Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts: # include/Engine/Collision/FillFrustumOctreeSystem.h # include/Engine/Core/Octree.h # include/Engine/Rendering/RenderSystem.h # include/Game/Game.h # resources/DefaultInput.ini # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Game/Game.cpp # src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
+27
-14
@@ -1,5 +1,6 @@
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#include "Game.h"
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/FillOctreeSystem.h"
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#include "Collision/FillFrustumOctreeSystem.h"
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#include "Collision/EntityAABB.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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@@ -8,10 +9,14 @@
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Systems/PlayerDeathSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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@@ -74,6 +79,9 @@ Game::Game(int argc, char* argv[])
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fp.MergeEntities(m_World);
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}
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// Create the sound manager
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m_SoundManager = new SoundManager(m_World, m_EventBroker);
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// Initialize network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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if (m_IsServer) {
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@@ -87,9 +95,11 @@ Game::Game(int argc, char* argv[])
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}
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// Create Octrees
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
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AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
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m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
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@@ -97,44 +107,45 @@ Game::Game(int argc, char* argv[])
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke sound system
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m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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m_LastTime = glfwGetTime();
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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_SoundSystem;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_OctreeTrigger;
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delete m_SoundManager;
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if (m_NetworkClient != nullptr) {
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delete m_NetworkClient;
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}
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@@ -168,6 +179,8 @@ void Game::Tick()
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m_InputProxy->Process();
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m_EventBroker->Swap();
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m_SoundManager->Update(dt);
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// Update network
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m_EventBroker->Process<MultiplayerSnapshotFilter>();
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if (m_NetworkClient != nullptr) {
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@@ -176,12 +189,12 @@ void Game::Tick()
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if (m_NetworkServer != nullptr) {
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m_NetworkServer->Update();
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}
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//m_SoundManager->Update(dt);
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// Iterate through systems and update world!
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m_EventBroker->Process<SystemPipeline>();
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m_SystemPipeline->Update(dt);
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m_Renderer->Update(dt);
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m_SoundSystem->Update(dt);
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m_Renderer->Draw(*m_RenderFrame);
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m_RenderFrame->Clear();
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m_EventBroker->Swap();
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@@ -57,7 +57,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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int blueTeamPlayersStandingInside = 0;
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if (capturePointEntity.HasComponent("Model")) {
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//Now sets team color to the capturepoint, or white if it is uncaptured.
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
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}
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//calculate next possible capturePoint for both teams
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@@ -106,10 +106,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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//colorize next possible capturepoint
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if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
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capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
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capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
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}
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if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
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capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
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capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
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}
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//check how many players are standing inside and are healthy
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@@ -11,38 +11,6 @@ HealthSystem::HealthSystem(SystemParams params)
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, 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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double maxHealth = (double)component["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) == component.EntityID && (double)component["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)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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component["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)component["Health"] <= 0.0f) {
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component["Health"] = 0.0;
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = component.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]) == component.EntityID)
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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}
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//delete the player and break the loop
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m_World->DeleteEntity(entity.ID);
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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(Events::PlayerDamage& e)
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@@ -50,18 +18,24 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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ComponentWrapper cHealth = e.Player["Health"];
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double& health = cHealth["Health"];
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health -= e.Damage;
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if (health <= 0.0) {
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m_World->DeleteEntity(e.Player.ID);
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Events::PlayerDeath ePlayerDeath;
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ePlayerDeath.Player = e.Player;
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m_EventBroker->Publish(ePlayerDeath);
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//Note: we will delete the entity in PlayerDeathSystem
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}
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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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bool HealthSystem::OnPlayerHealthPickup(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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ComponentWrapper cHealth = e.Player["Health"];
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double& health = cHealth["Health"];
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health += e.HealthAmount;
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health = std::min(health, (double)cHealth["MaxHealth"]);
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return true;
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}
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@@ -0,0 +1,66 @@
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#include "Systems/PickupSpawnSystem.h"
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PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
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}
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void PickupSpawnSystem::Update(double dt)
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{
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
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{
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auto& healthPickupPosition = *it;
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//set the double timer value (value 3)
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healthPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
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//spawn and delete the vector item
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID healthPickupID = parser.MergeEntities(m_World);
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//let the world know a pickup has spawned (graphics effects, etc)
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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//set values from the old entity to the new entity
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auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
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newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
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//erase the current element (healthPickupPosition)
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m_ETriggerTouchVector.erase(it);
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break;
