From 5cdf6db3404904ca799bed8d65e880739d4a6d26 Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Wed, 27 Jan 2016 14:46:45 +0100 Subject: [PATCH 1/7] Modified HealthSystem so it actually publishes the DeathEvent. Modified EPlayerHealthPickup. Fixed 2 tests. Started work on PlayerDeathSystem --- include/Engine/Core/EPlayerDamage.h | 1 + include/Engine/Core/EPlayerHealthPickup.h | 4 +- include/Game/Systems/HealthSystem.h | 2 +- include/Game/Systems/PlayerDeathSystem.h | 39 ++++++++ resources/Schema/Entities/GameMap.xml | 4 +- src/Game/Game.cpp | 2 + src/Game/Systems/HealthSystem.cpp | 45 ++------- src/Game/Systems/PlayerDeathSystem.cpp | 116 ++++++++++++++++++++++ src/Tests/CollisionTest.cpp | 2 +- src/Tests/HealthSystemTest.cpp | 4 +- 10 files changed, 176 insertions(+), 43 deletions(-) create mode 100644 include/Game/Systems/PlayerDeathSystem.h create mode 100644 src/Game/Systems/PlayerDeathSystem.cpp diff --git a/include/Engine/Core/EPlayerDamage.h b/include/Engine/Core/EPlayerDamage.h index a7e135ce..8ba3907e 100644 --- a/include/Engine/Core/EPlayerDamage.h +++ b/include/Engine/Core/EPlayerDamage.h @@ -9,6 +9,7 @@ namespace Events struct PlayerDamage : Event { + //NOTE: this struct is missing information on what the damageSource is EntityWrapper Player; double Damage; }; diff --git a/include/Engine/Core/EPlayerHealthPickup.h b/include/Engine/Core/EPlayerHealthPickup.h index f3158f92..46ed76db 100644 --- a/include/Engine/Core/EPlayerHealthPickup.h +++ b/include/Engine/Core/EPlayerHealthPickup.h @@ -2,15 +2,15 @@ #define EPlayerHealthPickup_h__ #include "EventBroker.h" -#include "../Core/Entity.h" +#include "../Core/EntityWrapper.h" namespace Events { struct PlayerHealthPickup : Event { + EntityWrapper Player; double HealthAmount; - EntityID PlayerHealedID; }; } diff --git a/include/Game/Systems/HealthSystem.h b/include/Game/Systems/HealthSystem.h index 3b069349..46f24630 100644 --- a/include/Game/Systems/HealthSystem.h +++ b/include/Game/Systems/HealthSystem.h @@ -26,7 +26,7 @@ private: EventRelay m_EPlayerDamage; bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e); EventRelay m_EPlayerHealthPickup; - bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e); + bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e); //vector which will keep track of health changes std::vector> m_DeltaHealthVector; diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h new file mode 100644 index 00000000..3f7268ca --- /dev/null +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -0,0 +1,39 @@ +#ifndef PlayerDeathSystem_h__ +#define PlayerDeathSystem_h__ + +#include "Core/System.h" +#include "Input/EInputCommand.h" +#include "Systems/SpawnerSystem.h" +#include "Events/ESpawnerSpawn.h" +#include "Core/EPlayerSpawned.h" +#include "Rendering/ESetCamera.h" +#include "Core/ConfigFile.h" + +#include "Core/EPlayerDeath.h" +//tests +#include "Core/EPlayerDamage.h" + +class PlayerDeathSystem : public ImpureSystem +{ +public: + PlayerDeathSystem(World* world, EventBroker* eventBroker); + + virtual void Update(double dt) override; + +private: + struct SpawnRequest + { + int PlayerID; + ComponentInfo::EnumType Team; + }; + + bool m_NetworkEnabled = false; + std::vector m_SpawnRequests; + std::map m_PlayerEntities; + + EventRelay m_OnInputCommand; + bool OnInputCommand(const Events::InputCommand& e); + EventRelay m_OnPlayerDeath; + bool OnPlayerDeath(Events::PlayerDeath& e); +}; +#endif \ No newline at end of file diff --git a/resources/Schema/Entities/GameMap.xml b/resources/Schema/Entities/GameMap.xml index 97fd3f4d..b37f702d 100644 --- a/resources/Schema/Entities/GameMap.xml +++ b/resources/Schema/Entities/GameMap.xml @@ -139,7 +139,7 @@ - + @@ -201,7 +201,7 @@ - + diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index d13d62d4..b0c10a74 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -7,6 +7,7 @@ #include "Systems/PlayerMovementSystem.h" #include "Systems/SpawnerSystem.h" #include "Systems/PlayerSpawnSystem.h" +#include "Systems/PlayerDeathSystem.h" #include "Core/EntityFileWriter.h" #include "Game/Systems/CapturePointSystem.h" #include "Game/Systems/WeaponSystem.h" @@ -86,6 +87,7 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); m_SystemPipeline->AddSystem(updateOrderLevel); // Populate Octree with collidables diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 9e118070..26d38c69 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -11,38 +11,6 @@ HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker) void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) { - //if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity) - double maxHealth = (double)component["MaxHealth"]; - - //process the DeltaHealthVector and change the entitys health accordingly - for (size_t i = m_DeltaHealthVector.size(); i > 0; i--) - { - auto deltaHP = m_DeltaHealthVector[i - 1]; - //if we have a healthchange for the current player and health is greater than 0, then apply it - if (std::get<0>(deltaHP) == component.EntityID && (double)component["Health"] > 0.0f) { - //get the deltaHP value from the tuple and make sure you dont get more than maxHealth - double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth); - component["Health"] = newHealth; - m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1); - //check if health is <= 0 - if ((double)component["Health"] <= 0.0f) { - component["Health"] = 0.0; - //publish death event - Events::PlayerDeath e; - e.PlayerID = component.EntityID; - m_EventBroker->Publish(e); - //clear the remaining hpDeltas for the dead player - for (size_t j = m_DeltaHealthVector.size(); j > 0; j--) - { - if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID) - m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1); - } - //delete the player and break the loop - m_World->DeleteEntity(entity.ID); - break; - } - } - } } bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) @@ -52,16 +20,23 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) health -= e.Damage; if (health <= 0.0) { + Events::PlayerDeath ePlayerDeath; + ePlayerDeath.PlayerID = e.Player.ID; + m_EventBroker->Publish(ePlayerDeath); + m_World->DeleteEntity(e.Player.ID); } return true; } -bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e) +bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e) { - //save the changed HP to a vector. it will be taken care of in UpdateComponent - m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount)); + ComponentWrapper cHealth = e.Player["Health"]; + double& health = cHealth["Health"]; + //NOTE: its possible to get more than MaxHealth health + health += e.HealthAmount; + return true; } diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp new file mode 100644 index 00000000..dcee3a92 --- /dev/null +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -0,0 +1,116 @@ +#include "Systems/PlayerDeathSystem.h" + +PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker) + : System(m_World, eventBroker) +{ + EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerDeathSystem::OnInputCommand); + EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath); + m_NetworkEnabled = ResourceManager::Load("Config.ini")->Get("Networking.StartNetwork", false); +} + +void PlayerDeathSystem::Update(double dt) +{ + auto playerSpawns = m_World->GetComponents("PlayerSpawn"); + if (playerSpawns == nullptr) { + return; + } + + for (auto& req : m_SpawnRequests) { + for (auto& cPlayerSpawn : *playerSpawns) { + EntityWrapper spawner(m_World, cPlayerSpawn.EntityID); + if (!spawner.HasComponent("Spawner")) { + continue; + } + + // If the spawner has a team affiliation, check it + if (spawner.HasComponent("Team")) { + if ((int)spawner["Team"]["Team"] != req.Team) { + continue; + } + } + + // Spawn the player! + EntityWrapper player = SpawnerSystem::Spawn(spawner); + // Set the player team affiliation + player["Team"]["Team"] = req.Team; + + // Publish a PlayerSpawned event + Events::PlayerSpawned e; + e.PlayerID = req.PlayerID; + e.Player = player; + e.Spawner = spawner; + m_EventBroker->Publish(e); + + } + } + m_SpawnRequests.clear(); +} + +bool PlayerDeathSystem::OnInputCommand(const Events::InputCommand& e) +{ + //testing: Jump -> playerdamage + if (e.Command != "Jump") { + return false; + } + + // 0 = released + if (e.Value != 0) { + return false; + } + + auto players = m_World->GetComponents("Player"); + + for (auto& cPlayer : *players) { + EntityWrapper player(m_World, cPlayer.EntityID); + Events::PlayerDamage e; + e.Player = player; + e.Damage = 50; + m_EventBroker->Publish(e); + } + + + + return true; +} + +bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) +{ + //// When a player is actually spawned (since the actual spawning is handled on the server) + + //// 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); + //} + + //// Store the player for future reference + //m_PlayerEntities[e.PlayerID] = e.Player; + + //// Set the camera to the correct entity + //EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera"); + //if (cameraEntity.Valid()) { + // Events::SetCamera e; + // e.CameraEntity = cameraEntity; + // m_EventBroker->Publish(e); + //} + + //// HACK: Set the player model color to team color + //EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel"); + //if (playerModel.Valid() && e.Player.HasComponent("Team")) { + // ComponentWrapper cTeam = e.Player["Team"]; + // ComponentWrapper cModel = playerModel["Model"]; + // if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) { + // cModel["Color"] = glm::vec3(1.f, 0.f, 0.f); + // } else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) { + // cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f); + // } + //} + + //// TODO: Set the player name to whatever + //EntityWrapper playerName = e.Player.FirstChildByName("PlayerName"); + //if (playerName.Valid()) { + // playerName["Text"]["Content"] = e.PlayerName; + //} + + return true; +} \ No newline at end of file diff --git a/src/Tests/CollisionTest.cpp b/src/Tests/CollisionTest.cpp index 67b6ce19..6cb6c88b 100644 --- a/src/Tests/CollisionTest.cpp +++ b/src/Tests/CollisionTest.cpp @@ -29,7 +29,7 @@ void RayTest(std::string fileName) { Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0)); //using a - here, else we have to init the renderingsystem + //here, else we have to init the renderingsystem ResourceManager::RegisterType("RawModel"); auto unitBox = ResourceManager::Load(fileName); BOOST_REQUIRE(unitBox != nullptr); diff --git a/src/Tests/HealthSystemTest.cpp b/src/Tests/HealthSystemTest.cpp index bdd9ba4b..6a434a9a 100644 --- a/src/Tests/HealthSystemTest.cpp +++ b/src/Tests/HealthSystemTest.cpp @@ -69,8 +69,8 @@ GameHealthSystemTest::GameHealthSystemTest() m_EventBroker->Publish(e3); //damage player with 50 Events::PlayerDamage e; - e.DamageAmount = 50.0f; - e.PlayerDamagedID = healthsID; + e.Damage = 50.0f; +// e.PlayerDamagedID = healthsID; m_EventBroker->Publish(e); //heal some other player with 40 Events::PlayerHealthPickup e2; From 7497ff39d2e3d73ed4a3d34b8345236e575b6cf9 Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Wed, 27 Jan 2016 18:00:31 +0100 Subject: [PATCH 2/7] Simon added Copy method to ComponentWrapper. Its being used in PlayerDeathSystem to copy model,animation,transform. TODO: 3rd person camera, cleanup, tests --- include/Engine/Core/ComponentWrapper.h | 5 ++ include/Engine/Core/EPlayerDeath.h | 3 +- src/Game/Systems/HealthSystem.cpp | 4 +- src/Game/Systems/PlayerDeathSystem.cpp | 69 +++++++++++++++++++++++++- 4 files changed, 77 insertions(+), 4 deletions(-) diff --git a/include/Engine/Core/ComponentWrapper.h b/include/Engine/Core/ComponentWrapper.h index f09bbfe3..1ca0347d 100644 --- a/include/Engine/Core/ComponentWrapper.h +++ b/include/Engine/Core/ComponentWrapper.h @@ -43,6 +43,11 @@ struct ComponentWrapper // Specialization for string literals template void SetField(std::string name, const char(&value)[N]) { Field(name) = std::string(value); } + + void