Merge pull request #36 from teamfisk/PlayerMovement

Player movement
This commit is contained in:
William Moberg
2016-01-18 13:32:42 +01:00
101 changed files with 1589 additions and 646 deletions
+21 -8
View File
@@ -1,7 +1,12 @@
#include "Game.h"
#include "Collision/CollidableOctreeSystem.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Game/HealthSystem.h"
#include "Systems/RaptorCopterSystem.h"
#include "Systems/HealthSystem.h"
#include "Systems/PlayerMovementSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Core/EntityFileWriter.h"
Game::Game(int argc, char* argv[])
@@ -62,21 +67,27 @@ Game::Game(int argc, char* argv[])
//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
m_Renderer->m_World = m_World;
// Create Octrees
m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
//All systems with orderlevel 0 will be updated first.
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
//Collision and TriggerSystem should update after player.
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
@@ -96,6 +107,8 @@ Game::~Game()
{
delete m_SystemPipeline;
delete m_SoundSystem;
delete m_OctreeFrustrumCulling;
delete m_OctreeCollision;
delete m_World;
delete m_FrameStack;
delete m_InputProxy;