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}
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}
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}
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bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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if (!e.Trigger.HasComponent("HealthPickup")) {
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return false;
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}
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double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
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//cant pick up healthpacks if you are already at MaxHealth
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if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
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return false;
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}
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//personEntered = e.Entity, thingEntered = e.Trigger
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Events::PlayerHealthPickup ePlayerHealthPickup;
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ePlayerHealthPickup.HealthAmount = healthGiven;
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ePlayerHealthPickup.Player = e.Entity;
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m_EventBroker->Publish(ePlayerHealthPickup);
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//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each healthPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
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e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] });
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//delete the healthpickup
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m_World->DeleteEntity(e.Trigger.ID);
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return true;
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}
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@@ -0,0 +1,57 @@
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#include "Systems/PlayerDeathSystem.h"
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PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
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}
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void PlayerDeathSystem::Update(double dt)
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{
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}
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bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
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{
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if (!e.Player.Valid()) {
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return false;
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}
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createDeathEffect(e.Player);
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// Delete player
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m_World->DeleteEntity(e.Player.ID);
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return true;
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}
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void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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{
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//load the explosioneffect XML
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auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityFileParser parser(deathEffect);
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EntityID deathEffectID = parser.MergeEntities(m_World);
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EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
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//components that we need from player
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auto playerCamera = player.FirstChildByName("Camera");
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auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
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auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
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//copy the data from player to explisioneffectmodel
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playerEntityModel.Copy(deathEffectEW["Model"]);
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playerEntityAnimation.Copy(deathEffectEW["Animation"]);
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//freeze the animation
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deathEffectEW["Animation"]["Speed"] = 0.0;
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//copy the models position,orientation
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deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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//effect,camera is relative to playersPosition
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//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
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//camera (with lifetime) behind the player
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auto cam = deathEffectEW.FirstChildByName("Camera");
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = cam;
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m_EventBroker->Publish(eSetCamera);
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}
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@@ -61,12 +61,20 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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} else {
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wishSpeed = playerMovementSpeed;
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}
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if (player.ID == m_LocalPlayer.ID) {
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if (glm::length(wishDirection) == 0) {
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// If no key is pressed, reset the distance moved since last step.
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m_DistanceMoved = 0;
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}
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z);
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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ImGui::Text(isOnGround ? "On ground" : "In air");
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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groundVelocity.x = glm::dot(velocity, glm::vec3(1.f, 0.f, 0.f));
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groundVelocity.z = glm::dot(velocity, glm::vec3(0.f, 0.f, 1.f));
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(wishDirection));
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groundVelocity.x = velocity.x;
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groundVelocity.z = velocity.z;
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
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ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
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float addSpeed = wishSpeed - currentSpeedProj;
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@@ -79,7 +87,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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ImGui::InputFloat("accel", &accel);
|
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static float airAccel = 0.5f;
|
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ImGui::InputFloat("airAccel", &airAccel);
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float actualAccel = (velocity.y != 0) ? airAccel : accel;
|
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float actualAccel = isOnGround ? accel : airAccel;
|
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
|
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
|
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@@ -91,13 +99,16 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
|
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|
||||
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
|
||||
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
|
||||
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
if (velocity.y == 0.f) {
|
||||
controller->SetDoubleJumping(false);
|
||||
} else {
|
||||
controller->SetDoubleJumping(true);
|
||||
Events::DoubleJump e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
velocity.y += 4.f;
|
||||
velocity.y = 4.f;
|
||||
}
|
||||
|
||||
if (player.HasComponent("AABB")) {
|
||||
@@ -118,19 +129,19 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
//TODO: add assault dash animation here
|
||||
if (glm::length(controller->Movement()) > 0.f) {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["Name"] = "Crouch Walk";
|
||||
(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
|
||||
cAnimation["AnimationName1"] = "Crouch Walk";
|
||||
(double&)cAnimation["Speed1"] = 1.f * -glm::sign(controller->Movement().z);
|
||||
} else {
|
||||
cAnimation["Name"] = "Run";
|
||||
(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
|
||||
cAnimation["AnimationName1"] = "Run";
|
||||
(double&)cAnimation["Speed1"] = 2.f * -glm::sign(controller->Movement().z);
|
||||
}
|
||||
} else {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["Name"] = "Crouch";
|
||||
cAnimation["AnimationName1"] = "Crouch";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
} else {
|
||||
cAnimation["Name"] = "Hold Pos";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
cAnimation["AnimationName1"] = "Hold Pos";
|
||||
(double&)cAnimation["Speed1"] = 1.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -138,6 +149,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
|
||||
controller->Reset();
|
||||
}
|
||||
playerStep(dt);
|
||||
}
|
||||
|
||||
|
||||
@@ -151,6 +163,7 @@ void PlayerMovementSystem::updateVelocity(double dt)
|
||||
ComponentWrapper& cTransform = LocalPlayer["Transform"];
|
||||
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
|
||||
// Ground friction
|
||||
float speed = glm::length(velocity);
|
||||
@@ -158,7 +171,7 @@ void PlayerMovementSystem::updateVelocity(double dt)
|
||||
ImGui::InputFloat("groundFriction", &groundFriction);
|
||||
static float airFriction = 0.f;
|
||||
ImGui::InputFloat("airFriction", &airFriction);
|
||||
float friction = (velocity.y != 0) ? airFriction : groundFriction;
|
||||
float friction = isOnGround ? groundFriction : airFriction;
|
||||
if (speed > 0) {
|
||||
float drop = speed * friction * (float)dt;
|
||||
float multiplier = glm::max(speed - drop, 0.f) / speed;
|
||||
@@ -175,9 +188,37 @@ void PlayerMovementSystem::updateVelocity(double dt)
|
||||
position += velocity * (float)dt;
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::playerStep(double dt)
|
||||
{
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
// Position of the local player, used see how far a player has moved.
