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

This commit is contained in:
stiffly
2016-02-05 13:59:21 +01:00
9 changed files with 157 additions and 14 deletions
+10 -7
View File
@@ -200,13 +200,16 @@ static T* ResourceManager::Load(const std::string& resourceName, Resource* paren
}
//If resource has already been cached and completely loaded.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
{
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
}
}
@@ -4,6 +4,7 @@
#include "../GLM.h"
#include "../Core/InputController.h"
#include "../Core/ELockMouse.h"
#include "InputHandler.h"
template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext>
@@ -25,6 +26,10 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
protected:
const int m_PlayerID;
bool m_MouseLocked = false;
@@ -33,6 +38,22 @@ protected:
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
std::string m_AssaultDashTapDirection = "";
std::string m_CurrentDirectionVector = "";
bool m_AssaultDashDoubleTapped = false;
bool m_PlayerIsDashing = false;
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilitys
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -104,6 +125,26 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
}
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Value != 0) {
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
}
//if value = 0 then you have just released this key
if (e.Value != 0) {
m_MovementKeyDown = true;
//if you pressed the same key within m_AssaultDashDoubleTapSensitivityTimer then you have doubletapped it
if (m_AssaultDashDoubleTapDeltaTime < m_AssaultDashDoubleTapSensitivityTimer && m_AssaultDashTapDirection == m_CurrentDirectionVector) {
m_ValidDoubleTap = true;
}
} else {
//== 0
m_MovementKeyDown = false;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
if (e.Command == "Jump") {
m_Jumping = e.Value > 0;
}
@@ -112,6 +153,19 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
m_Crouching = e.Value > 0;
}
if (e.Command == "SpecialAbility") {
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
}
return true;
}
@@ -129,4 +183,53 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
return true;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
} else {
m_PlayerIsDashing = false;
}
//dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//moving to the side has priority
return;
}
//dashing with doubletap - check if doubletap to dash enabled
if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Keyboard.DoubleTapToDash", false)) {
return;
}
//reset the DoubleTapped state in case we recently doubleTapped (doubletap will only happen during 1 frame)
if (m_AssaultDashDoubleTapped) {
m_AssaultDashDoubleTapped = false;
}
//check if we have received a valid doubletap
if (!m_ValidDoubleTap) {
return;
}
m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
}
//ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
}
#endif
@@ -21,4 +21,5 @@ private:
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
+1
View File
@@ -30,4 +30,5 @@
<xs:include schemaLocation="Components/Fill.xsd"/>
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Dash xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</Dash>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DashAbility">
<xs:annotation>
<xs:documentation>A dash component for one of the classes</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on dash</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+3
View File
@@ -6,6 +6,9 @@
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:DashAbility>
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</c:DashAbility>
<c:Collidable/>
<c:Health/>
<c:Physics>
@@ -27,7 +27,7 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLf
DrawScreenQuadPassState state = DrawScreenQuadPassState();
m_ColorCorrectionProgram->Bind();
//glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), exposure);
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Gamma"), gamma);
+16 -6
View File
@@ -1,6 +1,6 @@
#include "Systems/PlayerMovementSystem.h"
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Player")
{
@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
//Assault Dash Check
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
}
float wishSpeed;
if (controller->Crouching()) {
wishSpeed = playerCrouchSpeed;
@@ -71,16 +78,18 @@ void PlayerMovementSystem::Update(double dt)
static float surfaceFriction = 5.f;
ImGui::InputFloat("surfaceFriction", &surfaceFriction);
float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
if (controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
if (velocity.y == 0.f) {
controller->SetDoubleJumping(false);
}
else {
} else {
controller->SetDoubleJumping(true);
Events::DoubleJump e;
m_EventBroker->Publish(e);
@@ -103,6 +112,7 @@ void PlayerMovementSystem::Update(double dt)
ComponentWrapper cAnimation = playerModel["Animation"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["Name"] = "Crouch Walk";