialise all graphics settings
Settings& settings = Settings::getSingleton();
// Soft shadows
if(settings.graphics.shadows.enabled){
m_pSceneMgr->setShadowTextureSelfShadow(true);
m_pSceneMgr->setShadowTextureCasterMaterial("Sparks/shadow_caster");
m_pSceneMgr->setShadowTextureCount(settings.graphics.shadows.textureCount);
m_pSceneMgr->setShadowTextureSize(settings.graphics.shadows.textureSize);
m_pSceneMgr->setShadowTexturePixelFormat(Ogre::PF_FLOAT16_RGB);
m_pSceneMgr->setShadowCasterRenderBackFaces(false);
m_pSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED);
m_pSceneMgr->setShadowTextureFSAA(settings.graphics.shadows.fsaa);
const unsigned numShadowRTTs = m_pSceneMgr->getShadowTextureCount();
for(unsigned i=0; i<numShadowRTTs; ++i){
Ogre::TexturePtr tex = m_pSceneMgr->getShadowTexture(i);
Ogre::Viewport* vp = tex->getBuffer()->getRenderTarget()->getViewport(0);
vp->setBackgroundColour(Ogre::ColourValue::White);
vp->setClearEveryFrame(true);
}
m_pSceneMgr->addListener(&shadowCameraUpdater);
}
g_pListenerCamera = m_player->getCamera()->getOgreCamera();
// Load the physical contents of the scene
this->loadStage();
}
//================================================//
void GameState::destroyScene(void)
{
Base::getSingletonPtr()->m_pLog->logMessage("[S] Destroying Scene...");
destroyGUI();
// Free environment
delete m_pEventManager;
// Free the player's boots
delete Boots::getSingletonPtr();
delete m_player;
// Free physics world
m_physics->free();
// Clear SkyX
if(m_skyXInitialised){
Base::getSingletonPtr()->m_pRoot->removeFrameListener(m_skyX);
Base::getSingletonPtr()->m_pRenderWindow->removeListener(m_skyX);
if(m_skyXController->getDeleteBySkyX()){
//delete m_skyXController; ?
m_skyX->remove();
}
}
if(m_hydraxInitialised){
m_hydrax->remove();
}
// ...
//m_pSceneMgr->destroyLight(m_pSunlight);
TextRenderer::getSingletonPtr()->clearAll();
m_pSceneMgr->clearScene();
m_pSceneMgr->destroyAllCameras();
}
//================================================//
void GameState::createGUI(void)
{
Base::getSingletonPtr()->m_GUI_Platform->getRenderManagerPtr()->setSceneManager(m_pSceneMgr);
// HUD
m_GUIHudLayer = new GUIGameState::GUIHudLayer(&m_GUIEventId);
m_GUIHudLayer->create();
/**/
MyGUI::PointerManager::getInstancePtr()->setVisible(false);
}
//================================================//
void GameState::createLoadingGUI(void)
{
Base::getSingletonPtr()->m_GUI_Platform->getRenderManagerPtr()->setSceneManager(m_pSceneMgr);
// Loading Layer
m_GUILoadingLayer = new GUIGameState::GUILoadingLayer(&m_GUIEventId);
m_GUILoadingLayer->create();
Base::getSingletonPtr()->m_pViewport->setBackgroundColour(Ogre::ColourValue::Black);
}
//================================================//
void GameState::destroyGUI(void)
{
m_GUIHudLayer->destroy();
m_GUILoadingLayer->destroy();
Base::getSingletonPtr()->m_GUI_Platform->getRenderManagerPtr()->setSceneManager(nullptr);
}
//================================================//
void GameState::preloadMeshData(void)
{
// Load certain mesh data before scene is created to avoid lag spikes during gameplay
// (once a mesh is loaded it's stored in memory and is retrieved when an entity uses it)
Ogre::Entity* temp;
// Load specific meshes
switch(m_profile->getStage()){
}
// Load general meshes
temp = m_pSceneMgr->createEntity("temp", "br.mesh");
m_pSceneMgr->destroyEntity(temp);
temp = m_pSceneMgr->createEntity("temp", "sword.mesh");
m_pSceneMgr->destroyEntity(temp);
}
//================================================//
bool GameState::keyPressed(const OIS::KeyEvent& arg)
{
Settings& settings = Settings::getSingleton();
if(m_state != STATE_ACTIVE){
return true;
}
// Test for GUI injection and return???
