Modified a few files according to the current CodeStandards

This commit is contained in:
verysecrethero
2016-01-13 15:50:30 +01:00
parent c14f3789f7
commit e6527196ed
5 changed files with 25 additions and 25 deletions
+2 -2
View File
@@ -12,9 +12,9 @@ struct Shoot : Event
{
//shotgun etc has different amounts of damage probably (a sniper shot might one-shot)
//also different weapons will have different spread
int currentlyEquippedItem;
int CurrentlyEquippedItem;
//currentAimingPoint must be sent, in case the camera is moved while the event is being processed
glm::vec2 currentAimingPoint;
glm::vec2 CurrentAimingPoint;
};
}
+3 -2
View File
@@ -9,6 +9,7 @@
#include "Collision/ETrigger.h"
#include "Core/EMouseRelease.h"
#include "Core/EShoot.h"
#include <algorithm>
class PlayerSystem : public PureSystem
{
@@ -25,8 +26,8 @@ public:
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
private:
float m_Speed = 5;
bool leftMouseWasReleased = false;
glm::vec2 aimingCoordinates;
bool m_LeftMouseWasReleased = false;
glm::vec2 m_AimingCoordinates;
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
bool OnEnter(const Events::TriggerEnter &event);
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
+12 -13
View File
@@ -1,7 +1,6 @@
#include "PlayerSystem.h"
#include <algorithm>
void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
void PlayerSystem::UpdateComponent(World* world, ComponentWrapper& player, double dt)
{
player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
if ((bool&)player["Forward"] == true) {
@@ -30,20 +29,20 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
currentItem2["CoolDownTimer"] = std::max(0.0, (double)currentItem2["CoolDownTimer"] - dt);
//do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok
if (leftMouseWasReleased) {
leftMouseWasReleased = false;
if (m_LeftMouseWasReleased) {
m_LeftMouseWasReleased = false;
//get the health component linked to the playerId
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0;
double currentCoolDownTimer = 0.0;
std::string HeldItemString = "";
std::string heldItemString = "";
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem)
HeldItemString = "PrimaryItem";
heldItemString = "PrimaryItem";
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem)
HeldItemString = "SecondaryItem";
heldItemString = "SecondaryItem";
if (HeldItemString != "") {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString);
if (heldItemString != "") {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, heldItemString);
currentAmmo = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
@@ -54,8 +53,8 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
currentItem["CoolDownTimer"] = 2.0;//change later! probably to maxCoolDownTimer
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
eShoot.currentlyEquippedItem = (int)(player["EquippedItem"]);
eShoot.CurrentAimingPoint = m_AimingCoordinates;
eShoot.CurrentlyEquippedItem = (int)(player["EquippedItem"]);
m_EventBroker->Publish(eShoot);
}
}
@@ -86,7 +85,7 @@ bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
//kolla om left mouse varit nere
if (e.Button != GLFW_MOUSE_BUTTON_LEFT)
return false;
aimingCoordinates = glm::vec2(e.X, e.Y);
leftMouseWasReleased = true;
m_AimingCoordinates = glm::vec2(e.X, e.Y);
m_LeftMouseWasReleased = true;
return true;
}
+4 -4
View File
@@ -150,7 +150,7 @@ ShootEventTest::~ShootEventTest()
delete m_EventBroker;
}
void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
void ShootEventTest::TestSetup1(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
//set currentweap
player["EquippedItem"] = 1;
@@ -158,7 +158,7 @@ void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pIte
pItem["Ammo"] = 100;
pItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
void ShootEventTest::TestSetup2(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
//set currentweap
player["EquippedItem"] = 2;
@@ -166,7 +166,7 @@ void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pIte
sItem["Ammo"] = 10;
sItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
void ShootEventTest::TestSetup3(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
player["EquippedItem"] = 0;
pItem["Ammo"] = 100;
@@ -174,7 +174,7 @@ void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pIte
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
void ShootEventTest::TestSetup4(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
//set currentweap
player["EquippedItem"] = 1;
+4 -4
View File
@@ -30,10 +30,10 @@ public:
bool TestSucceeded = false;
private:
void TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup1(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSetup2(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSetup3(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSetup4(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSuccess1();
void TestSuccess2();
void TestSuccess3();