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16 Commits

Author SHA1 Message Date
FakeShemp 981dc3467e Baggu fixed again
+Bonus document formatted
2016-03-09 22:11:17 +01:00
FakeShemp 42af029a26 fix baggu 2016-03-09 21:25:51 +01:00
FakeShemp 2e5dfc609a support headshot icons 2016-03-09 19:51:57 +01:00
FakeShemp ba6d2b758d Add killstreak icon 2016-03-09 12:34:09 +01:00
FakeShemp 12dd1d21de Text now handles color, alpha and icon parsing 2016-03-09 12:11:26 +01:00
William Moberg e5dba6604b Merge pull request #181 from teamfisk/AmmoPickup
AmmoPickupSystem should now be able to give ammo to all classtypes
2016-03-08 17:09:37 +01:00
verysecrethero 52d3cb3ebf GetPlayerAmmo is now a SetPlayerAmmo instead to fix some potential problems if the player has no weapon at all 2016-03-08 16:33:08 +01:00
verysecrethero 68b0175b3d Merge remote-tracking branch 'origin/master' into AmmoPickup 2016-03-08 11:54:57 +01:00
verysecrethero 0e0a486c01 AmmoPickupSystem should now be able to give ammo to all classtypes 2016-03-08 11:48:54 +01:00
William Moberg 3436ba6656 Merge pull request #177 from teamfisk/AmmoPickup
Fixed some systems added twice in Game.cpp
2016-03-08 09:46:36 +01:00
verysecrethero 2cfbe0f785 Merge remote-tracking branch 'origin/master' into AmmoPickup 2016-03-07 17:17:51 +01:00
verysecrethero fc3a3a8f2e Fixed a crashbug in Ammo/HealthPickup which was actually caused by systems being added twice in Game.cpp. This is also a possible fix for DamageIndicator,Capturepoint,TextField,KillFeed 2016-03-07 17:16:18 +01:00
Tobias Dahl 3edc2f4819 Merge pull request #174 from teamfisk/CapturePointFixBranch
CapturePoints now have red/blue/spectator model-children
2016-03-07 15:25:22 +01:00
Adam Byléhn 9c3fa25834 Merge pull request #176 from teamfisk/PlayerHUD
Player hud
2016-03-07 15:14:37 +01:00
verysecrethero 3eaad275ba New CapturePointAddition fixed to work on Network by Joachim 2016-03-07 14:50:31 +01:00
verysecrethero 64df3fd7ad CapturePoints now have red/blue/spectator model-children 2016-03-07 14:30:27 +01:00
12 changed files with 4623 additions and 4099 deletions
+1
View File
@@ -23,6 +23,7 @@ public:
private:
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
Font* font;
GLuint VAO, VBO;
+12
View File
@@ -40,5 +40,17 @@ private:
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
//class
enum class PlayerClass {
Assault,
Defender,
Sniper,
None
};
//helper methods
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
PlayerClass DetermineClass(EntityWrapper &player);
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
int GetPlayerMaxAmmo(EntityWrapper &player);
};
#endif
File diff suppressed because it is too large Load Diff
+30 -5
View File
@@ -4,14 +4,39 @@
<Components>
<c:AABB/>
<c:CapturePoint/>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Team/>
<c:Transform/>
<c:Trigger/>
<c:Transform/>
</Components>
<Children/>
<Children>
<Entity name="Red">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Blue">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Spectator">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+22 -18
View File
@@ -92,15 +92,15 @@
</Entity>
<Entity>
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children>
@@ -143,15 +143,15 @@
</Entity>
<Entity>
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children>
@@ -209,24 +209,26 @@
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>-15</CaptureTimer>
<HomePointForTeam>
<Blue/>
</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>Models\Core\UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Trigger/>
<c:Model>
<Resource>Models\Core\UnitCube.mesh</Resource>
<Color A="0.300000012" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.773066521" Z="-18.975975"/>
<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
@@ -234,25 +236,27 @@
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>15</CaptureTimer>
<HomePointForTeam>
<Red/>
</HomePointForTeam>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models\Core\UnitCube.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Trigger/>
<c:Model>
<Resource>Models\Core\UnitCube.mesh</Resource>
<Color A="0.300000012" B="0" G="0" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0.452868998" Z="18.5607414"/>
<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,336 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="0.980392158" G="1" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.100000001" Y="0" Z="0"/>
<Scale X="50" Y="1" Z="51.1000023"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Position X="-14.500001" Y="1.50000012" Z="16.9222012"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Transform>