|
||||
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
|
||||
// Used to see if a player is airborne.
|
||||
bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
|
||||
m_DistanceMoved += glm::length(pos - m_LastPosition);
|
||||
// Set the last position for next iteration
|
||||
m_LastPosition = pos;
|
||||
if (m_DistanceMoved > m_PlayerStepLength && grounded) {
|
||||
// Player moved a step's distance
|
||||
// Create footstep sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_LocalPlayer.ID;
|
||||
e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
|
||||
m_LeftFoot = !m_LeftFoot;
|
||||
m_EventBroker->Publish(e);
|
||||
m_DistanceMoved = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// When a player spawns, create an input controller for them
|
||||
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
|
||||
if (e.PlayerID == -1) {
|
||||
// Keep track of the local player
|
||||
m_LocalPlayer = e.Player;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -78,7 +78,9 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
// Check if a player already exists
|
||||
if (m_PlayerEntities.count(e.PlayerID) != 0) {
|
||||
// TODO: Disallow infinite respawning here
|
||||
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
|
||||
if (m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
|
||||
}
|
||||
}
|
||||
|
||||
// Store the player for future reference
|
||||
|
||||
@@ -0,0 +1,187 @@
|
||||
#include "Game/Systems/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("SoundEmitter")
|
||||
//, ImpureSystem()
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundSystem::OnShoot);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
{ }
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
// Temp for play test.
|
||||
if(m_DrumsIsPlaying) {
|
||||
m_DrumsIsPlaying = !drumTimer(dt);
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_World->AttachComponent(e.Player.ID, "Listener");
|
||||
Events::PlaySoundOnEntity go;
|
||||
go.EmitterID = LocalPlayer.ID;
|
||||
go.FilePath = "Audio/announcer/" + m_Announcer + "/go.wav";
|
||||
m_EventBroker->Publish(go);
|
||||
// TEMP: starts bgm
|
||||
{
|
||||
Events::PlayBackgroundMusic ev;
|
||||
ev.FilePath = "Audio/bgm/ambient.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
{
|
||||
if (e.Command == "Jump" && e.Value > 0) {
|
||||
if (e.PlayerID == -1) { // local player
|
||||
playerJumps();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Player = LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SoundSystem::playerJumps()
|
||||
{
|
||||
bool grounded = (bool)m_World->GetComponent(LocalPlayer.ID, "Physics")["IsOnGround"];
|
||||
if (grounded) {
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = LocalPlayer.ID;
|
||||
e.FilePath = "Audio/jump/jump1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::drumTimer(double dt)
|
||||
{
|
||||
m_DrumTimer += dt;
|
||||
if (m_DrumTimer > 15) {
|
||||
m_DrumTimer = 0.0;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::OnShoot(const Events::Shoot & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
{
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
||||
Events::PlaySoundOnEntity ev;
|
||||
if (team == homeTeam) {
|
||||
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_achieved.wav";
|
||||
} else {
|
||||
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_failed.wav"; // have not been tested
|
||||
}
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
m_EventBroker->Publish(ev);
|
||||
// Temp for play test.
|
||||
m_DrumsIsPlaying = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Testing purposes atm...
|
||||
bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
// Should check for only local players here...
|
||||
std::uniform_int_distribution<int> dist(1, 12);
|
||||
int rand = dist(generator);
|
||||
std::vector<std::string> paths;
|
||||
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
|
||||
|
||||
// // Breathe
|
||||
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
|
||||
// for (int i = 0; i < ammountOfbreaths; i++) {
|
||||
// paths.push_back("Audio/exhausted/breath.wav");
|
||||
// }
|
||||
Events::PlayQueueOnEntity ev;
|
||||
ev.Emitter = LocalPlayer;
|
||||
ev.FilePaths = paths;
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/die/die2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/pickup/pickup2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
{
|
||||
// Temp for play test.
|
||||
if (m_DrumsIsPlaying) {
|
||||
return false;
|
||||
}
|
||||
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
|
||||
Events::PlaySoundOnEntity ev; // should be BGM
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/bgm/drumstest.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
// Temp for play test.
|
||||
m_DrumsIsPlaying = true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/jump2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnDashAbility(const Events::DashAbility &e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/dash1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
Reference in New Issue
Block a user