Some fixes to the Player and map, added skeleton system for the ScoreScreen

This commit is contained in:
Tleety
2016-03-03 00:55:44 +01:00
parent 050ce57e24
commit d74ae4e411
5 changed files with 802 additions and 742 deletions
+18
View File
@@ -0,0 +1,18 @@
#ifndef ScoreScreenSystem_h__
#define ScoreScreenSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class ScoreScreenSystem : public PureSystem
{
public:
ScoreScreenSystem(SystemParams params)
: System(params)
, PureSystem("ScoreScreen")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
};
#endif
+11
View File
@@ -107,6 +107,7 @@
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
@@ -249,6 +250,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -267,6 +269,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -283,6 +286,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -301,6 +305,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -317,6 +322,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
@@ -336,6 +342,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -352,6 +359,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -370,6 +378,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -386,6 +395,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Sprite>
<c:Transform>
@@ -403,6 +413,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -18,6 +18,8 @@ void AbilityCooldownHUDSystem::Update(double dt)
double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
if(cooldownTextEntity.Valid()) {
if(cooldownTextEntity.HasComponent("Text"))
{
@@ -25,7 +27,6 @@ void AbilityCooldownHUDSystem::Update(double dt)
}
}
if (entity.HasComponent("Fill")) {
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD;
}
}
+6
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@@ -0,0 +1,6 @@
#include "Game/Systems/ScoreScreenSystem.h"
void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
{
//Logic here
}