// Switch cases can't use run-time values since the compiler generates a jump table
// Custom controls
// Movement
if(arg.key == settings.controls.keys[Settings::KEY::MOVE_FORWARD]){
if(!m_player->getCamera()->m_moveForwardsPressed){
m_player->getCamera()->m_moveForwardsPressed = true;
}
}
else if(arg.key == settings.controls.keys[Settings::KEY::MOVE_BACKWARD]){
if(!m_player->getCamera()->m_moveBackwardsPressed){
m_player->getCamera()->m_moveBackwardsPressed = true;
}
}
else if(arg.key == settings.controls.keys[Settings::KEY::MOVE_LEFT]){
if(!m_player->getCamera()->m_moveLeftPressed){
m_player->getCamera()->m_moveLeftPressed = true;
}
}
else if(arg.key == settings.controls.keys[Settings::KEY::MOVE_RIGHT]){
if(!m_player->getCamera()->m_moveRightPressed){
m_player->getCamera()->m_moveRightPressed = true;
}
}
// Actions
else if(arg.key == settings.controls.keys[Settings::KEY::ACTION]){
m_player->action(m_pEventManager);
}
switch(arg.key){
case OIS::KC_X:
printf("Magic Cube Count: %d\n", m_profile->getInventory().getCount(Inventory::MAGIC_CUBES));
break;
case OIS::KC_LSHIFT:
case OIS::KC_RSHIFT:
m_player->getCamera()->m_shiftPressed = true;
break;
case OIS::KC_SPACE:
if(!m_player->getCamera()->m_spacePressed){
m_player->getCamera()->m_spacePressed = true;
}
break;
// Action key
/*case OIS::KC_E:
m_player->action(m_pEventManager);
break;*/
// Keys for switching boots
case OIS::KC_1:
//Boots::getSingletonPtr()->equipType(Boots::BOOTS_TYPE_NORMAL);
m_player->setWeapon(m_profile->getInventory().getWeapon(0), m_pEventManager);
break;
case OIS::KC_2:
//Boots::getSingletonPtr()->equipType(Boots::BOOTS_TYPE_VELOCITY);
m_player->setWeapon(m_profile->getInventory().getWeapon(1), m_pEventManager);
break;
case OIS::KC_3:
//Boots::getSingletonPtr()->equipType(Boots::BOOTS_TYPE_HIGH);
m_player->setWeapon(m_profile->getInventory().getWeapon(2), m_pEventManager);
break;
case OIS::KC_4:
m_player->setWeapon(m_profile->getInventory().getWeapon(3), m_pEventManager);
break;
case OIS::KC_TAB:
break;
case OIS::KC_CAPITAL:
break;
// NOTE: Below are debugging keys only, delete later
case OIS::KC_G:
{
Text* text = new Text();
text->text = "Find a way out.";
text->style = Text::FADE_SINE;
text->font = "StarWars";
text->pos = TextRenderer::UPPER;
text->timeout = 5000;
TextRenderer::getSingletonPtr()->setText(text);
}
break;
case OIS::KC_C:
{
m_player->getGlasses()->flipState();
}
break;
case OIS::KC_B:
{
static bool bb = false;
bb = !bb;
Ogre::SceneNode::ChildNodeIterator itr = m_pSceneMgr->getSceneNode("MainScene")->getChildIterator();
for(;itr.hasMoreElements();){
Ogre::SceneNode* child = static_cast<Ogre::SceneNode*>(itr.getNext());
child->showBoundingBox(bb);
}
}
break;
case OIS::KC_P:
{
m_physics->flipDebugDrawer();
}
break;
case OIS::KC_T:
{
