Added a very basic PlayerSystem, and a PlayerComponent.
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@@ -10,16 +10,17 @@ class System
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friend class SystemPipeline;
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public:
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System(const EventBroker* eventBroker, std::string componentType)
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System(EventBroker* eventBroker, std::string componentType)
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: m_EventBroker(eventBroker)
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, m_ComponentType(componentType)
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{ }
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virtual void Initialize();
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virtual void Update(World* world, ComponentWrapper& component, double dt) = 0;
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private:
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const EventBroker* m_EventBroker;
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std::string m_ComponentType;
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EventBroker* m_EventBroker;
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};
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#endif
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@@ -9,7 +9,7 @@
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class SystemPipeline
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{
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public:
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SystemPipeline(const EventBroker* eventBroker)
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SystemPipeline(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{ }
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~SystemPipeline()
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@@ -51,7 +51,7 @@ public:
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}
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private:
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const EventBroker* m_EventBroker;
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EventBroker* m_EventBroker;
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std::unordered_map<std::string, std::vector<System*>> m_Systems;
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};
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@@ -13,6 +13,7 @@
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#include "Core/EntityXMLFile.h"
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#include "Core/SystemPipeline.h"
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#include "RaptorCopterSystem.h"
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#include "PlayerSystem.h"
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class Game
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{
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@@ -0,0 +1,34 @@
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#ifndef PlayerSystem_h__
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#define PlayerSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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class PlayerSystem : public System
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: System(eventBroker, "Player")
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{ }
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void Initialize();
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virtual void Update(World* world, ComponentWrapper& player, double dt) override;
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private:
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float m_Speed;
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glm::vec3 m_Direction;
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EventBroker* m_EventBroker;
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EventRelay<PlayerSystem, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown &event);
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EventRelay<PlayerSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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};
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#endif
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@@ -4,7 +4,7 @@
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class RaptorCopterSystem : public System
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{
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public:
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RaptorCopterSystem(const EventBroker* eventBroker)
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RaptorCopterSystem(EventBroker* eventBroker)
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: System(eventBroker, "RaptorCopter")
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{ }
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