CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.

Added variable in the CapturePoint component:  CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
This commit is contained in:
verysecrethero
2016-01-13 11:41:01 +01:00
parent 3a1056a2c3
commit 7a8604bf2b
6 changed files with 91 additions and 19 deletions
+10 -1
View File
@@ -83,7 +83,16 @@ CapturePointTest::CapturePointTest(int runTestNumber)
ComponentWrapper& capturePoint = m_World->AttachComponent(capturePointID, "CapturePoint");
//this capturePoint is homeBase for team 2
capturePoint["IsHomeCapturePointForTeamNumber"] = 2;
capturePoint["CapturePointNumber"] = 0;
m_CapturePointID = capturePointID;
EntityID capturePointID2 = m_World->CreateEntity();
ComponentWrapper& capturePoint2 = m_World->AttachComponent(capturePointID2, "CapturePoint");
//this capturePoint is homeBase for team 1
capturePoint2["IsHomeCapturePointForTeamNumber"] = 1;
capturePoint2["CapturePointNumber"] = 1;
m_CapturePointID2 = capturePointID2;
m_RunTestNumber = runTestNumber;
//add some touch/leave events
@@ -104,7 +113,7 @@ CapturePointTest::CapturePointTest(int runTestNumber)
Events::TriggerTouch eTriggerTouched3;
eTriggerTouched3.Entity = m_PlayerID;
eTriggerTouched3.Trigger = m_CapturePointID;
eTriggerTouched3.Trigger = m_CapturePointID2;
m_EventBroker->Publish(eTriggerTouched3);
//init glfw so dt works