static bool wireframe = false;
if(wireframe)
m_player->getCamera()->getOgreCamera()->setPolygonMode(Ogre::PM_SOLID);
else
m_player->getCamera()->getOgreCamera()->setPolygonMode(Ogre::PM_WIREFRAME);
wireframe = !wireframe;
}
break;
case OIS::KC_F:
m_player->getFlashlight()->switchState();
break;
case OIS::KC_L:
{
static bool lighting = false;
if(lighting){
m_pSceneMgr->setAmbientLight(Ogre::ColourValue(0.005, 0.005, 0.005));
lighting = false;
}
else{
m_pSceneMgr->setAmbientLight(Ogre::ColourValue(0.8, 0.8, 0.8));
lighting = true;
}
}
break;
case OIS::KC_N:
m_profile->nextStage();
m_state = STATE_LOADING_NEXT_STAGE;
break;
case OIS::KC_O:
{
}
break;
case OIS::KC_J:
{
static int index = 0;
std::string name = "light" + Ogre::StringConverter::toString(++index);
Ogre::Light *light = m_pSceneMgr->createLight(name);
light->setDiffuseColour(Ogre::ColourValue::White);//Ogre::ColourValue(r, g, b));
light->setSpecularColour(Ogre::ColourValue::White);//Ogre::ColourValue(r, g, b));
light->setDirection(Ogre::Vector3(0, 0, -1));
light->setType(Ogre::Light::LT_SPOTLIGHT);
light->setSpotlightInnerAngle(Ogre::Degree(5));
light->setSpotlightOuterAngle(Ogre::Degree(20));
light->setSpotlightFalloff(1.0);
//light->setCustomShadowCameraSetup(Ogre::ShadowCameraSetupPtr(new Ogre::FocusedShadowCameraSetup()));
light->setAttenuation(500, 0.5, 0, 0); // meter range. the others our shader ignores
Ogre::SceneNode *node =
m_pSceneMgr->getRootSceneNode()->createChildSceneNode(name + "Node");
node->setPosition(m_player->getPosition());
node->setOrientation(m_player->getCamera()->getYawNode()->getOrientation() * m_player->getCamera()->getPitchNode()->getOrientation());
node->attachObject(light);
}
break;
case OIS::KC_V:
Base::getSingletonPtr()->m_pRenderWindow->setVSyncEnabled(!Base::getSingletonPtr()->m_pRenderWindow->isVSyncEnabled());
break;
case OIS::KC_F1:
m_player->getCamera()->setMode(Sparks::Camera::MODE_FIRST_PERSON);
break;
case OIS::KC_F2:
m_player->getCamera()->setMode(Sparks::Camera::MODE_SPECTATOR);
break;
case OIS::KC_F5:
m_profile->save();
break;
case OIS::KC_F9:
break;
case OIS::KC_UP:
{
Ogre::Vector3 offset = m_player->getWeapon()->getOffset();
offset.z -= 0.1;
m_player->getWeapon()->setOffset(offset);
}
break;
case OIS::KC_DOWN:
{
Ogre::Vector3 offset = m_player->getWeapon()->getOffset();
offset.z += 0.1;
m_player->getWeapon()->setOffset(offset);
}
break;
case OIS::KC_RIGHT:
{
Ogre::Vector3 offset = m_player->getWeapon()->getOffset();
offset.x += 0.1;
m_player->getWeapon()->setOffset(offset);
}
break;
case OIS::KC_LEFT:
{
Ogre::Vector3 offset = m_player->getWeapon()->getOffset();
offset.x -= 0.1;
m_player->getWeapon()->setOffset(offset);
}
break;
case OIS::KC_ADD:
{
Ogre::Vector3 offset = m_player->getWeapon()->getOffset();
