Completed the code to trigger the 3rd person camera on death. Cleaned up PlayerDeathSystem. Fixed HealthSystemTest. Removed the test for PlayerDeathSystem

This commit is contained in:
verysecrethero
2016-01-28 11:43:38 +01:00
parent 7497ff39d2
commit df05f1909b
4 changed files with 52 additions and 181 deletions
+1 -17
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@@ -3,15 +3,11 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/EPlayerSpawned.h"
#include "GLM.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
//tests
#include "Core/EPlayerDamage.h"
class PlayerDeathSystem : public ImpureSystem
{
@@ -21,18 +17,6 @@ public:
virtual void Update(double dt) override;
private:
struct SpawnRequest
{
int PlayerID;
ComponentInfo::EnumType Team;
};
bool m_NetworkEnabled = false;
std::vector<SpawnRequest> m_SpawnRequests;
std::map<int, EntityWrapper> m_PlayerEntities;
EventRelay<PlayerDeathSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
};
+1 -1
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@@ -24,7 +24,7 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ePlayerDeath.PlayerID = e.Player.ID;
ePlayerDeath.Player = e.Player;
m_EventBroker->Publish(ePlayerDeath);
//m_World->DeleteEntity(e.Player.ID);
//Note: we will delete the entity in PlayerDeathSystem
}
return true;
+41 -150
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@@ -3,181 +3,72 @@
PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
{
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerDeathSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void PlayerDeathSystem::Update(double dt)
{
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
if (playerSpawns == nullptr) {
return;
}
for (auto& req : m_SpawnRequests) {
for (auto& cPlayerSpawn : *playerSpawns) {
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
if (!spawner.HasComponent("Spawner")) {
continue;
}
// If the spawner has a team affiliation, check it
if (spawner.HasComponent("Team")) {
if ((int)spawner["Team"]["Team"] != req.Team) {
continue;
}
}
// Spawn the player!
EntityWrapper player = SpawnerSystem::Spawn(spawner);
// Set the player team affiliation
player["Team"]["Team"] = req.Team;
// Publish a PlayerSpawned event
Events::PlayerSpawned e;
e.PlayerID = req.PlayerID;
e.Player = player;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
}
m_SpawnRequests.clear();
}
bool PlayerDeathSystem::OnInputCommand(const Events::InputCommand& e)
{
//testing: Jump -> playerdamage
if (e.Command != "Jump") {
return false;
}
// 0 = released
if (e.Value != 0) {
return false;
}
auto players = m_World->GetComponents("Player");
for (auto& cPlayer : *players) {
EntityWrapper player(m_World, cPlayer.EntityID);
Events::PlayerDamage e;
e.Player = player;
e.Damage = 50;
m_EventBroker->Publish(e);
}
return true;
}
bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
//// When a player is actually spawned (since the actual spawning is handled on the server)
//// Check if a player already exists
//if (m_PlayerEntities.count(e.PlayerID) != 0) {
// // TODO: Disallow infinite respawning here
// m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
//}
//// Store the player for future reference
//m_PlayerEntities[e.PlayerID] = e.Player;
//// Set the camera to the correct entity
//EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
//if (cameraEntity.Valid()) {
// Events::SetCamera e;
// e.CameraEntity = cameraEntity;
// m_EventBroker->Publish(e);
//}
//// HACK: Set the player model color to team color
//EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
//if (playerModel.Valid() && e.Player.HasComponent("Team")) {
// ComponentWrapper cTeam = e.Player["Team"];
// ComponentWrapper cModel = playerModel["Model"];
// if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
// cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
// } else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
// cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
// }
//}
//// TODO: Set the player name to whatever
//EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
//if (playerName.Valid()) {
// playerName["Text"]["Content"] = e.PlayerName;
//}
//m_World->DeleteEntity(e.Player.ID);
//koppla till en kamera modell för att explodera den
auto cameras = m_World->GetComponents("Camera");
for (auto& someCamera : *cameras) {
EntityWrapper entity = EntityWrapper(m_World, someCamera.EntityID);
auto cameraID = entity.ID;
auto modelID = entity.FirstChildByName("HUD");
auto weapID = entity.FirstChildByName("Weapon").ID;
// auto modelID = m_World->GetComponent(e.PlayerID, "Camera");
ComponentWrapper& explosionEffect = m_World->AttachComponent(weapID, "ExplosionEffect");
ComponentWrapper& lifeTime = m_World->AttachComponent(weapID, "Lifetime");
(glm::vec3)explosionEffect["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//explosionEffect["ExplosionOrigin"] = e.Player["Transform"]["Position"];
(double)explosionEffect["TimeSinceDeath"] = 0.0;
(double)explosionEffect["ExplosionDuration"] = 2.0;
explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1);
(bool)explosionEffect["Randomness"] = false;
(double)explosionEffect["RandomnessScalar"] = 1.0;
(glm::vec2)explosionEffect["Velocity"] = glm::vec2(1, 1);
(bool)explosionEffect["ColorByDistance"] = false;
(bool)explosionEffect["ExponentialAccelaration"] = false;
lifeTime["Lifetime"] = 2.0;
}
auto t = e.Player.FirstChildByName("PlayerModel");
auto playerEntityModel = t["Model"];
auto playerEntityAnimation = t["Animation"];
auto playerEntityTransform = t["Transform"];
//auto playerEntityModel = e.Player["PlayerModel"];