Copy(ComponentWrapper& destination) + { + memcpy(destination.Data, this->Data, Info.Stride); + } struct SubscriptProxy { diff --git a/include/Engine/Core/EPlayerDeath.h b/include/Engine/Core/EPlayerDeath.h index 00ede5ed..53dfd013 100644 --- a/include/Engine/Core/EPlayerDeath.h +++ b/include/Engine/Core/EPlayerDeath.h @@ -2,7 +2,7 @@ #define EPlayerDeath_h__ #include "EventBroker.h" -#include "../Core/Entity.h" +#include "../Core/EntityWrapper.h" namespace Events { @@ -12,6 +12,7 @@ struct PlayerDeath : Event //KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system EntityID KilledBy; EntityID PlayerID; + EntityWrapper Player; std::string KilledByWhat; }; diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 26d38c69..102a4be6 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -22,9 +22,9 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) if (health <= 0.0) { Events::PlayerDeath ePlayerDeath; ePlayerDeath.PlayerID = e.Player.ID; + ePlayerDeath.Player = e.Player; m_EventBroker->Publish(ePlayerDeath); - - m_World->DeleteEntity(e.Player.ID); + //m_World->DeleteEntity(e.Player.ID); } return true; diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index dcee3a92..ab20dbce 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -112,5 +112,72 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) // playerName["Text"]["Content"] = e.PlayerName; //} + //m_World->DeleteEntity(e.Player.ID); + + //koppla till en kamera modell för att explodera den + + auto cameras = m_World->GetComponents("Camera"); + + for (auto& someCamera : *cameras) { + EntityWrapper entity = EntityWrapper(m_World, someCamera.EntityID); + auto cameraID = entity.ID; + auto modelID = entity.FirstChildByName("HUD"); + auto weapID = entity.FirstChildByName("Weapon").ID; + + // auto modelID = m_World->GetComponent(e.PlayerID, "Camera"); + ComponentWrapper& explosionEffect = m_World->AttachComponent(weapID, "ExplosionEffect"); + ComponentWrapper& lifeTime = m_World->AttachComponent(weapID, "Lifetime"); + (glm::vec3)explosionEffect["ExplosionOrigin"] = glm::vec3(0, 0, 0); + //explosionEffect["ExplosionOrigin"] = e.Player["Transform"]["Position"]; + (double)explosionEffect["TimeSinceDeath"] = 0.0; + (double)explosionEffect["ExplosionDuration"] = 2.0; + explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1); + (bool)explosionEffect["Randomness"] = false; + (double)explosionEffect["RandomnessScalar"] = 1.0; + (glm::vec2)explosionEffect["Velocity"] = glm::vec2(1, 1); + (bool)explosionEffect["ColorByDistance"] = false; + (bool)explosionEffect["ExponentialAccelaration"] = false; + lifeTime["Lifetime"] = 2.0; + } + + + auto t = e.Player.FirstChildByName("PlayerModel"); + auto playerEntityModel = t["Model"]; + auto playerEntityAnimation = t["Animation"]; + auto playerEntityTransform = t["Transform"]; + //auto playerEntityModel = e.Player["PlayerModel"]; +// ComponentWrapper& playerEntityModel = e.Player.FirstChildByName("PlayerModel"); + + auto newEntity = m_World->CreateEntity(); + ComponentWrapper& newEntityModel = m_World->AttachComponent(newEntity, "Model"); + ComponentWrapper& newAnimationModel = m_World->AttachComponent(newEntity, "Animation"); + ComponentWrapper& newTransformModel = m_World->AttachComponent(newEntity, "Transform"); + + //ComponentWrapper& playerEntityModel = m_World->GetComponent(e.PlayerID, "PlayerModel"); + playerEntityModel.Copy(newEntityModel); + playerEntityAnimation.Copy(newAnimationModel); + playerEntityTransform.Copy(newTransformModel); + newAnimationModel["Speed"] = (double)0.0; + auto t2 = e.Player["Transform"]["Position"]; + newTransformModel["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; + newTransformModel["Scale"] = glm::vec3(5, 5, 5); + //auto tr = m_World->GetComponent(newEntityModel.EntityID, "Transform"); + //tr["Position"] = glm::vec3(0, 50, 0); + + ComponentWrapper& explosionEffect = m_World->AttachComponent(newEntityModel.EntityID, "ExplosionEffect"); + ComponentWrapper& lifeTime = m_World->AttachComponent(newEntityModel.EntityID, "Lifetime"); + (glm::vec3)explosionEffect["ExplosionOrigin"] = (glm::vec3)e.Player["Transform"]["Position"]; + //explosionEffect["ExplosionOrigin"] = e.Player["Transform"]["Position"]; + (double)explosionEffect["TimeSinceDeath"] = 0.0; + (double)explosionEffect["ExplosionDuration"] = 8.0; + explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1); + (bool)explosionEffect["Randomness"] = false; + (double)explosionEffect["RandomnessScalar"] = 1.0; + (glm::vec2)explosionEffect["Velocity"] = glm::vec2(1, 1); + (bool)explosionEffect["ColorByDistance"] = false; + (bool)explosionEffect["ExponentialAccelaration"] = false; + lifeTime["Lifetime"] = 8.0; + return true; -} \ No newline at end of file +} +//on deathanim done -> del entity From df05f1909b08b37a3e02d86e1a73730d6b2b7f5a Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Thu, 28 Jan 2016 11:43:38 +0100 Subject: [PATCH 3/7] Completed the code to trigger the 3rd person camera on death. Cleaned up PlayerDeathSystem. Fixed HealthSystemTest. Removed the test for PlayerDeathSystem --- include/Game/Systems/PlayerDeathSystem.h | 18 +-- src/Game/Systems/HealthSystem.cpp | 2 +- src/Game/Systems/PlayerDeathSystem.cpp | 191 +++++------------------ src/Tests/HealthSystemTest.cpp | 22 ++- 4 files changed, 52 insertions(+), 181 deletions(-) diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h index 3f7268ca..c59aea03 100644 --- a/include/Game/Systems/PlayerDeathSystem.h +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -3,15 +3,11 @@ #include "Core/System.h" #include "Input/EInputCommand.h" -#include "Systems/SpawnerSystem.h" -#include "Events/ESpawnerSpawn.h" -#include "Core/EPlayerSpawned.h" +#include "GLM.h" #include "Rendering/ESetCamera.h" #include "Core/ConfigFile.h" #include "Core/EPlayerDeath.h" -//tests -#include "Core/EPlayerDamage.h" class PlayerDeathSystem : public ImpureSystem { @@ -21,18 +17,6 @@ public: virtual void Update(double