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
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@@ -12,9 +12,9 @@ struct Shoot : Event
{ {
//shotgun etc has different amounts of damage probably (a sniper shot might one-shot) //shotgun etc has different amounts of damage probably (a sniper shot might one-shot)
//also different weapons will have different spread //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 //currentAimingPoint must be sent, in case the camera is moved while the event is being processed
glm::vec2 currentAimingPoint; glm::vec2 CurrentAimingPoint;
}; };
} }
+3 -2
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@@ -9,6 +9,7 @@
#include "Collision/ETrigger.h" #include "Collision/ETrigger.h"
#include "Core/EMouseRelease.h" #include "Core/EMouseRelease.h"
#include "Core/EShoot.h" #include "Core/EShoot.h"
#include <algorithm>
class PlayerSystem : public PureSystem class PlayerSystem : public PureSystem
{ {
@@ -25,8 +26,8 @@ public:
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override; virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
private: private:
float m_Speed = 5; float m_Speed = 5;
bool leftMouseWasReleased = false; bool m_LeftMouseWasReleased = false;
glm::vec2 aimingCoordinates; glm::vec2 m_AimingCoordinates;
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter; EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
bool OnEnter(const Events::TriggerEnter &event); bool OnEnter(const Events::TriggerEnter &event);
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch; EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
+11 -12
View File
@@ -1,5 +1,4 @@
#include "PlayerSystem.h" #include "PlayerSystem.h"
#include <algorithm>
void PlayerSystem::UpdateComponent(World* world, ComponentWrapper& player, double dt) void PlayerSystem::UpdateComponent(World* world, ComponentWrapper& player, double dt)
{ {
@@ -30,20 +29,20 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
currentItem2["CoolDownTimer"] = std::max(0.0, (double)currentItem2["CoolDownTimer"] - dt); currentItem2["CoolDownTimer"] = std::max(0.0, (double)currentItem2["CoolDownTimer"] - dt);
//do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok //do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok
if (leftMouseWasReleased) { if (m_LeftMouseWasReleased) {
leftMouseWasReleased = false; m_LeftMouseWasReleased = false;
//get the health component linked to the playerId //get the health component linked to the playerId
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"]; double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0; int currentAmmo = 0;
double currentCoolDownTimer = 0.0; double currentCoolDownTimer = 0.0;
std::string HeldItemString = ""; std::string heldItemString = "";
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem)
HeldItemString = "PrimaryItem"; heldItemString = "PrimaryItem";
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem)
HeldItemString = "SecondaryItem"; heldItemString = "SecondaryItem";
if (HeldItemString != "") { if (heldItemString != "") {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString); ComponentWrapper& currentItem = world->GetComponent(player.EntityID, heldItemString);
currentAmmo = (int)currentItem["Ammo"]; currentAmmo = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"]; 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 currentItem["CoolDownTimer"] = 2.0;//change later! probably to maxCoolDownTimer
//create and publish the shoot event //create and publish the shoot event
Events::Shoot eShoot; Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates; eShoot.CurrentAimingPoint = m_AimingCoordinates;
eShoot.currentlyEquippedItem = (int)(player["EquippedItem"]); eShoot.CurrentlyEquippedItem = (int)(player["EquippedItem"]);
m_EventBroker->Publish(eShoot); m_EventBroker->Publish(eShoot);
} }
} }
@@ -86,7 +85,7 @@ bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
//kolla om left mouse varit nere //kolla om left mouse varit nere
if (e.Button != GLFW_MOUSE_BUTTON_LEFT) if (e.Button != GLFW_MOUSE_BUTTON_LEFT)
return false; return false;
aimingCoordinates = glm::vec2(e.X, e.Y); m_AimingCoordinates = glm::vec2(e.X, e.Y);
leftMouseWasReleased = true; m_LeftMouseWasReleased = true;
return true; return true;
} }