Merge remote-tracking branch 'origin/master' into Sound

# Conflicts:
#	src/Engine/Sound/SoundSystem.cpp
This commit is contained in:
stiffly
2016-02-02 13:38:49 +01:00
40 changed files with 521 additions and 146 deletions
+5 -2
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@@ -74,6 +74,7 @@ Game::Game(int argc, char* argv[])
// Create Octrees
m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
@@ -92,14 +93,15 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
++updateOrderLevel;
@@ -123,6 +125,7 @@ Game::~Game()
delete m_SoundSystem;
delete m_OctreeFrustrumCulling;
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_World;
delete m_FrameStack;
delete m_InputProxy;
+4 -3
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@@ -64,9 +64,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
std::map<std::string, int> nextPossibleCapturePoint;
nextPossibleCapturePoint["Red"] = -1;
nextPossibleCapturePoint["Blue"] = -1;
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
for (int i = 0; i < m_NumberOfCapturePoints; i++)
{
if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
continue;
}
ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
@@ -93,7 +93,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//reset timers and reset the bool that triggers this
if (m_ResetTimers) {
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
for (int i = 0; i < m_NumberOfCapturePoints; i++)
{
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
@@ -119,6 +119,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
if (std::get<1>(triggerTouched) == capturePointEntity) {
//some player has touched this - lets figure out: what team, health
EntityWrapper player = std::get<0>(triggerTouched);
//check if its really a player that has triggered the touch
if (!player.HasComponent("Player")) {
//if a non-player has entered the capturePoint, just erase that event and continue
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
+1 -1
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@@ -30,7 +30,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
if (spawnPoints.size() > 1) {
static std::random_device randomDevice;
static std::mt19937 randomGenerator(randomDevice());
std::uniform_int_distribution<> distribution(0, std::distance(spawnPoints.begin(), spawnPoints.end()) - 1);
std::uniform_int_distribution<> distribution(0, static_cast<int>(std::distance(spawnPoints.begin(), spawnPoints.end())) - 1);
auto randomSpawnPointIt = spawnPoints.begin();
std::advance(randomSpawnPointIt, distribution(randomGenerator));
spawnPoint = *randomSpawnPointIt;
+1 -1
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@@ -104,7 +104,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
// Screen center, based on current resolution!
// TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->GetViewPortSize();
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// TODO: check if player has enough ammo and if weapon has a cooldown or not