offset.y += 0.1;
m_player->getWeapon()->setOffset(offset);
}
break;
case OIS::KC_SUBTRACT:
{
Ogre::Vector3 offset = m_player->getWeapon()->getOffset();
offset.y -= 0.1;
m_player->getWeapon()->setOffset(offset);
}
break;
case OIS::KC_ESCAPE:
m_bQuit = true;
break;
default:
break;
}
Base::getSingletonPtr()->keyPressed(arg);
return true;
}
//================================================//
bool GameState::keyReleased(const OIS::KeyEvent& arg)
{
Settings& settings = Settings::getSingleton();
if(m_state != STATE_ACTIVE){
return true;
}
// Custom controls
// Movement
if(arg.key == settings.controls.keys[Settings::KEY::MOVE_FORWARD]){
if(m_player->getCamera()->m_moveForwardsPressed){
m_player->getCamera()->m_moveForwardsPressed = false;
}
}
else if(arg.key == settings.controls.keys[Settings::KEY::MOVE_BACKWARD]){
if(m_player->getCamera()->m_moveBackwardsPressed){
m_player->getCamera()->m_moveBackwardsPressed = false;
}
}
else if(arg.key == settings.controls.keys[Settings::KEY::MOVE_LEFT]){
if(m_player->getCamera()->m_moveLeftPressed){
m_player->getCamera()->m_moveLeftPressed = false;
}
}
else if(arg.key == settings.controls.keys[Settings::KEY::MOVE_RIGHT]){
if(m_player->getCamera()->m_moveRightPressed){
m_player->getCamera()->m_moveRightPressed = false;
}
}
switch(arg.key){
case OIS::KC_LSHIFT:
case OIS::KC_RSHIFT:
m_player->getCamera()->m_shiftPressed = false;
break;
case OIS::KC_SPACE:
if(m_player->getCamera()->m_spacePressed){
m_player->getCamera()->m_spacePressed = false;
}
break;
}
Base::getSingletonPtr()->keyReleased(arg);
return true;
}
//================================================//
bool GameState::mouseMoved(const OIS::MouseEvent& arg)
{
if(m_state != STATE_ACTIVE){
return false;
}
m_player->getCamera()->pitch(Ogre::Degree(arg.state.Y.rel));
m_player->getCamera()->yaw(Ogre::Degree(arg.state.X.rel));
return true;
}
//================================================//
bool GameState::mousePressed(const OIS::MouseEvent& arg, OIS::MouseButtonID id)
{
if(m_state != STATE_ACTIVE){
return false;
}
if(id == OIS::MB_Left){
m_player->getWeapon()->attack(m_player->getCamera());
}
else if(id == OIS::MB_Right){
m_player->getWeapon()->attackAlt(m_player->getCamera());
}
return true;
}
//================================================//
bool GameState::mouseReleased(const OIS::MouseEvent& arg, OIS::MouseButtonID id)
{
if(m_state != STATE_ACTIVE){
return false;
}
return true;
}
//================================================//
void GameState::update(double timeSinceLastFrame)
{
if(m_bQuit){
this->popAppState();
return;
}
// Update according to sub-state
switch(m_state){
default:
break;
case STATE_ACTIVE:
// Update physics
this->updateBullet(timeSinceLastFrame);
// Update player
m_player->update(timeSinceLastFrame);
// skyx...
