Commit Graph

118 Commits

Author SHA1 Message Date
verysecrethero 7a8604bf2b CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
Added variable in the CapturePoint component:  CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
2016-01-13 15:58:52 +01:00
verysecrethero 3a1056a2c3 2 new Events: ECaptured, EWin
Added new variable in CapturePoint: IsHomeCapturePointForTeam
CapturePointSystem updated so -5 = team 2 owns it, +5 = team 1 owns it. Its also looking for a winner each update
Updated Test. TODO: better Tests
2016-01-13 15:58:52 +01:00
verysecrethero 59be714fdc 1 Component added: CapturePoint
1 System added: CapturePointSystem
1 Test added: CapturePointTest
added 1 variable in PlayerComponent (TeamNumber)
added 2 variables in CapturePoint (CaptureTimer,OwnedBy)
CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave
Added the CapturePointSystem to Game.cpp
2016-01-13 15:58:52 +01:00
verysecrethero f0b425614d Simplified PlayerSystem branches a lot! Thanks William! 2016-01-13 15:58:52 +01:00
verysecrethero 4b672b11e7 EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type 2016-01-13 15:58:52 +01:00
verysecrethero e865971fdd EShoot: changed to string weaponType to int currentlyEquippedItem
PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
2016-01-13 15:58:52 +01:00
verysecrethero 878c71b56a Changed the comparison method in PlayerSystem since its currently using doubles 2016-01-13 15:58:52 +01:00
verysecrethero ec4d5fbfa8 xml/xsd files changed type to double. fixed cooldownbug in PlayerSystem. Added 4 tests in ShootEventTest and generalized it a lot 2016-01-13 15:58:52 +01:00
verysecrethero 184af95507 New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
TODO: generalize the test
2016-01-13 15:58:52 +01:00
Jocke 56ac592d6d Removed debug code from Game.cpp 2016-01-12 14:16:01 +01:00
Jocke 236230d12c Packets now dynamically allocates more memory when they need it.
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
stiffly f0ad28bac4 Removed some comments. Basically did nothing 2016-01-11 14:58:15 +01:00
Jace e8e93587e9 Fixed weird behavior when components would register multiple times (Hint: It should never happen in the first place) 2016-01-11 14:35:41 +01:00
Jace 39dd27726d MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace 81024b4a1d First work on EntityFileWriter for saving levels 2016-01-11 14:35:41 +01:00
Jace 23e78c4947 Cleaned up code 2016-01-11 14:35:15 +01:00
Jace 03456ad731 EntityFileParser 2016-01-11 14:35:15 +01:00
Jace 0bcbcda8b8 EntityFilePreprocessor
WIP

WIP

EntityFilePreprocessor
2016-01-11 14:35:15 +01:00
verysecrethero 592776e783 Fixed so the PlayerDeath event doesn't get spammed while the player is dead. Also made sure that any remaining healthDeltas are cleared when dead. 2016-01-08 11:37:51 +01:00
William Moberg beb0967c3b Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	src/Game/Game.cpp
2016-01-07 16:49:20 +01:00
verysecrethero 0e0a361a38 HotFix: Updated the CMakeList.txt in src/Game so it has the HealthSystem.cpp. This is needed otherwise the solution cant find that file 2016-01-07 16:36:18 +01:00
verysecrethero e52c0c9633 Now using the easier/cleaner way of getting/setting the HealthProperties 2016-01-07 15:27:39 +01:00
William Moberg c4642cc530 Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	include/Engine/Core/SystemPipeline.h
2016-01-07 15:07:16 +01:00
verysecrethero a1ed79dfbf HealthSystemTest has been created. This runs a single test simple test with HealthEvents and HealthSystem. Also some minor changes 2016-01-07 14:53:31 +01:00
verysecrethero 638c236ceb HealthSystem tested and working. Also the 3 new PlayerEvents seems to work. TODO: a proper test in the testclass 2016-01-07 14:53:31 +01:00
verysecrethero f67f22c82d Added Healthrelated events and start of HealthSystem, also reverted the crash "fix" 2016-01-07 14:53:31 +01:00
William Moberg fa8775a72e Renamed vars and added some comments. 2016-01-07 10:28:18 +01:00
Jace 34cbbb3eb1 Fixed exit crash(es) 2016-01-06 11:20:16 +01:00
William Moberg de8461e257 SystemPipeline should update systems in order depending on input update priority in AddSystem. 2015-12-18 15:33:25 +01:00
stiffly 330f08b926 Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	include/Game/PlayerSystem.h
#	src/Game/Game.cpp
#	src/Game/PlayerSystem.cpp
2015-12-18 14:18:53 +01:00
stiffly a0255f1b31 Now uses config file to determine if client or server should be started. 2015-12-18 13:34:21 +01:00
stiffly a858dab8b6 Network not longer threaded 2015-12-18 12:00:14 +01:00
stiffly 5c1a93021b Client now reads address and port from config file. Default address is set to local host. 2015-12-18 11:22:13 +01:00
stiffly 076030a252 Fixes, mostly name changes 2015-12-17 17:28:43 +01:00
William Moberg 46ae2d39af Merge branch 'master' into OctTree
# Conflicts:
#	src/Game/Game.cpp
2015-12-17 16:44:01 +01:00
stiffly 50822d09fc Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	src/Game/Game.cpp
2015-12-17 14:10:02 +01:00
stiffly 4bb4e29515 More cleaning code 2015-12-17 13:23:15 +01:00
Jocke 6eebce05af Merge remote-tracking branch 'origin/Networking' into Networking 2015-12-16 14:58:36 +01:00
Jocke 58a9d38e26 Added a class that client and server inherits from.
Class and server now share the same pointer i game.
You are now able to start a client and a server on the same computer.
2015-12-16 14:56:53 +01:00
stiffly 50ccf96268 Movement code not buggy anymore. Also changed package to not allocate more data than needed. 2015-12-16 13:52:16 +01:00
William Moberg d10df6ae09 TriggerSystem implemented and working. 2015-12-16 12:22:15 +01:00
Jace 322aedaf72 Basic transformation widgets 2015-12-16 09:47:38 +01:00
stiffly 3f602c9d63 Test code 2015-12-15 17:55:08 +01:00
stiffly 082b3fd3df Removed old input events from client 2015-12-15 17:22:46 +01:00
William Moberg 04a01104b5 Merge branch 'master' into OctTree
# Conflicts:
#	src/Engine/CMakeLists.txt
#	src/Game/Game.cpp
2015-12-15 17:11:11 +01:00
stiffly 889e0bb3d3 Cleaned up PlayerSystem. Sets velocity to 0 every frame. 2015-12-15 16:35:09 +01:00
William Moberg e2417be8c7 Very simple CollisionSystem made, 'Z','Y' to toggle on/off. 2015-12-15 15:36:28 +01:00
stiffly 478c692315 Refactoring. Client and server has Update Loop that runs before any game logic each frame. 2015-12-15 14:53:56 +01:00
William Moberg 170610bcb1 Added a TriggerSystem, seems to work as intended. 2015-12-15 14:49:52 +01:00
stiffly 0a8a9e5099 Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	src/Engine/Rendering/RenderState.cpp
#	src/Game/Game.cpp
2015-12-15 11:50:01 +01:00