Instagib!

This commit is contained in:
2016-01-24 23:05:52 +01:00
parent b6ba8a5bd7
commit d0de169613
8 changed files with 142 additions and 26 deletions
+1 -1
View File
@@ -24,7 +24,7 @@ public:
private:
//methods which will take care of specific events
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
+1 -11
View File
@@ -5,16 +5,6 @@
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource></Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
<Children/>
</Entity>
+117
View File
@@ -178,6 +178,123 @@
</Entity>
</Children>
</Entity>
<Entity name="Player">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:Collidable/>
<c:Model/>
<c:Physics>
<Gravity>false</Gravity>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-0.246963501" Y="0.0264999866" Z="3.01600003"/>
<Orientation X="0" Y="2.14675093" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.37700009" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="0" Y="0.247910097" Z="-0.447844714"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Model>
<Resource>Models/AssaultHeadless.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Orientation X="0" Y="3.14159274" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+1 -1
View File
@@ -345,7 +345,7 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
{
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(e.Damage);
packet.WritePrimitive(e.Player.ID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
send(packet);
return false;
}
+2 -2
View File
@@ -75,9 +75,9 @@ void PickingPass::Draw(RenderScene& scene)
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1]++;
m_ColorCounter[1] += 5;
} else {
m_ColorCounter[0]++;
m_ColorCounter[0] += 50;
}
}
+1 -1
View File
@@ -77,7 +77,7 @@ 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);
+9 -3
View File
@@ -45,10 +45,16 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
}
}
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
bool HealthSystem::OnPlayerDamaged(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));
ComponentWrapper cHealth = e.Player["Health"];
double& health = cHealth["Health"];
health -= e.Damage;
if (health <= 0.0) {
m_World->DeleteEntity(e.Player.ID);
}
return true;
}
+10 -7
View File
@@ -25,11 +25,6 @@ bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
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;
@@ -44,9 +39,17 @@ bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
return true;
}
bool WeaponSystem::OnShoot(const Events::Shoot& eShoot) {
bool WeaponSystem::OnShoot(const Events::Shoot& eShoot)
{
// TODO: Weapon firing effects here
// Only run further picking code client-side!
if (eShoot.Player != m_LocalPlayer) {
return false;
}
// Screen center, based on current resolution!
//TODO: check if player has enough ammo and if weapon has a cooldown or not
// 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);