Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts: # include/Engine/Editor/EditorSystem.h # include/Engine/Rendering/EPicking.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/RawModel.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -19,6 +19,7 @@ file(GLOB SOURCE_FILES
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set(SOURCE_FILES
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${SOURCE_FILES}
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"Game.cpp"
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"HealthSystem.cpp"
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"PlayerSystem.cpp"
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)
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+64
-31
@@ -1,12 +1,16 @@
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#include "Game.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Game/HealthSystem.h"
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#include "Core/EntityFileWriter.h"
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Game::Game(int argc, char* argv[])
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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@@ -19,7 +23,7 @@ Game::Game(int argc, char* argv[])
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m_Renderer = new Renderer(m_EventBroker, m_World);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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m_Renderer->SetResolution(Rectangle::Rectangle(
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0,
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0,
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m_Config->Get<int>("Video.Width", 1280),
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@@ -44,26 +48,51 @@ Game::Game(int argc, char* argv[])
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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m_RenderFrame = new RenderFrame();
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
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m_SystemPipeline->AddSystem<RenderSystem>(m_Renderer, m_RenderFrame);
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//All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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}
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m_LastTime = glfwGetTime();
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debugInitialize();
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}
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Game::~Game()
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{
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delete m_SystemPipeline;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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delete m_InputManager;
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delete m_RenderFrame;
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delete m_Renderer;
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delete m_EventBroker;
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}
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@@ -85,10 +114,15 @@ void Game::Tick()
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m_InputProxy->Process();
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m_EventBroker->Swap();
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// Update network
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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@@ -97,28 +131,27 @@ void Game::Tick()
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m_EventBroker->Clear();
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}
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bool Game::debugOnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "DebugReload" && e.Value == 1) {
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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delete m_World;
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m_World = new World();
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ResourceManager::Release("EntityXMLFile", mapToLoad);
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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}
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return false;
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}
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void Game::debugInitialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
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}
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void Game::debugTick(double dt)
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{
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m_EventBroker->Process<Game>();
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}
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void Game::networkFunction()
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{
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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if (!isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Client(m_Config);
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}
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if (isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Server();
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}
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m_ClientOrServer->Start(m_World, m_EventBroker);
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// I don't think we are reaching this part of the code right now.
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// ~Game() is not called if the game is exited by closing console windows
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// When server or client is done set it to false.
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//m_IsClientOrServer = false;
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// Destroy it
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//delete m_ClientOrServer;
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}
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@@ -0,0 +1,59 @@
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#include "HealthSystem.h"
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#include <algorithm>
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HealthSystem::HealthSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "Health")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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}
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void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, double dt)
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{
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
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ComponentWrapper player = world->GetComponent(health.EntityID, "Player");
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double maxHealth = (double)health["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
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{
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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player and health is greater than 0, then apply it
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if (std::get<0>(deltaHP) == player.EntityID && (double)health["Health"] > 0.0f) {
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//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
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double newHealth = std::min((double)health["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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health["Health"] = newHealth;
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
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//check if health is <= 0
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if ((double)health["Health"] <= 0.0f) {
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = player.EntityID;
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m_EventBroker->Publish(e);
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//clear the remaining hpDeltas for the dead player
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for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
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{
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == player.EntityID)
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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}
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//break the loop if the player is dead
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break;
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}
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}
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}
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}
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
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return true;
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}
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
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return true;
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}
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+31
-46
@@ -2,56 +2,41 @@
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void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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{
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if (input.Forward) {
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m_Direction.z = -1;
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} else if (input.Back) {
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m_Direction.z = 1;
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} else {
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m_Direction.z = 0;
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player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)player["Forward"] == true) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
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}
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if (input.Left) {
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m_Direction.x = -1;
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} else if (input.Right) {
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m_Direction.x = 1;
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} else {
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m_Direction.x = 0;
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if ((bool&)player["Left"] == true) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
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}
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if ((bool&)player["Back"] == true) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
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}
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if ((bool&)player["Right"] == true) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
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}
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if ((glm::vec3)player["Velocity"] != glm::vec3(0.f)) {
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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}
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m_EventBroker->Process<PlayerSystem>();
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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}
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bool PlayerSystem::OnKeyDown(const Events::KeyDown & event)
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bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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if (event.KeyCode == GLFW_KEY_W) {
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input.Forward = true;
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}
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if (event.KeyCode == GLFW_KEY_A) {
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input.Left = true;
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}
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if (event.KeyCode == GLFW_KEY_S) {
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input.Back = true;
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}
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if (event.KeyCode == GLFW_KEY_D) {
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input.Right = true;
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}
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return true;
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}
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bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
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{
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if (event.KeyCode == GLFW_KEY_W) {
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input.Forward = false;
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}
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if (event.KeyCode == GLFW_KEY_A) {
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input.Left = false;
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}
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if (event.KeyCode == GLFW_KEY_S) {
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input.Back = false;
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}
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if (event.KeyCode == GLFW_KEY_D) {
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input.Right = false;
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}
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LOG_INFO("Player entity %i touched widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
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{
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LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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