Merge pull request #45 from teamfisk/ShootEvent

Changed some files so it works with the changes in master. (weaponsys…
This commit is contained in:
William Moberg
2016-01-21 17:40:57 +01:00
5 changed files with 10 additions and 11 deletions
+2 -2
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@@ -18,9 +18,9 @@
class WeaponSystem : public ImpureSystem class WeaponSystem : public ImpureSystem
{ {
public: public:
WeaponSystem(EventBroker* eventBroker, IRenderer* renderer); WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(World* world, double dt) override; virtual void Update(double dt) override;
private: private:
//methods which will take care of specific events //methods which will take care of specific events
+4 -4
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@@ -1,7 +1,7 @@
#include "Systems/WeaponSystem.h" #include "Systems/WeaponSystem.h"
WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer) WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
: System(eventBroker) : System(world, eventBroker)
, ImpureSystem() , ImpureSystem()
, m_Renderer(renderer) , m_Renderer(renderer)
{ {
@@ -9,7 +9,7 @@ WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer)
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot); EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
} }
void WeaponSystem::Update(World* world, double dt) void WeaponSystem::Update(double dt)
{ {
for (int i = m_EShootVector.size(); i > 0; i--) for (int i = m_EShootVector.size(); i > 0; i--)
{ {
@@ -22,7 +22,7 @@ void WeaponSystem::Update(World* world, double dt)
continue; continue;
} }
//if its a player, do PlayerDamage event //if its a player, do PlayerDamage event
const bool hasPlayerComponent = world->HasComponent(pickDataFromShot.Entity, "Player"); const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
if (hasPlayerComponent) { if (hasPlayerComponent) {
Events::PlayerDamage ePlayerDamage; Events::PlayerDamage ePlayerDamage;
//TODO: damage based on weapontype/class? //TODO: damage based on weapontype/class?
+2 -2
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@@ -94,7 +94,7 @@ CapturePointTest::CapturePointTest(int runTestNumber)
m_World = new World(); m_World = new World();
// Create system pipeline // Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker); m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker);
m_SystemPipeline->AddSystem<HealthSystem>(0); m_SystemPipeline->AddSystem<HealthSystem>(0);
m_SystemPipeline->AddSystem<CapturePointSystem>(1); m_SystemPipeline->AddSystem<CapturePointSystem>(1);
@@ -405,7 +405,7 @@ void CapturePointTest::Tick()
double dt = 10.0; double dt = 10.0;
// Iterate through systems and update world! // Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt); m_SystemPipeline->Update(dt);
m_EventBroker->Swap(); m_EventBroker->Swap();
m_EventBroker->Clear(); m_EventBroker->Clear();
+1 -1
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@@ -48,7 +48,7 @@ GameHealthSystemTest::GameHealthSystemTest()
fp.MergeEntities(m_World); fp.MergeEntities(m_World);
// Create system pipeline // Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker); m_SystemPipeline = new SystemPipeline(m_World,m_EventBroker);
m_SystemPipeline->AddSystem<HealthSystem>(0); m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test //The Test
+1 -2
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@@ -52,8 +52,7 @@ void RegionTestOld(Tree& tree)
template<typename Tree> template<typename Tree>
void RegionTest(Tree& tree) void RegionTest(Tree& tree)
{ {
AABB aabb; AABB aabb = AABB::FromOriginSize(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE)); glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
std::vector<AABB> outVec; std::vector<AABB> outVec;
tree.ObjectsInSameRegion(aabb, outVec); tree.ObjectsInSameRegion(aabb, outVec);