<Orientation X="4.38500023" Y="0" Z="0.458000034"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="1" G="0" R="0"/>
</c:Model>
<c:Transform>
<Position X="-14.500001" Y="1.50000012" Z="-17.6888409"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
<Position X="12.1000004" Y="1.50000012" Z="16.9222012"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:Collidable/>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="1" G="0" R="0"/>
</c:Model>
<c:Transform>
<Position X="12.1228638" Y="1.50000012" Z="-17.9642811"/>
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-20.6000004" Y="1" Z="21.7150002"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:PlayerSpawn/>
<c:Transform>
<Position X="-12.2000008" Y="1" Z="21.5000019"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="15.4000006" Y="1" Z="21.6000004"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="10.500001" Y="0" Z="21.9000015"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-9.70000076" Y="1" Z="-23.4000015"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="-18.8000011" Y="1" Z="-22.3000011"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="8.10000038" Y="1" Z="-23.2000008"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:SpawnPoint/>
<c:Transform>
<Position X="16.2000008" Y="1" Z="-23.2000008"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
<Color A="1" B="39.2156868" G="0" R="3.13725495"/>
</c:Model>
<c:Transform>
<Scale X="-70" Y="-70" Z="-70"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="-">
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>15</CaptureTimer>
<HomePointForTeam>
<Red/>
</HomePointForTeam>
</c:CapturePoint>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Trigger/>
<c:Transform>
<Position X="0" Y="0" Z="-4.10000038"/>
</c:Transform>
</Components>
<Children>
<Entity name="Red">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Blue">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="3.4000001" Y="4.70000029" Z="0.700000048"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spectator">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="1" Y="5.70000029" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="-">
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>-15</CaptureTimer>
<HomePointForTeam>
<Blue/>
</HomePointForTeam>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Trigger/>
<c:Transform>
<Position X="0" Y="0" Z="4"/>
</c:Transform>
</Components>
<Children>
<Entity name="Red">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="4.4000001" Y="2" Z="3.70000029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Blue">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform>
<Orientation X="0" Y="2.95000005" Z="0"/>
<Scale X="4.70000029" Y="3.60000014" Z="3.60000014"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spectator">
<Components>
<c:Model>
<Resource>models/core/unitcube.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="5.50000048" Y="2.5" Z="3.80000019"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+6 -5
View File
@@ -162,7 +162,7 @@ void Server::unreliableBroadcast(Packet& packet)
{
for (auto& kv : m_ConnectedPlayers) {
packet.ChangePacketID(kv.second.PacketID);
// m_Unreliable.Send(packet, kv.second);
// m_Unreliable.Send(packet, kv.second);
}
}
@@ -649,13 +649,14 @@ bool Server::shouldSendToClient(EntityWrapper childEntity)
return true;
}
}
return childEntity.HasComponent("Player")
return childEntity.HasComponent("Player")
|| childEntity.FirstParentWithComponent("Player").Valid()
|| childEntity.HasComponent("CapturePoint")
|| childEntity.HasComponent("CapturePoint")
|| childEntity.HasComponent("HealthPickup")
|| childEntity.HasComponent("AmmoPickup")
|| childEntity.HasComponent("ScoreScreen")
|| childEntity.FirstParentWithComponent("ScoreScreen").Valid();
|| childEntity.FirstParentWithComponent("ScoreScreen").Valid()
|| childEntity.FirstParentWithComponent("CapturePoint").Valid();
}
PlayerID Server::getPlayerIDFromEndpoint()
@@ -674,7 +675,7 @@ PlayerID Server::getPlayerIDFromEndpoint()
PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
{
for(auto& kv : m_ConnectedPlayers) {
for (auto& kv : m_ConnectedPlayers) {
if (entityID == kv.second.EntityID) {
return kv.first;
}
+173 -74
View File
@@ -7,23 +7,23 @@ TextPass::TextPass()
void TextPass::Initialize()
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
m_TextProgram->Compile();
m_TextProgram->BindFragDataLocation(0, "sceneColor");
m_TextProgram->BindFragDataLocation(1, "bloomColor");
m_TextProgram->Link();
m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
