EntityWrapper to uniquely identify entities and make using them a little easier
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@@ -10,24 +10,24 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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}
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void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, double dt)
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void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
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ComponentWrapper player = world->GetComponent(health.EntityID, "Player");
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double maxHealth = (double)health["MaxHealth"];
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ComponentWrapper player = world->GetComponent(component.EntityID, "Player");
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double maxHealth = (double)component["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
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{
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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player and health is greater than 0, then apply it
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if (std::get<0>(deltaHP) == player.EntityID && (double)health["Health"] > 0.0f) {
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if (std::get<0>(deltaHP) == player.EntityID && (double)component["Health"] > 0.0f) {
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//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
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double newHealth = std::min((double)health["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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health["Health"] = newHealth;
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double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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component["Health"] = newHealth;
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
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//check if health is <= 0
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if ((double)health["Health"] <= 0.0f) {
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if ((double)component["Health"] <= 0.0f) {
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = player.EntityID;
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@@ -1,7 +1,6 @@
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#include "RaptorCopterSystem.h"
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void PlayerMovementSystem::UpdateComponent(World* world, ComponentWrapper& player, double dt)
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void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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}
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ComponentWrapper& transform = world->GetComponent(component.EntityID);
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}
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+13
-13
@@ -1,25 +1,25 @@
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#include "PlayerSystem.h"
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void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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void PlayerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)player["Forward"] == true) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
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component["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)component["Forward"] == true) {
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((glm::vec3&)component["Velocity"]).z = m_Speed * float(dt) * -1;
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}
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if ((bool&)player["Left"] == true) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
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if ((bool&)component["Left"] == true) {
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((glm::vec3&)component["Velocity"]).x = m_Speed * float(dt) * -1;
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}
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if ((bool&)player["Back"] == true) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
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if ((bool&)component["Back"] == true) {
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((glm::vec3&)component["Velocity"]).z = m_Speed * float(dt);
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}
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if ((bool&)player["Right"] == true) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
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if ((bool&)component["Right"] == true) {
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((glm::vec3&)component["Velocity"]).x = m_Speed * float(dt);
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}
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if ((glm::vec3)player["Velocity"] != glm::vec3(0.f)) {
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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if ((glm::vec3)component["Velocity"] != glm::vec3(0.f)) {
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ComponentWrapper& transform = world->GetComponent(component.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)component["Velocity"];
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}
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}
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