From e6527196eda97de6516719d41802d0b1c4aa1877 Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Wed, 13 Jan 2016 15:50:30 +0100 Subject: [PATCH] Modified a few files according to the current CodeStandards --- include/Engine/Core/EShoot.h | 4 ++-- include/Game/PlayerSystem.h | 5 +++-- src/Game/PlayerSystem.cpp | 25 ++++++++++++------------- src/Tests/ShootEventTest.cpp | 8 ++++---- src/Tests/ShootEventTest.h | 8 ++++---- 5 files changed, 25 insertions(+), 25 deletions(-) diff --git a/include/Engine/Core/EShoot.h b/include/Engine/Core/EShoot.h index 3887606b..9e395d62 100644 --- a/include/Engine/Core/EShoot.h +++ b/include/Engine/Core/EShoot.h @@ -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; }; } diff --git a/include/Game/PlayerSystem.h b/include/Game/PlayerSystem.h index a48af3e4..e7ef6ff0 100644 --- a/include/Game/PlayerSystem.h +++ b/include/Game/PlayerSystem.h @@ -9,6 +9,7 @@ #include "Collision/ETrigger.h" #include "Core/EMouseRelease.h" #include "Core/EShoot.h" +#include 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 m_EEnter; bool OnEnter(const Events::TriggerEnter &event); EventRelay m_ETouch; diff --git a/src/Game/PlayerSystem.cpp b/src/Game/PlayerSystem.cpp index 7bf576af..3120f035 100644 --- a/src/Game/PlayerSystem.cpp +++ b/src/Game/PlayerSystem.cpp @@ -1,7 +1,6 @@ #include "PlayerSystem.h" -#include -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; } \ No newline at end of file diff --git a/src/Tests/ShootEventTest.cpp b/src/Tests/ShootEventTest.cpp index 3af66b88..f9002eca 100644 --- a/src/Tests/ShootEventTest.cpp +++ b/src/Tests/ShootEventTest.cpp @@ -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; diff --git a/src/Tests/ShootEventTest.h b/src/Tests/ShootEventTest.h index e860f41f..e796c17e 100644 --- a/src/Tests/ShootEventTest.h +++ b/src/Tests/ShootEventTest.h @@ -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();