m_TextProgram->Compile();
m_TextProgram->BindFragDataLocation(0, "sceneColor");
m_TextProgram->BindFragDataLocation(1, "bloomColor");
m_TextProgram->Link();
}
void TextPass::Update()
@@ -33,81 +33,180 @@ void TextPass::Update()
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
{
GLERROR("Derp1");
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
for (auto &job : scene.Jobs.Text) {
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
if (textJob) {
GLERROR("Derp1");
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
for (auto &job : scene.Jobs.Text) {
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
if (textJob) {
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
}
}
GLERROR("Derp2");
delete state;
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
}
}
GLERROR("Derp2");
delete state;
}
std::string TextPass::parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor)
{
std::string parsedString = text;
glm::vec4 newColor = originalColor;
bool colorChange = false;
for (std::string::const_iterator c = parsedString.begin(); c != parsedString.end(); c++) {
if (*c == char(92)) { // Backlash
if ((c + 1) != parsedString.end()) {
if (*(c + 1) == char('C')) { // C for Color
if ((c + 7) != parsedString.end()) {
bool hasCorrectFormat = true;
for (std::string::const_iterator colorC = c + 2; colorC != c + 8; colorC++) {
if (*colorC < '0' || *colorC > 'F') {
hasCorrectFormat = false;
break;
}
}
if (hasCorrectFormat == true) {
colorChange = true;
std::array<int, 3> hexToInt = {
std::stoi(std::string(c + 2, c + 4), 0, 16),
std::stoi(std::string(c + 4, c + 6), 0, 16),
std::stoi(std::string(c + 6, c + 8), 0, 16)
};
newColor = glm::vec4(
float(hexToInt[0]) / 255.f,
float(hexToInt[1]) / 255.f,
float(hexToInt[2]) / 255.f,
newColor.a);
parsedString.erase(c, (c + 8));
}
}
}
if (*(c + 1) == char('A')) { // A for Alpha
if ((c + 3) != parsedString.end()) {
bool hasCorrectFormat = true;
for (std::string::const_iterator colorC = c + 2; colorC != c + 4; colorC++) {
if (*colorC < '0' || *colorC > 'F') {
hasCorrectFormat = false;
break;
}
}
if (hasCorrectFormat == true) {
colorChange = true;
int hexToInt = std::stoi(std::string(c + 2, c + 4), 0, 16);
newColor = glm::vec4(
newColor.r,
newColor.g,
newColor.b,
float(hexToInt) / 255.f);
parsedString.erase(c, (c + 4));
}
}
}
if ((*(c + 1) >= '1' && *(c + 1) <= '9') || *(c + 1) == 'B' || *(c + 1) == 'E' || *(c + 1) == 'F') { // Icons
if (*(c + 1) >= '1' && *(c + 1) <= '9') {
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 48));
}
else {
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 55));
}
}
if (colorChange) {
colorChanges[c - parsedString.begin()] = newColor;
}
}
}
}
return parsedString;
}
void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
{
GLfloat penX = 0;
GLfloat penY = 0;
GLfloat scale = 1.0/font->FontSize;
GLfloat penX = 0;
GLfloat penY = 0;
GLfloat scale = 1.0 / font->FontSize;
GLfloat stringWidth = 0.f;
GLfloat stringWidth = 0.f;
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
Font::Character ch = font->m_Characters[*c];
stringWidth += (ch.Advance >> 6) * scale;
}
std::map<int, glm::vec4> colorChanges;
std::string parsedText = parseColors(text, colorChanges, color);
if(alignment == TextJob::AlignmentEnum::Center) {
penX = -stringWidth/2.f;
} else if (alignment == TextJob::AlignmentEnum::Right) {
penX = -stringWidth;
} else {
penX = 0;
}
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
Font::Character ch = font->m_Characters[*c];
stringWidth += (ch.Advance >> 6) * scale;
}
m_TextProgram->Bind();
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
if (alignment == TextJob::AlignmentEnum::Center) {
penX = -stringWidth / 2.f;
}
else if (alignment == TextJob::AlignmentEnum::Right) {
penX = -stringWidth;
}
else {
penX = 0;
}
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
Font::Character ch = font->m_Characters[*c];
GLfloat xpos = penX + ch.Bearing.x * scale;
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
m_TextProgram->Bind();
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
GLfloat vertices[6][4] = {
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos, ypos, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 1.0 },
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos + w, ypos, 1.0, 1.0 },
{ xpos + w, ypos + h, 1.0, 0.0 }
};
auto it = colorChanges.find(c - parsedText.begin());
if (it != colorChanges.end()) {
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(it->second));
}
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
Font::Character ch = font->m_Characters[*c];
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
