New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem

TODO: generalize the test
This commit is contained in:
verysecrethero
2016-01-08 16:19:18 +01:00
parent 4a516a4d86
commit 31c1c0ac8d
13 changed files with 266 additions and 0 deletions
+43
View File
@@ -21,6 +21,38 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
//do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok
if (leftMouseWasReleased) {
leftMouseWasReleased = false;
//get the health component linked to the playerId
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0;
double currentCoolDownTimer = 0.0f;
if ((int)player["EquippedItem"] == 1) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
currentAmmo = currentItem["Ammo"];
//subtract 1 ammo - the ItemSystem will probably listen to eShoot and handle the CoolDownTimer
currentItem["Ammo"] = (int)currentItem["Ammo"] -1;
int test = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)world->GetComponent(player.EntityID, "PrimaryItem")["CoolDownTimer"];
}
if ((int)player["EquippedItem"] == 2) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
currentAmmo = currentItem["Ammo"];
//subtract 1 ammo - the ItemSystem will probably listen to eShoot and handle the CoolDownTimer
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
currentCoolDownTimer = (double)world->GetComponent(player.EntityID, "SecondaryItem")["CoolDownTimer"];
}
if (currentHealth > 0.0f && currentAmmo > 0 && currentCoolDownTimer < 0.001f) {
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
eShoot.weaponType = (int)player["EquippedItem"];
m_EventBroker->Publish(eShoot);
}
}
}
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
@@ -39,4 +71,15 @@ bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
{
LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
return false;
}
bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
{
//kolla ammoleft, cooldowntimer shooting
//kolla om left mouse varit nere
if (e.Button != GLFW_MOUSE_BUTTON_LEFT)
return false;
aimingCoordinates = glm::vec2(e.X, e.Y);
leftMouseWasReleased = true;
return true;
}