dt) override; private: - struct SpawnRequest - { - int PlayerID; - ComponentInfo::EnumType Team; - }; - - bool m_NetworkEnabled = false; - std::vector m_SpawnRequests; - std::map m_PlayerEntities; - - EventRelay m_OnInputCommand; - bool OnInputCommand(const Events::InputCommand& e); EventRelay m_OnPlayerDeath; bool OnPlayerDeath(Events::PlayerDeath& e); }; diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 102a4be6..1b747046 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -24,7 +24,7 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) ePlayerDeath.PlayerID = e.Player.ID; ePlayerDeath.Player = e.Player; m_EventBroker->Publish(ePlayerDeath); - //m_World->DeleteEntity(e.Player.ID); + //Note: we will delete the entity in PlayerDeathSystem } return true; diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index ab20dbce..7085a23f 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -3,181 +3,72 @@ PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker) : System(m_World, eventBroker) { - EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerDeathSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath); - m_NetworkEnabled = ResourceManager::Load("Config.ini")->Get("Networking.StartNetwork", false); } void PlayerDeathSystem::Update(double dt) { - auto playerSpawns = m_World->GetComponents("PlayerSpawn"); - if (playerSpawns == nullptr) { - return; - } - - for (auto& req : m_SpawnRequests) { - for (auto& cPlayerSpawn : *playerSpawns) { - EntityWrapper spawner(m_World, cPlayerSpawn.EntityID); - if (!spawner.HasComponent("Spawner")) { - continue; - } - - // If the spawner has a team affiliation, check it - if (spawner.HasComponent("Team")) { - if ((int)spawner["Team"]["Team"] != req.Team) { - continue; - } - } - - // Spawn the player! - EntityWrapper player = SpawnerSystem::Spawn(spawner); - // Set the player team affiliation - player["Team"]["Team"] = req.Team; - - // Publish a PlayerSpawned event - Events::PlayerSpawned e; - e.PlayerID = req.PlayerID; - e.Player = player; - e.Spawner = spawner; - m_EventBroker->Publish(e); - - } - } - m_SpawnRequests.clear(); -} - -bool PlayerDeathSystem::OnInputCommand(const Events::InputCommand& e) -{ - //testing: Jump -> playerdamage - if (e.Command != "Jump") { - return false; - } - - // 0 = released - if (e.Value != 0) { - return false; - } - - auto players = m_World->GetComponents("Player"); - - for (auto& cPlayer : *players) { - EntityWrapper player(m_World, cPlayer.EntityID); - Events::PlayerDamage e; - e.Player = player; - e.Damage = 50; - m_EventBroker->Publish(e); - } - - - - return true; } bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) { - //// When a player is actually spawned (since the actual spawning is handled on the server) - - //// 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); - //} - - //// Store the player for future reference - //m_PlayerEntities[e.PlayerID] = e.Player; - - //// Set the camera to the correct entity - //EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera"); - //if (cameraEntity.Valid()) { - // Events::SetCamera e; - // e.CameraEntity = cameraEntity; - // m_EventBroker->Publish(e); - //} - - //// HACK: Set the player model color to team color - //EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel"); - //if (playerModel.Valid() && e.Player.HasComponent("Team")) { - // ComponentWrapper cTeam = e.Player["Team"]; - // ComponentWrapper cModel = playerModel["Model"]; - // if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) { - // cModel["Color"] = glm::vec3(1.f, 0.f, 0.f); - // } else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) { - // cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f); - // } - //} - - //// TODO: Set the player name to whatever - //EntityWrapper playerName = e.Player.FirstChildByName("PlayerName"); - //if (playerName.Valid()) { - // playerName["Text"]["Content"] = e.PlayerName; - //} - - //m_World->DeleteEntity(e.Player.ID); - - //koppla till en kamera modell för att explodera den - - auto cameras = m_World->GetComponents("Camera"); - - for (auto& someCamera : *cameras) { - EntityWrapper entity = EntityWrapper(m_World, someCamera.EntityID); - auto cameraID = entity.ID; - auto modelID = entity.FirstChildByName("HUD"); - auto weapID = entity.FirstChildByName("Weapon").ID; - - // auto modelID = m_World->GetComponent(e.PlayerID, "Camera"); - ComponentWrapper& explosionEffect = m_World->AttachComponent(weapID, "ExplosionEffect"); - ComponentWrapper& lifeTime = m_World->AttachComponent(weapID, "Lifetime"); - (glm::vec3)explosionEffect["ExplosionOrigin"] = glm::vec3(0, 0, 0); - //explosionEffect["ExplosionOrigin"] = e.Player["Transform"]["Position"]; - (double)explosionEffect["TimeSinceDeath"] = 0.0; - (double)explosionEffect["ExplosionDuration"] = 2.0; - explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1); - (bool)explosionEffect["Randomness"] = false; - (double)explosionEffect["RandomnessScalar"] = 1.0; - (glm::vec2)explosionEffect["Velocity"] = glm::vec2(1, 1); - (bool)explosionEffect["ColorByDistance"] = false; - (bool)explosionEffect["ExponentialAccelaration"] = false; - lifeTime["Lifetime"] = 2.0; - } - - - auto t = e.Player.FirstChildByName("PlayerModel"); - auto playerEntityModel = t["Model"]; - auto playerEntityAnimation = t["Animation"]; - auto playerEntityTransform = t["Transform"]; - //auto playerEntityModel = e.Player["PlayerModel"]; -// ComponentWrapper& playerEntityModel = e.Player.FirstChildByName("PlayerModel"); + //current components for player that we need + auto playerModelEWrapper = e.Player.FirstChildByName("PlayerModel"); + auto playerEntityModel = playerModelEWrapper["Model"]; + auto playerEntityAnimation = playerModelEWrapper["Animation"]; + auto playerEntityTransform = playerModelEWrapper["Transform"]; + //create new entity with those components + //graphics bug: model must have an animationcomponent to be able to display it auto newEntity = m_World->CreateEntity(); ComponentWrapper& newEntityModel = m_World->AttachComponent(newEntity, "Model"); ComponentWrapper& newAnimationModel = m_World->AttachComponent(newEntity, "Animation"); ComponentWrapper& newTransformModel = m_World->AttachComponent(newEntity, "Transform"); - - //ComponentWrapper& playerEntityModel = m_World->GetComponent(e.PlayerID, "PlayerModel"); playerEntityModel.Copy(newEntityModel); playerEntityAnimation.Copy(newAnimationModel); playerEntityTransform.Copy(newTransformModel); - newAnimationModel["Speed"] = (double)0.0; - auto t2 = e.Player["Transform"]["Position"]; - newTransformModel["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; - newTransformModel["Scale"] = glm::vec3(5, 5, 5); - //auto tr = m_World->GetComponent(newEntityModel.EntityID, "Transform"); - //tr["Position"] = glm::vec3(0, 50, 0); - ComponentWrapper& explosionEffect = m_World->AttachComponent(newEntityModel.EntityID, "ExplosionEffect"); - ComponentWrapper& lifeTime = m_World->AttachComponent(newEntityModel.EntityID, "Lifetime"); + //change the animation speed and make sure the explosioneffect spawns at the players position + newAnimationModel["Speed"] = (double)0.0; + newEntityModel["Color"] = glm::vec4(1, 0, 0, 1); + newTransformModel["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; + newTransformModel["Scale"] = glm::vec3(1, 1, 1); + + //add the explosion with a lifetime + ComponentWrapper& explosionEffect = m_World->AttachComponent(newEntity, "ExplosionEffect"); + ComponentWrapper& lifeTime = m_World->AttachComponent(newEntity, "Lifetime"); (glm::vec3)explosionEffect["ExplosionOrigin"] = (glm::vec3)e.Player["Transform"]["Position"]; - //explosionEffect["ExplosionOrigin"] = e.Player["Transform"]["Position"]; (double)explosionEffect["TimeSinceDeath"] = 0.0; (double)explosionEffect["ExplosionDuration"] = 8.0; - explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1); + (glm::vec4)explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1); (bool)explosionEffect["Randomness"] = false; (double)explosionEffect["RandomnessScalar"] = 1.0; - (glm::vec2)explosionEffect["Velocity"] = glm::vec2(1, 1); + (glm::vec2)explosionEffect["Velocity"] = glm::vec2(0.1f, 0.1f); (bool)explosionEffect["ColorByDistance"] = false; (bool)explosionEffect["ExponentialAccelaration"] = false; - lifeTime["Lifetime"] = 8.0; + lifeTime["Lifetime"] = (double)8.0; + //create a camera (with lifetime) slightly above the player and look down at the player + auto cameraEntity = m_World->CreateEntity(); + ComponentWrapper& thirdPersonCameraLifeTime = m_World->AttachComponent(cameraEntity, "Lifetime"); + ComponentWrapper& thirdPersonCamera = m_World->AttachComponent(cameraEntity, "Camera"); + ComponentWrapper& thirdPersonCameraTransform = m_World->AttachComponent(cameraEntity, "Transform"); + auto pos = (glm::vec3)e.Player["Transform"]["Position"]; + pos.y += 10.0f; + thirdPersonCameraTransform["Position"] = (glm::vec3)pos; + //http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/ + thirdPersonCameraTransform["Orientation"] = glm::vec3(-0.7f, 1.46f, 0.8f); + thirdPersonCamera["FOV"] = 120.0; + thirdPersonCamera["NearClip"] = 0.1; + thirdPersonCamera["FarClip"] = 10000.0; + thirdPersonCameraLifeTime["Lifetime"] = (double)1.0; + + //set 3rd person camera + Events::SetCamera eSetCamera; + eSetCamera.CameraEntity = EntityWrapper(m_World, cameraEntity); + m_EventBroker->Publish(eSetCamera); + + //on deathanim done -> del entity + m_World->DeleteEntity(e.Player.ID); return true; } -//on deathanim done -> del entity diff --git a/src/Tests/HealthSystemTest.cpp b/src/Tests/HealthSystemTest.cpp index 6a434a9a..280b8d14 100644 --- a/src/Tests/HealthSystemTest.cpp +++ b/src/Tests/HealthSystemTest.cpp @@ -54,36 +54,32 @@ GameHealthSystemTest::GameHealthSystemTest() //The Test //create entity which has transform,player,model,health in it. i.e. is a player EntityID playerID = m_World->CreateEntity(); - ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform"); - ComponentWrapper model = m_World->AttachComponent(playerID, "Model"); - model["Resource"] = "Models/Core/UnitSphere.mesh"; // 360NoScope UnitSphere ComponentWrapper player = m_World->AttachComponent(playerID, "Player"); ComponentWrapper health = m_World->AttachComponent(playerID, "Health"); healthsID = playerID; - double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"]; + + EntityID playerID2 = m_World->CreateEntity(); + ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player"); + ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health"); //heal player with 40 Events::PlayerHealthPickup e3; e3.HealthAmount = 40.0f; - e3.PlayerHealedID = healthsID; + e3.Player = EntityWrapper(m_World, player.EntityID); m_EventBroker->Publish(e3); + //damage player with 50 Events::PlayerDamage e; e.Damage = 50.0f; -// e.PlayerDamagedID = healthsID; + e.Player = EntityWrapper(m_World, player.EntityID); m_EventBroker->Publish(e); + //heal some other player with 40 Events::PlayerHealthPickup e2; e2.HealthAmount = 40.0f; - e2.PlayerHealedID = healthsID + 1; + e2.Player = EntityWrapper(m_World, player2.EntityID); m_EventBroker->Publish(e2); - EntityID playerID2 = m_World->CreateEntity(); - ComponentWrapper transform2 = m_World->AttachComponent(playerID2, "Transform"); - ComponentWrapper model2 = m_World->AttachComponent(playerID2, "Model"); - model2["Resource"] = "Models/Core/UnitSphere.mesh"; // 360NoScope UnitSphere - ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player"); - ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health"); //END TEST } From 5e472cd69c9a24bc090211c7c15daf10ea6ee0bc Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Tue, 2 Feb 2016 17:18:12 +0100 Subject: [PATCH 4/7] DeathExplosion is now an XML file, changed PlayerDeathSystem accordingly. The effect should show as soon as the explosioneffect-fix is merged into master. TODO: remove the test --- include/Engine/Core/EPlayerDeath.h | 2 - include/Game/Systems/PlayerDeathSystem.h | 8 ++ .../PlayerDeathExplosionWithCamera.xml | 48 +++++++++ src/Game/Systems/HealthSystem.cpp | 1 - src/Game/Systems/PlayerDeathSystem.cpp | 102 +++++++++--------- src/Tests/CapturePointTest.cpp | 8 +- 6 files changed, 114 insertions(+), 55 deletions(-) create mode 100644 resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml diff --git a/include/Engine/Core/EPlayerDeath.h b/include/Engine/Core/EPlayerDeath.h index 53dfd013..363745a6 100644 --- a/include/Engine/Core/EPlayerDeath.h +++ b/include/Engine/Core/EPlayerDeath.h @@ -10,8 +10,6 @@ namespace Events struct PlayerDeath : Event { //KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system - EntityID KilledBy; - EntityID PlayerID; EntityWrapper Player; std::string KilledByWhat; }; diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h index c59aea03..4734947e 100644 --- a/include/Game/Systems/PlayerDeathSystem.h +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -7,7 +7,11 @@ #include "Rendering/ESetCamera.h" #include "Core/ConfigFile.h" +#include "Core/EntityFile.h" +#include "Core/EntityFileParser.h" + #include "Core/EPlayerDeath.h" +#include "Core/EPlayerDamage.h" class PlayerDeathSystem : public ImpureSystem { @@ -19,5 +23,9 @@ public: private: EventRelay m_OnPlayerDeath; bool OnPlayerDeath(Events::PlayerDeath& e); + + EventRelay m_OnInputCommand; + bool OnInputCommand(const Events::InputCommand& e); + }; #endif \ No newline at end of file diff --git a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml new file mode 100644 index 00000000..bdebbfe7 --- /dev/null +++ b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml @@ -0,0 +1,48 @@ + + + + + + Hold Pos + + 0 + + + 8 + + + 0 + 8 + + + + Models/AssaultAnimated.mesh + + true + + + + + + + + + + + 1 + + + 120 + 0.1 + 10000 + + + + + + + + + + + diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 1b747046..18a15828 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -21,7 +21,6 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) if (health <= 0.0) { Events::PlayerDeath ePlayerDeath; - ePlayerDeath.PlayerID = e.Player.ID; ePlayerDeath.Player = e.Player; m_EventBroker->Publish(ePlayerDeath); //Note: we will delete the entity in PlayerDeathSystem diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index 7085a23f..d57caefc 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -3,69 +3,75 @@ PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker) : System(m_World, eventBroker) { + EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerDeathSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath); } +bool PlayerDeathSystem::OnInputCommand(const Events::InputCommand& e) +{ + //testing: Jump > playerdamage + if (e.Command != "Jump") { + return false; + + } + + // 0 = released + if (e.Value != 0) { + return false; + + } + + auto players = m_World->GetComponents("Player"); + + for (auto& cPlayer : *players) { + EntityWrapper player(m_World, cPlayer.EntityID); + Events::PlayerDamage e; + e.Player = player; + e.Damage = 50; + m_EventBroker->Publish(e); + + } + + + + return true; +} + void PlayerDeathSystem::Update(double dt) { } bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) { - //current components for player that we need - auto playerModelEWrapper = e.Player.FirstChildByName("PlayerModel"); - auto playerEntityModel = playerModelEWrapper["Model"]; - auto playerEntityAnimation = playerModelEWrapper["Animation"]; - auto playerEntityTransform = playerModelEWrapper["Transform"]; + //LOAD THE XML + auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); - //create new entity with those components - //graphics bug: model must have an animationcomponent to be able to display it - auto newEntity = m_World->CreateEntity(); - ComponentWrapper& newEntityModel = m_World->AttachComponent(newEntity, "Model"); - ComponentWrapper& newAnimationModel = m_World->AttachComponent(newEntity, "Animation"); - ComponentWrapper& newTransformModel = m_World->AttachComponent(newEntity, "Transform"); - playerEntityModel.Copy(newEntityModel); - playerEntityAnimation.Copy(newAnimationModel); - playerEntityTransform.Copy(newTransformModel); + EntityFileParser parser(deathEffect); + EntityID deathEffectID = parser.MergeEntities(m_World); + EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID); + + //current components for player that we need + auto playerModelEW = e.Player.FirstChildByName("PlayerModel"); + auto playerEntityModel = playerModelEW["Model"]; + auto playerEntityTransform = playerModelEW["Transform"]; + + //copy the data from player to new playermodel + playerEntityModel.Copy(deathEffectEW["Model"]); + playerEntityTransform.Copy(deathEffectEW["Transform"]); //change the animation speed and make sure the explosioneffect spawns at the players position - newAnimationModel["Speed"] = (double)0.0; - newEntityModel["Color"] = glm::vec4(1, 0, 0, 1); - newTransformModel["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; - newTransformModel["Scale"] = glm::vec3(1, 1, 1); - - //add the explosion with a lifetime - ComponentWrapper& explosionEffect = m_World->AttachComponent(newEntity, "ExplosionEffect"); - ComponentWrapper& lifeTime = m_World->AttachComponent(newEntity, "Lifetime"); - (glm::vec3)explosionEffect["ExplosionOrigin"] = (glm::vec3)e.Player["Transform"]["Position"]; - (double)explosionEffect["TimeSinceDeath"] = 0.0; - (double)explosionEffect["ExplosionDuration"] = 8.0; - (glm::vec4)explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1); - (bool)explosionEffect["Randomness"] = false; - (double)explosionEffect["RandomnessScalar"] = 1.0; - (glm::vec2)explosionEffect["Velocity"] = glm::vec2(0.1f, 0.1f); - (bool)explosionEffect["ColorByDistance"] = false; - (bool)explosionEffect["ExponentialAccelaration"] = false; - lifeTime["Lifetime"] = (double)8.0; - - //create a camera (with lifetime) slightly above the player and look down at the player - auto cameraEntity = m_World->CreateEntity(); - ComponentWrapper& thirdPersonCameraLifeTime = m_World->AttachComponent(cameraEntity, "Lifetime"); - ComponentWrapper& thirdPersonCamera = m_World->AttachComponent(cameraEntity, "Camera"); - ComponentWrapper& thirdPersonCameraTransform = m_World->AttachComponent(cameraEntity, "Transform"); - auto pos = (glm::vec3)e.Player["Transform"]["Position"]; - pos.y += 10.0f; - thirdPersonCameraTransform["Position"] = (glm::vec3)pos; //http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/ - thirdPersonCameraTransform["Orientation"] = glm::vec3(-0.7f, 1.46f, 0.8f); - thirdPersonCamera["FOV"] = 120.0; - thirdPersonCamera["NearClip"] = 0.1; - thirdPersonCamera["FarClip"] = 10000.0; - thirdPersonCameraLifeTime["Lifetime"] = (double)1.0; + auto playerPosition = (glm::vec3)e.Player["Transform"]["Position"]; + deathEffectEW["Transform"]["Position"] = playerPosition; + deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = playerPosition; - //set 3rd person camera + //camera (with lifetime) slightly above the player and looking down at the player + //camera will be positioned just above the player + glm::vec3 cameraPosition = glm::vec3(0, 10, 0); + auto cam = deathEffectEW.FirstChildByName("Camera"); + cam["Transform"]["Position"] = cameraPosition; Events::SetCamera eSetCamera; - eSetCamera.CameraEntity = EntityWrapper(m_World, cameraEntity); + eSetCamera.CameraEntity = cam; m_EventBroker->Publish(eSetCamera); //on deathanim done -> del entity diff --git a/src/Tests/CapturePointTest.cpp b/src/Tests/CapturePointTest.cpp index ffb01030..2c7bf430 100644 --- a/src/Tests/CapturePointTest.cpp +++ b/src/Tests/CapturePointTest.cpp @@ -255,14 +255,14 @@ void CapturePointTest::TestSetup8() } void CapturePointTest::DoTouchEvent(EntityID whoDidSomething, EntityID onWhatObject) { Events::TriggerTouch touchEvent; - touchEvent.Entity = whoDidSomething; - touchEvent.Trigger = onWhatObject; + touchEvent.Entity = EntityWrapper(m_World, whoDidSomething); + touchEvent.Trigger = EntityWrapper(m_World, onWhatObject); m_EventBroker->Publish(touchEvent); } void CapturePointTest::DoLeaveEvent(EntityID whoDidSomething, EntityID onWhatObject) { Events::TriggerLeave leaveEvent; - leaveEvent.Entity = whoDidSomething; - leaveEvent.Trigger = onWhatObject; + leaveEvent.Entity = EntityWrapper(m_World, whoDidSomething); + leaveEvent.Trigger = EntityWrapper(m_World, onWhatObject); m_EventBroker->Publish(leaveEvent); } void CapturePointTest::TestSuccess1() { From 2961f198b3e71546405343e34f7fa0e4a7175b4c Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Wed, 3 Feb 2016 11:48:22 +0100 Subject: [PATCH 5/7] PlayerDeathSystem is now working well. Changed so the model is oriented correctly. Changed so camera is behind the player. Copied the current animation and froze it. --- .../PlayerDeathExplosionWithCamera.xml | 5 ++- src/Game/Systems/PlayerDeathSystem.cpp | 37 ++++++++++--------- 2 files changed, 22 insertions(+), 20 deletions(-) diff --git a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml index bdebbfe7..ff33476d 100644 --- a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml +++ b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml @@ -8,12 +8,13 @@ 0 - 8 + 4 0 - 8 + 4 + Models/AssaultAnimated.mesh diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index d57caefc..d6680928 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -43,38 +43,39 @@ void PlayerDeathSystem::Update(double dt) bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) { - //LOAD THE XML + //load the explosioneffect XML auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); EntityFileParser parser(deathEffect); EntityID deathEffectID = parser.MergeEntities(m_World); EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID); - - //current components for player that we need - auto playerModelEW = e.Player.FirstChildByName("PlayerModel"); - auto playerEntityModel = playerModelEW["Model"]; - auto playerEntityTransform = playerModelEW["Transform"]; - //copy the data from player to new playermodel + //components that we need from player + auto playerCamera = e.Player.FirstChildByName("Camera"); + auto playerEntityModel = e.Player.FirstChildByName("PlayerModel")["Model"]; + auto playerEntityAnimation = e.Player.FirstChildByName("PlayerModel")["Animation"]; + + //copy the data from player to explisioneffectmodel playerEntityModel.Copy(deathEffectEW["Model"]); - playerEntityTransform.Copy(deathEffectEW["Transform"]); + playerEntityAnimation.Copy(deathEffectEW["Animation"]); + //freeze the animation + deathEffectEW["Animation"]["Speed"] = 0.0; - //change the animation speed and make sure the explosioneffect spawns at the players position - //http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/ - auto playerPosition = (glm::vec3)e.Player["Transform"]["Position"]; - deathEffectEW["Transform"]["Position"] = playerPosition; - deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = playerPosition; + //copy the models position,orientation + deathEffectEW["Transform"]["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; + deathEffectEW["Transform"]["Orientation"] = (glm::vec3)e.Player["Transform"]["Orientation"]; + //effect,camera is relative to playersPosition + deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0); - //camera (with lifetime) slightly above the player and looking down at the player - //camera will be positioned just above the player - glm::vec3 cameraPosition = glm::vec3(0, 10, 0); + //camera (with lifetime) behind the player auto cam = deathEffectEW.FirstChildByName("Camera"); - cam["Transform"]["Position"] = cameraPosition; + cam["Transform"]["Position"] = glm::vec3(0, 2.5f, 1.8f); + cam["Transform"]["Orientation"] = glm::vec3(5.655f, 0, 0); Events::SetCamera eSetCamera; eSetCamera.CameraEntity = cam; m_EventBroker->Publish(eSetCamera); - //on deathanim done -> del entity + //done -> del entity m_World->DeleteEntity(e.Player.ID); return true; } From 0bbaf1d57678e6e7745d4fe55466b3330a2f2afe Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Thu, 