Merge branch 'master' into Respawning
This commit is contained in:
+4
-2
@@ -53,7 +53,7 @@ Game::Game(int argc, char* argv[])
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m_EventBroker = new EventBroker();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer = new Renderer(m_EventBroker, m_Config);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle::Rectangle(
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@@ -138,7 +138,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
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@@ -148,6 +147,9 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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}
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//If player presses Jump and is not crouching.
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if (controller->Jumping() && !controller->Crouching()) {
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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} else {
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(bool)cPhysics["IsOnGround"] = false;
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velocity.y = player["Player"]["JumpSpeed"];
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} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
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//Enter here if player can double jump and is doing so.
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(bool)cPhysics["IsOnGround"] = false;
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velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
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// If IsServer and network is off this will not work
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if (IsClient) {
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//put a hexagon at the players feet
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@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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m_EventBroker->Publish(e);
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}
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}
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velocity.y = 4.f;
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}
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if (player.HasComponent("AABB")) {
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@@ -9,7 +9,9 @@ int main(int argc, char* argv[])
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Game game(argc, argv);
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while (game.Running()) {
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PerformanceTimer::StartTimer("Game-Tick");
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game.Tick();
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PerformanceTimer::StopTimer("Game-Tick");
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}
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return 0;
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