Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/RenderQueue.h # resources/Schema/Components.xsd # resources/Schema/Entities/QualityAssurance.xml # resources/Schema/Entities/RenderingWorld.xml # resources/Shaders/Sprite.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/Model.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
+22
-13
@@ -1,5 +1,6 @@
|
||||
#include "Game.h"
|
||||
#include "Collision/CollidableOctreeSystem.h"
|
||||
#include "Collision/FillOctreeSystem.h"
|
||||
#include "Collision/FillFrustumOctreeSystem.h"
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
@@ -13,9 +14,10 @@
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Rendering/AnimationSystem.h"
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
@@ -75,16 +77,21 @@ Game::Game(int argc, char* argv[])
|
||||
fp.MergeEntities(m_World);
|
||||
}
|
||||
|
||||
// Create the sound manager
|
||||
m_SoundManager = new SoundManager(m_World, m_EventBroker);
|
||||
|
||||
// Create Octrees
|
||||
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
|
||||
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
|
||||
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
|
||||
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
|
||||
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
@@ -99,17 +106,19 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
||||
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
||||
|
||||
@@ -119,19 +128,16 @@ Game::Game(int argc, char* argv[])
|
||||
networkFunction();
|
||||
}
|
||||
|
||||
// Invoke sound system
|
||||
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
delete m_SystemPipeline;
|
||||
delete m_SoundSystem;
|
||||
delete m_OctreeFrustrumCulling;
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
delete m_SoundManager;
|
||||
delete m_World;
|
||||
delete m_FrameStack;
|
||||
delete m_InputProxy;
|
||||
@@ -159,16 +165,19 @@ void Game::Tick()
|
||||
m_InputProxy->Process();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
m_SoundManager->Update(dt);
|
||||
|
||||
// Update network
|
||||
if (m_IsClientOrServer) {
|
||||
m_ClientOrServer->Update();
|
||||
}
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
m_SystemPipeline->Update(dt);
|
||||
debugTick(dt);
|
||||
m_Renderer->Update(dt);
|
||||
m_SoundSystem->Update(dt);
|
||||
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
||||
m_Renderer->Draw(*m_RenderFrame);
|
||||
m_RenderFrame->Clear();
|
||||
|
||||
@@ -57,7 +57,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
int blueTeamPlayersStandingInside = 0;
|
||||
if (capturePointEntity.HasComponent("Model")) {
|
||||
//Now sets team color to the capturepoint, or white if it is uncaptured.
|
||||
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);
|
||||
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);
|
||||
}
|
||||
|
||||
//calculate next possible capturePoint for both teams
|
||||
@@ -106,10 +106,10 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
|
||||
//colorize next possible capturepoint
|
||||
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
|
||||
}
|
||||
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
|
||||
}
|
||||
|
||||
//check how many players are standing inside and are healthy
|
||||
|
||||
@@ -56,6 +56,12 @@ void PlayerMovementSystem::Update(double dt)
|
||||
} else {
|
||||
wishSpeed = playerMovementSpeed;
|
||||
}
|
||||
if (player.ID == m_LocalPlayer.ID) {
|
||||
if (glm::length(wishDirection) == 0) {
|
||||
// If no key is pressed, reset the distance moved since last step.
|
||||
m_DistanceMoved = 0;
|
||||
}
|
||||
}
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
ImGui::Text(isOnGround ? "On ground" : "In air");
|
||||
@@ -94,8 +100,10 @@ void PlayerMovementSystem::Update(double dt)
|
||||
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")) {
|
||||
@@ -116,19 +124,19 @@ void PlayerMovementSystem::Update(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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -136,6 +144,7 @@ void PlayerMovementSystem::Update(double dt)
|
||||
|
||||
controller->Reset();
|
||||
}
|
||||
playerStep(dt);
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
@@ -171,10 +180,37 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,190 @@
|
||||
#include "Game/Systems/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
|
||||
: System(world, eventbroker)
|
||||
, PureSystem("SoundEmitter")
|
||||
//, ImpureSystem()
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
|
||||
m_World = world;
|
||||
m_EventBroker = eventbroker;
|
||||
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");
|
||||
m_LocalPlayer = e.Player;
|
||||
Events::PlaySoundOnEntity go;
|
||||
go.EmitterID = m_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 = m_LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SoundSystem::playerJumps()
|
||||
{
|
||||
bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
|
||||
if (grounded) {
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_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 = m_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(m_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 = m_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 = m_LocalPlayer;
|
||||
ev.FilePaths = paths;
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_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 = m_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 = m_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 = m_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 = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/dash1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
Reference in New Issue
Block a user