if(m_skyXInitialised){
Ogre::Real time = m_skyXController->getTime().x;
if(time > 21.00 || time < 7.30){
m_pSunlight->setVisible(false);
}
else{
m_pSunlight->setVisible(true);
m_pSunlight->setDirection(-m_skyXController->getSunDirection());
}
}
// Hydrax
if(m_hydraxInitialised){
m_hydraxCamera->setPosition(m_player->getPosition());
m_hydraxCamera->setOrientation(m_player->getCamera()->getYawNode()->getOrientation() * m_player->getCamera()->getPitchNode()->getOrientation());
m_hydrax->update(timeSinceLastFrame / 1024.0);
if(m_skyXInitialised){
m_hydrax->setSunPosition(m_player->getPosition() + m_skyXController->getSunDirection() * m_skyX->getMeshManager()->getSkydomeRadius(m_hydraxCamera) * 0.5);
printf("Time %.2f\n", m_skyXController->getTime().x);
// 21:30 = sunset
}
}
// Update events
m_pEventManager->update(timeSinceLastFrame);
// Update UI
this->updateUI();
// Update TextRenderer
TextRenderer::getSingletonPtr()->update(timeSinceLastFrame);
break;
case STATE_LOADING_FIRST_ENTRY:
switch(m_loadingStep){
default:
break;
case STEP_FIRST:
// Setup loading screen
this->createLoadingGUI();
// Init player so we can use the camera
m_player = new Player(m_pSceneMgr, m_profile);
m_player->init();
m_player->initGlasses(m_pCompositor);
break;
case STEP_CREATE_PHYSICS_WORLD:
m_physics = new Physics();
m_physics->init();
m_player->getCamera()->init(m_physics); // must have physics world to init
Base::getSingletonPtr()->m_pViewport->setCamera(m_player->getCamera()->getOgreCamera());
break;
case STEP_INIT_EVENT_MANAGER:
m_pEventManager = new EventManager(m_pSceneMgr, m_player->getCamera());
break;
case STEP_PRELOAD_MESH_DATA:
this->preloadMeshData();
break;
case STEP_CREATE_SCENE:
this->createScene();
break;
case STEP_SETUP_COLLISION_WORLD: // change the name of this enum
// Weird gray screen here after moving this code from createScene()
// Add entities to the collision world
//m_physics->registerAllEntitiesInScene(m_pSceneMgr);
m_pEventManager->getDynamicObjectManager()->registerUpperTierObjects();
// Add dynamic objects
//m_pEventManager->getDynamicObjectManager()->registerAllObjectsInScene();
// Debug drawer for Bullet
m_physics->initDebugDrawer(m_pSceneMgr->getRootSceneNode());
break;
case STEP_CREATE_GUI:
this->createGUI();
Base::getSingletonPtr()->m_injectGUI = false;
break;
case STEP_FINAL:
if(m_pSceneMgr->hasSceneNode("PlayerSpawn")){
m_player->spawn(m_pSceneMgr->getSceneNode("PlayerSpawn"));
}
// Final steps before game begins
m_player->setWeapon(m_profile->getInventory().getWeapon(0), m_pEventManager);
m_GUILoadingLayer->setVisible(false);
m_state = STATE_ACTIVE;
m_loadingStep = 0;
return;
}
// Increment loading step
++m_loadingStep;
// Update progress bar
m_GUILoadingLayer->incrementProgressBar(GUIGameState::GUILoadingLayer::PROGRESSBAR_STATUS, 100);
break; // STATE_LOADING_FIRST_ENTRY
case STATE_LOADING_NEXT_STAGE:
switch(m_loadingStep){
default:
break;
case STEP_FIRST:
// Clear the current scene and prepare for loading of next scene
this->destroyScene();
m_skyXInitialised = false;
m_hydraxInitialised = false;
Base::getSingletonPtr()->m_pRoot->destroySceneManager(m_pSceneMgr);
this->createSceneManager();
this->createLoadingGUI();
m_player = new Player(m_pSceneMgr, m_profile);
m_player->init();