// ComponentWrapper& playerEntityModel = e.Player.FirstChildByName("PlayerModel");
//current components for player that we need
auto playerModelEWrapper = e.Player.FirstChildByName("PlayerModel");
auto playerEntityModel = playerModelEWrapper["Model"];
auto playerEntityAnimation = playerModelEWrapper["Animation"];
auto playerEntityTransform = playerModelEWrapper["Transform"];
//create new entity with those components
//graphics bug: model must have an animationcomponent to be able to display it
auto newEntity = m_World->CreateEntity();
ComponentWrapper& newEntityModel = m_World->AttachComponent(newEntity, "Model");
ComponentWrapper& newAnimationModel = m_World->AttachComponent(newEntity, "Animation");
ComponentWrapper& newTransformModel = m_World->AttachComponent(newEntity, "Transform");
//ComponentWrapper& playerEntityModel = m_World->GetComponent(e.PlayerID, "PlayerModel");
playerEntityModel.Copy(newEntityModel);
playerEntityAnimation.Copy(newAnimationModel);
playerEntityTransform.Copy(newTransformModel);
newAnimationModel["Speed"] = (double)0.0;
auto t2 = e.Player["Transform"]["Position"];
newTransformModel["Position"] = (glm::vec3)e.Player["Transform"]["Position"];
newTransformModel["Scale"] = glm::vec3(5, 5, 5);
//auto tr = m_World->GetComponent(newEntityModel.EntityID, "Transform");
//tr["Position"] = glm::vec3(0, 50, 0);
ComponentWrapper& explosionEffect = m_World->AttachComponent(newEntityModel.EntityID, "ExplosionEffect");
ComponentWrapper& lifeTime = m_World->AttachComponent(newEntityModel.EntityID, "Lifetime");
//change the animation speed and make sure the explosioneffect spawns at the players position
newAnimationModel["Speed"] = (double)0.0;
newEntityModel["Color"] = glm::vec4(1, 0, 0, 1);
newTransformModel["Position"] = (glm::vec3)e.Player["Transform"]["Position"];
newTransformModel["Scale"] = glm::vec3(1, 1, 1);
//add the explosion with a lifetime
ComponentWrapper& explosionEffect = m_World->AttachComponent(newEntity, "ExplosionEffect");
ComponentWrapper& lifeTime = m_World->AttachComponent(newEntity, "Lifetime");
(glm::vec3)explosionEffect["ExplosionOrigin"] = (glm::vec3)e.Player["Transform"]["Position"];
//explosionEffect["ExplosionOrigin"] = e.Player["Transform"]["Position"];
(double)explosionEffect["TimeSinceDeath"] = 0.0;
(double)explosionEffect["ExplosionDuration"] = 8.0;
explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1);
(glm::vec4)explosionEffect["EndColor"] = glm::vec4(0, 0, 0, 1);
(bool)explosionEffect["Randomness"] = false;
(double)explosionEffect["RandomnessScalar"] = 1.0;
(glm::vec2)explosionEffect["Velocity"] = glm::vec2(1, 1);
(glm::vec2)explosionEffect["Velocity"] = glm::vec2(0.1f, 0.1f);
(bool)explosionEffect["ColorByDistance"] = false;
(bool)explosionEffect["ExponentialAccelaration"] = false;
lifeTime["Lifetime"] = 8.0;
lifeTime["Lifetime"] = (double)8.0;
//create a camera (with lifetime) slightly above the player and look down at the player
auto cameraEntity = m_World->CreateEntity();
ComponentWrapper& thirdPersonCameraLifeTime = m_World->AttachComponent(cameraEntity, "Lifetime");
ComponentWrapper& thirdPersonCamera = m_World->AttachComponent(cameraEntity, "Camera");
ComponentWrapper& thirdPersonCameraTransform = m_World->AttachComponent(cameraEntity, "Transform");
auto pos = (glm::vec3)e.Player["Transform"]["Position"];
pos.y += 10.0f;
thirdPersonCameraTransform["Position"] = (glm::vec3)pos;
//http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/
thirdPersonCameraTransform["Orientation"] = glm::vec3(-0.7f, 1.46f, 0.8f);
thirdPersonCamera["FOV"] = 120.0;
thirdPersonCamera["NearClip"] = 0.1;
thirdPersonCamera["FarClip"] = 10000.0;
thirdPersonCameraLifeTime["Lifetime"] = (double)1.0;
//set 3rd person camera
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = EntityWrapper(m_World, cameraEntity);
m_EventBroker->Publish(eSetCamera);
//on deathanim done -> del entity
m_World->DeleteEntity(e.Player.ID);
return true;
}
//on deathanim done -> del entity
+9 -13
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@@ -54,36 +54,32 @@ GameHealthSystemTest::GameHealthSystemTest()
//The Test
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
model["Resource"] = "Models/Core/UnitSphere.mesh"; // 360NoScope UnitSphere
ComponentWrapper player = m_World->AttachComponent(playerID, "Player");
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
healthsID = playerID;
double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"];
EntityID playerID2 = m_World->CreateEntity();
ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player");
ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
//heal player with 40
Events::PlayerHealthPickup e3;
e3.HealthAmount = 40.0f;
e3.PlayerHealedID = healthsID;
e3.Player = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e3);
//damage player with 50
Events::PlayerDamage e;
e.Damage = 50.0f;
// e.PlayerDamagedID = healthsID;
e.Player = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e);
//heal some other player with 40
Events::PlayerHealthPickup e2;
e2.HealthAmount = 40.0f;
e2.PlayerHealedID = healthsID + 1;
e2.Player = EntityWrapper(m_World, player2.EntityID);
m_EventBroker->Publish(e2);
EntityID playerID2 = m_World->CreateEntity();
ComponentWrapper transform2 = m_World->AttachComponent(playerID2, "Transform");
ComponentWrapper model2 = m_World->AttachComponent(playerID2, "Model");
model2["Resource"] = "Models/Core/UnitSphere.mesh"; // 360NoScope UnitSphere
ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player");
ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
//END TEST
}