HUD for capture points now update with Capture point data.

This commit is contained in:
Tleety
2016-02-10 23:59:13 +01:00
parent 64a2354b24
commit 447f41dbff
4 changed files with 287 additions and 254 deletions
+23 -29
View File
@@ -1,55 +1,49 @@
#ifndef CapturePointSystem_h__
#define CapturePointSystem_h__
#ifndef CapturePointHUDSystem_h__
#define CapturePointHUDSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include <tuple>
#include <vector>
class CapturePointSystem : public PureSystem
class CapturePointHUDSystem : public ImpureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(World* world, EventBroker* eventBroker);
CapturePointHUDSystem(World* world, EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
virtual void Update(double dt) override;
private:
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
/* EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
bool CapturePointSystem::OnCaptured(const Events::Captured& e);
bool CapturePointSystem::OnCaptured(const Events::Captured& e);*/
bool m_WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!
const int m_NotACapturePoint = 999;
int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
//bool m_WinnerWasFound = false;
////need to track these variables for the captureSystem to work as per design!
//const int m_NotACapturePoint = 999;
//int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
//int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
//int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
//int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0;
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//int m_NumberOfCapturePoints = 0;
//std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//std::vector<ComponentWrapper>
////std::vector<ComponentWrapper>
const double m_CaptureTimeToTakeOver = 15.0;
bool m_ResetTimers = false;
//const double m_CaptureTimeToTakeOver = 15.0;
//bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector;
////vectors which will keep track of enter/leave changes
//std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
//std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector;
};
#endif