m_player->initGlasses(m_pCompositor);
m_GUILoadingLayer->setProgressBarPosition(GUIGameState::GUILoadingLayer::PROGRESSBAR_STATUS, 0);
break;
case STEP_CREATE_PHYSICS_WORLD:
m_physics->init();
m_player->getCamera()->init(m_physics);
Base::getSingletonPtr()->m_pViewport->setCamera(m_player->getCamera()->getOgreCamera());
break;
case STEP_INIT_EVENT_MANAGER:
m_pEventManager = new EventManager(m_pSceneMgr, m_player->getCamera());
break;
case STEP_PRELOAD_MESH_DATA:
this->preloadMeshData();
break;
case STEP_CREATE_SCENE:
this->createScene();
break;
case STEP_SETUP_COLLISION_WORLD:
m_pEventManager->getDynamicObjectManager()->registerUpperTierObjects();
m_physics->initDebugDrawer(m_pSceneMgr->getRootSceneNode());
break;
case STEP_CREATE_GUI:
this->createGUI();
break;
case STEP_FINAL:
m_player->setWeapon(m_profile->getInventory().getWeapon(0), m_pEventManager);
m_GUILoadingLayer->setVisible(false);
m_state = STATE_ACTIVE;
m_loadingStep = 0;
return;
}
// Increment loading step
++m_loadingStep;
// Update progress bar
m_GUILoadingLayer->incrementProgressBar(GUIGameState::GUILoadingLayer::PROGRESSBAR_STATUS, 100);
break; // STATE_LOADING_NEXT_STAGE
}
}
//================================================//
void GameState::updateUI(void)
{
Rayhit* rayhit = m_player->getCamera()->getNegativeZRayhit();
bool npcFound = false;
Ogre::String name = rayhit->node->getName();
Ogre::StringUtil strUtil;
if(rayhit->hasHit){
// Check distance
if(rayhit->distance <= m_player->getWeapon()->getReticuleRange()){
// Check if hit point is an NPC
if(strUtil.startsWith(name, "NPC_", false)){
std::vector<NPC*> NPCs = m_pEventManager->getNPCManager()->getNPCs();
if(NPCs.size() > 0){
// Find the NPC's scene node
for(std::vector<NPC*>::iterator itr = NPCs.begin();
itr != NPCs.end();
++itr){
Ogre::String npcName = static_cast<Ogre::String>((*itr)->getSceneNode()->getName());
// Check the name for a match
if(strUtil.match(name, npcName, true)){
if((*itr)->isFriendly()){
m_GUIHudLayer->setOverlayContainerMaterialName(GUIGameState::GUIHudLayer::OVERLAY_RETICULE,
m_player->getWeapon()->getReticuleMaterialName(Weapon::RETICULE_FRIENDLY));
}
else{
m_GUIHudLayer->setOverlayContainerMaterialName(GUIGameState::GUIHudLayer::OVERLAY_RETICULE,
m_player->getWeapon()->getReticuleMaterialName(Weapon::RETICULE_ENEMY));
}
npcFound = true;
break;
}
}
}
}
// Check for retrievable object
else{
DynamicObject* object = m_pEventManager->getDynamicObjectManager()->getObject(rayhit->node);
if(object != nullptr){
if(object->isRetrievable()){
m_GUIHudLayer->setOverlayContainerMaterialName(GUIGameState::GUIHudLayer::OVERLAY_RETICULE,
m_player->getWeapon()->getReticuleMaterialName(Weapon::RETICULE_FRIENDLY));
npcFound = true;
}
else{
m_GUIHudLayer->setOverlayContainerMaterialName(GUIGameState::GUIHudLayer::OVERLAY_RETICULE,
m_player->getWeapon()->getReticuleMaterialName(Weapon::RETICULE_DEFAULT));
}
}
}
}
}
if(!npcFound){
m_GUIHudLayer->setOverlayContainerMaterialName(GUIGameState::GUIHudLayer::OVERLAY_RETICULE,
m_player->getWeapon()->getReticuleMaterialName(Weapon::RETICULE_DEFAULT));
}
}
//================================================//
void GameState::updateBullet(double timeSinceLastFrame)
{
m_physics->update(timeSinceLastFrame);
}
//================================================//