Some fixes to the Player and map, added skeleton system for the ScoreScreen
This commit is contained in:
@@ -0,0 +1,18 @@
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#ifndef ScoreScreenSystem_h__
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#define ScoreScreenSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class ScoreScreenSystem : public PureSystem
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{
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public:
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ScoreScreenSystem(SystemParams params)
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: System(params)
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, PureSystem("ScoreScreen")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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};
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#endif
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+765
-741
File diff suppressed because it is too large
Load Diff
@@ -107,6 +107,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<Color A="0.588235319" B="0" G="0" R="0"/>
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</c:Sprite>
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<c:Transform>
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@@ -249,6 +250,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -267,6 +269,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -283,6 +286,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -301,6 +305,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -317,6 +322,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
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</c:Sprite>
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<c:Transform>
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@@ -336,6 +342,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -352,6 +359,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -370,6 +378,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -386,6 +395,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<Color A="0.699999988" B="0" G="0" R="1"/>
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</c:Sprite>
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<c:Transform>
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@@ -403,6 +413,7 @@
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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@@ -18,6 +18,8 @@ void AbilityCooldownHUDSystem::Update(double dt)
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double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
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double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
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currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
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if(cooldownTextEntity.Valid()) {
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if(cooldownTextEntity.HasComponent("Text"))
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{
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@@ -25,7 +27,6 @@ void AbilityCooldownHUDSystem::Update(double dt)
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}
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}
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if (entity.HasComponent("Fill")) {
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currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
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entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD;
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}
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}
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@@ -0,0 +1,6 @@
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#include "Game/Systems/ScoreScreenSystem.h"
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void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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{
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//Logic here
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}
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