4 Feb 2016 10:04:44 +0100 Subject: [PATCH 6/7] Oops! Removed DebugCode... --- include/Game/Systems/PlayerDeathSystem.h | 5 ---- src/Game/Systems/PlayerDeathSystem.cpp | 31 ------------------------ 2 files changed, 36 deletions(-) diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h index 4734947e..7d989dbf 100644 --- a/include/Game/Systems/PlayerDeathSystem.h +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -11,7 +11,6 @@ #include "Core/EntityFileParser.h" #include "Core/EPlayerDeath.h" -#include "Core/EPlayerDamage.h" class PlayerDeathSystem : public ImpureSystem { @@ -23,9 +22,5 @@ public: private: EventRelay m_OnPlayerDeath; bool OnPlayerDeath(Events::PlayerDeath& e); - - EventRelay m_OnInputCommand; - bool OnInputCommand(const Events::InputCommand& e); - }; #endif \ No newline at end of file diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index d6680928..f7fe1ab5 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -3,40 +3,9 @@ PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker) : System(m_World, eventBroker) { - EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerDeathSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath); } -bool PlayerDeathSystem::OnInputCommand(const Events::InputCommand& e) -{ - //testing: Jump > playerdamage - if (e.Command != "Jump") { - return false; - - } - - // 0 = released - if (e.Value != 0) { - return false; - - } - - auto players = m_World->GetComponents("Player"); - - for (auto& cPlayer : *players) { - EntityWrapper player(m_World, cPlayer.EntityID); - Events::PlayerDamage e; - e.Player = player; - e.Damage = 50; - m_EventBroker->Publish(e); - - } - - - - return true; -} - void PlayerDeathSystem::Update(double dt) { } From 99cbdd3c1e668b85603ed3fa07d5f9f84ff6f7fa Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Mon, 8 Feb 2016 11:39:29 +0100 Subject: [PATCH 7/7] Player death effect fixes --- include/Game/Systems/PlayerDeathSystem.h | 3 ++ include/Game/Systems/PlayerSpawnSystem.h | 1 + .../PlayerDeathExplosionWithCamera.xml | 30 +++++++---------- src/Game/Systems/PlayerDeathSystem.cpp | 33 +++++++++++-------- src/Game/Systems/PlayerSpawnSystem.cpp | 4 ++- 5 files changed, 39 insertions(+), 32 deletions(-) diff --git a/include/Game/Systems/PlayerDeathSystem.h b/include/Game/Systems/PlayerDeathSystem.h index 7d989dbf..988dad57 100644 --- a/include/Game/Systems/PlayerDeathSystem.h +++ b/include/Game/Systems/PlayerDeathSystem.h @@ -22,5 +22,8 @@ public: private: EventRelay m_OnPlayerDeath; bool OnPlayerDeath(Events::PlayerDeath& e); + + void createDeathEffect(EntityWrapper player); + }; #endif \ No newline at end of file diff --git a/include/Game/Systems/PlayerSpawnSystem.h b/include/Game/Systems/PlayerSpawnSystem.h index b0ff1d79..f5aa7b82 100644 --- a/include/Game/Systems/PlayerSpawnSystem.h +++ b/include/Game/Systems/PlayerSpawnSystem.h @@ -3,6 +3,7 @@ #include "Systems/SpawnerSystem.h" #include "Events/ESpawnerSpawn.h" #include "Core/EPlayerSpawned.h" +#include "Core/EPlayerDeath.h" #include "Rendering/ESetCamera.h" #include "Core/ConfigFile.h" diff --git a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml index ff33476d..8a9f5e5b 100644 --- a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml +++ b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml @@ -4,17 +4,18 @@ Hold Pos - - 0 - 4 + 2.5 - 0 - 4 - - + true + + + true + 3 + + true Models/AssaultAnimated.mesh @@ -22,24 +23,17 @@ true - + - - 1 - - - 120 - 0.1 - 10000 - + - - + + diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index f7fe1ab5..60c31ce5 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -11,18 +11,31 @@ void PlayerDeathSystem::Update(double dt) } bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) +{ + if (!e.Player.Valid()) { + return false; + } + + createDeathEffect(e.Player); + + // Delete player + m_World->DeleteEntity(e.Player.ID); + + return true; +} + +void PlayerDeathSystem::createDeathEffect(EntityWrapper player) { //load the explosioneffect XML auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); - EntityFileParser parser(deathEffect); EntityID deathEffectID = parser.MergeEntities(m_World); EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID); //components that we need from player - auto playerCamera = e.Player.FirstChildByName("Camera"); - auto playerEntityModel = e.Player.FirstChildByName("PlayerModel")["Model"]; - auto playerEntityAnimation = e.Player.FirstChildByName("PlayerModel")["Animation"]; + auto playerCamera = player.FirstChildByName("Camera"); + auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"]; + auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"]; //copy the data from player to explisioneffectmodel playerEntityModel.Copy(deathEffectEW["Model"]); @@ -31,20 +44,14 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) deathEffectEW["Animation"]["Speed"] = 0.0; //copy the models position,orientation - deathEffectEW["Transform"]["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; - deathEffectEW["Transform"]["Orientation"] = (glm::vec3)e.Player["Transform"]["Orientation"]; + deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"]; + deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"]; //effect,camera is relative to playersPosition - deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0); + //deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0); //camera (with lifetime) behind the player auto cam = deathEffectEW.FirstChildByName("Camera"); - cam["Transform"]["Position"] = glm::vec3(0, 2.5f, 1.8f); - cam["Transform"]["Orientation"] = glm::vec3(5.655f, 0, 0); Events::SetCamera eSetCamera; eSetCamera.CameraEntity = cam; m_EventBroker->Publish(eSetCamera); - - //done -> del entity - m_World->DeleteEntity(e.Player.ID); - return true; } diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 7db6e8ff..5f46cce3 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -75,7 +75,9 @@ 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