GLfloat xpos = penX + ch.Bearing.x * scale;
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
GLERROR("Text rendering Error");
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
GLfloat vertices[6][4] = {
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos, ypos, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 1.0 },
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos + w, ypos, 1.0, 1.0 },
{ xpos + w, ypos + h, 1.0, 0.0 }
};
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
GLERROR("Text rendering Error");
}
-7
View File
@@ -137,20 +137,13 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
+65 -16
View File
@@ -37,8 +37,7 @@ void AmmoPickupSystem::Update(double dt)
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
}
else {
} else {
it++;
}
}
@@ -48,7 +47,7 @@ void AmmoPickupSystem::Update(double dt)
m_PickupAtMaximum.erase(it);
break;
}
if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
if (!DoesPlayerHaveMaxAmmo(it->player)) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
@@ -56,6 +55,58 @@ void AmmoPickupSystem::Update(double dt)
}
}
}
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Sniper) {
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Assault) {
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
} else {
return false;
}
}
void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else if (playerClass == PlayerClass::Sniper) {
(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else if (playerClass == PlayerClass::Assault) {
(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else {
//unknown class - ignore
}
}
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return (int)player["DefenderWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Sniper) {
return (int)player["SniperWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Assault) {
return (int)player["AssaultWeapon"]["MaxAmmo"];
} else {
return -1;
}
}
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(player.ID, "DashAbility")) {
return PlayerClass::Assault;
}
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
return PlayerClass::Defender;
}
if (m_World->HasComponent(player.ID, "SprintAbility")) {
return PlayerClass::Sniper;
}
return PlayerClass::None;
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
@@ -63,7 +114,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
return false;
}
//TODO: add other weapontypes
if (!e.Entity.HasComponent("AssaultWeapon")) {
if (DetermineClass(e.Entity) == PlayerClass::None) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
@@ -71,7 +122,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
}
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
@@ -85,18 +136,16 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
return false;
}
//TODO: add other weapontypes
if (!e.Player.HasComponent("AssaultWeapon")) {
if (DetermineClass(e.Player) == PlayerClass::None) {
return false;
}
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
if (DoesPlayerHaveMaxAmmo(e.Player)) {
return false;
}
SetPlayerAmmo(e.Player, e.AmmoGain);
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
return false;
return true;
}
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
@@ -114,8 +163,11 @@ bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
}
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
//trigger should be valid but if it isnt we just return (to avoid crash)
if (!trigger.Valid()) {
return;
}
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
Events::AmmoPickup ePlayerAmmoPickup;
@@ -123,9 +175,6 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
ePlayerAmmoPickup.Player = player;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo (on server)
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
+12
View File
@@ -69,6 +69,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0;
//note: old color system
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
@@ -102,7 +103,18 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
if (m_RecentlyCapturedNeedNextCapturePointNow) {
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
}
}
//save the next cap points and publish the captured event
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
m_EventBroker->Publish(m_CapturedEvent);
+4
View File
@@ -83,6 +83,10 @@ bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
}
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
{
//trigger should be valid but if it isnt we just return (to avoid crash)
if (!trigger.Valid()) {
return;
}
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
//only the server will increase the players hp and set it in the next delta