Merge remote-tracking branch 'origin/master' into Animations

This commit is contained in:
viktorljung
2016-01-24 22:42:12 +01:00
26 changed files with 653 additions and 302 deletions
+2 -2
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@@ -58,7 +58,7 @@ Game::Game(int argc, char* argv[])
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create a world
m_World = new World();
m_World = new World(m_EventBroker);
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
@@ -78,7 +78,7 @@ Game::Game(int argc, char* argv[])
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
//m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
+1 -2
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@@ -12,7 +12,6 @@ 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)
ComponentWrapper player = m_World->GetComponent(component.EntityID, "Player");
double maxHealth = (double)component["MaxHealth"];
//process the DeltaHealthVector and change the entitys health accordingly
@@ -49,7 +48,7 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
{
//save the changed HP to a vector. it will be taken care of in UpdateComponent
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
//m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
return true;
}
+8 -4
View File
@@ -12,6 +12,11 @@ InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
{
// Don't interpolate entities that might already have been removed
if (!entity.Valid()) {
return;
}
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
m_NextTransform[transform.EntityID].interpolationTime += dt;
Transform sTransform = m_NextTransform[transform.EntityID];
@@ -31,11 +36,10 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
// HACK: Hardcoded tolerance value for player position desync = 1
if (isLocalPlayer && glm::length(nextPosition - currentPosition) < 1.f) {
return;
// HACK: Don't force position for players
if (!isLocalPlayer) {
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
}
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
// Orientation
// Don't force orientation for players
if (!isLocalPlayer) {
+56 -25
View File
@@ -5,49 +5,80 @@ WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* re
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
}
void WeaponSystem::Update(double dt)
{
for (int i = m_EShootVector.size(); i > 0; i--)
{
//TODO: check if player has enough ammo and if weapon has a cooldown or not
//pick the object
PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
if (pickDataFromShot.Entity == EntityID_Invalid) {
m_EShootVector.erase(m_EShootVector.begin() + i - 1);
continue;
}
//if its a player, do PlayerDamage event
const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
if (hasPlayerComponent) {
Events::PlayerDamage ePlayerDamage;
//TODO: damage based on weapontype/class?
//TODO: multiple shots at the same time? (shotgunner)
ePlayerDamage.DamageAmount = 25;
ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity;
m_EventBroker->Publish(ePlayerDamage);
}
m_EShootVector.erase(m_EShootVector.begin() + i - 1);
}
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
m_LocalPlayer = e.Player;
}
return true;
}
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
{
// Only shoot client-side!
if (e.PlayerID != -1) {
return false;
}
// Only shoot if the player is alive
if (!m_LocalPlayer.Valid()) {
return false;
}
if (e.Command == "PrimaryFire" && e.Value > 0) {
Events::Shoot eShoot;
eShoot.shooter = e.PlayerID;
eShoot.Player = m_LocalPlayer;
m_EventBroker->Publish(eShoot);
}
return true;
}
bool WeaponSystem::OnShoot(const Events::Shoot& e) {
//screen center, based on current resolution!
bool WeaponSystem::OnShoot(const Events::Shoot& eShoot) {
// Screen center, based on current resolution!
//TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->Resolution();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
m_EShootVector.push_back(std::make_pair(e.shooter, centerScreen));
// TODO: check if player has enough ammo and if weapon has a cooldown or not
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper player(m_World, pickData.Entity);
// Only care about players being hit
if (!player.HasComponent("Player")) {
player = player.FirstParentWithComponent("Player");
}
if (!player.Valid()) {
return false;
}
// Check for friendly fire
EntityWrapper shooter = eShoot.Player;
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
return false;
}
// TODO: Weapon damage calculations etc
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Player = player;
ePlayerDamage.Damage = 100;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
}