Compare commits

..

2 Commits

39 changed files with 458 additions and 424 deletions
+1 -1
Submodule assets updated: 651f65a98d...1e7adc749e
-18
View File
@@ -1,18 +0,0 @@
#ifndef EAmmoPickup_h__
#define EAmmoPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AmmoPickup : Event
{
EntityWrapper Player;
int AmmoGain;
};
}
#endif
-18
View File
@@ -1,18 +0,0 @@
#ifndef EPlayerHealthPickup_h__
#define EPlayerHealthPickup_h__
#include "EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayerHealthPickup : Event
{
EntityWrapper Player;
double HealthAmount;
};
}
#endif
-20
View File
@@ -1,20 +0,0 @@
#ifndef EWin_h__
#define EWin_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "Engine/GLM.h"
namespace Events
{
//triggers when a team has captured all capturePoints
struct Win : Event
{
//can be 0 = none, 1,2
int TeamThatWon;
};
}
#endif
+19
View File
@@ -0,0 +1,19 @@
#ifndef EntitySystem_h__
#define EntitySystem_h__
#include "World.h"
#include "SystemPipeline.h"
// An "EntitySystem" is defined as the combination of a World with a SystemPipeline
template <typename WorldType>
class EntitySystem : public WorldType, public SystemPipeline
{
static_assert(std::is_base_of<World, WorldType>::value, "WorldType must inherit from World");
public:
EntitySystem(EventBroker* eventBroker, bool isClient, bool isServer)
: WorldType(eventBroker)
, SystemPipeline(this, eventBroker, isClient, isServer)
{ }
};
#endif
+1 -1
View File
@@ -184,7 +184,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
Hash = TextureID + ModelID << 10 + ShaderID << 20;
}
};
+3 -6
View File
@@ -17,7 +17,7 @@
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
@@ -41,8 +41,7 @@ struct SpriteJob : RenderJob
}
World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button");
IsIndicator = isIndicator;
FillColor = fillColor;
FillPercentage = fillPercentage;
};
@@ -62,9 +61,7 @@ struct SpriteJob : RenderJob
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
bool Pickable;
bool IsIndicator = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+18
View File
@@ -0,0 +1,18 @@
#include "Core/EntitySystem.h"
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
class CapturePointsEntitySystem : public EntitySystem<World>
{
public:
CapturePointsEntitySystem(EventBroker* eventBroker, bool isClient, bool isServer, IRenderer* renderer, RenderFrame* renderFrame);
~CapturePointsEntitySystem();
private:
IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Octree<EntityAABB>* m_OctreeCollision = nullptr;
Octree<EntityAABB>* m_OctreeTrigger = nullptr;
Octree<EntityAABB>* m_OctreeFrustrumCulling = nullptr;
};
+18
View File
@@ -0,0 +1,18 @@
#ifndef EAmmoPickup_h__
#define EAmmoPickup_h__
#include "Core/EventBroker.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct AmmoPickup : Event
{
EntityWrapper Player;
int AmmoGain;
};
}
#endif
@@ -1,14 +1,13 @@
#ifndef ECaptured_h__
#define ECaptured_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "Engine/GLM.h"
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace Events
{
//triggers when a capturePoint has been taken over
//triggers when a capturePoint has been taken over
struct Captured : Event
{
int TeamNumberThatCapturedCapturePoint;
+16
View File
@@ -0,0 +1,16 @@
#ifndef EGameEnd_h__
#define EGameEnd_h__
#include "Core/Event.h"
namespace Events
{
struct GameEnd : Event
{
};
}
#endif
+16
View File
@@ -0,0 +1,16 @@
#ifndef EGameStart_h__
#define EGameStart_h__
#include "Core/Event.h"
namespace Events
{
struct GameStart : Event
{
};
}
#endif
+18
View File
@@ -0,0 +1,18 @@
#ifndef EPlayerHealthPickup_h__
#define EPlayerHealthPickup_h__
#include "Core/EventBroker.h"
#include "Core/EntityWrapper.h"
namespace Events
{
struct PlayerHealthPickup : Event
{
EntityWrapper Player;
double HealthAmount;
};
}
#endif
+19
View File
@@ -0,0 +1,19 @@
#ifndef EWin_h__
#define EWin_h__
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace Events
{
//triggers when a team has captured all capturePoints
struct Win : Event
{
// The winning team corresponding to TeamEnum
ComponentInfo::EnumType Team;
};
}
#endif
+3 -9
View File
@@ -12,18 +12,16 @@
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "Core/EntitySystem.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h"
#include "Collision/EntityAABB.h"
// Network
#include <boost/thread.hpp>
#include "Network/Network.h"
@@ -55,11 +53,7 @@ private:
IRenderer* m_Renderer;
InputManager* m_InputManager;
InputProxy* m_InputProxy;
World* m_World;
Octree<EntityAABB>* m_OctreeCollision;
Octree<EntityAABB>* m_OctreeTrigger;
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
EntitySystem<World>* m_EntitySystem;
RenderFrame* m_RenderFrame;
Client* m_NetworkClient = nullptr;
Server* m_NetworkServer = nullptr;
View File
+2 -2
View File
@@ -5,8 +5,8 @@
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Events/EPickupSpawned.h"
#include "Events/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
+1 -2
View File
@@ -7,8 +7,7 @@
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include "Events/ECaptured.h"
#include <tuple>
#include <vector>
@@ -0,0 +1,27 @@
#include "Core/System.h"
#include "Events/EGameStart.h"
#include "Events/EGameEnd.h"
#include "Events/ECaptured.h"
#include "Events/EWin.h"
class CapturePointsGamemode : public ImpureSystem
{
public:
CapturePointsGamemode(SystemParams params);
virtual void Update(double dt) override;
private:
bool m_GameRuning = false;
double m_GameTime = 0.0;
EventRelay<CapturePointsGamemode, Events::GameStart> m_EGameStart;
bool OnGameStart(const Events::GameStart& e);
EventRelay<CapturePointsGamemode, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured& e);
boost::optional<ComponentWrapper> currentGamemode();
bool isCurrentGamemode();
boost::optional<ComponentInfo::EnumType> winCondition();
void setRunning(bool running);
};
+1 -1
View File
@@ -7,8 +7,8 @@
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EPlayerHealthPickup.h"
#include "Core/EPlayerDeath.h"
#include "Events/EPlayerHealthPickup.h"
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
+2 -2
View File
@@ -5,8 +5,8 @@
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h"
#include "Events/EPickupSpawned.h"
#include "Events/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
#include <tuple>
+2 -2
View File
@@ -13,10 +13,10 @@
#include "../Engine/Core/EShoot.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/ECaptured.h"
#include "Events/ECaptured.h"
#include "../Engine/Core/EPlayerDamage.h"
#include "../Engine/Core/EPlayerDeath.h"
#include "../Engine/Core/EPlayerHealthPickup.h"
#include "Events/EPlayerHealthPickup.h"
#include "../Engine/Collision/ETrigger.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h"
+1 -1
View File
@@ -44,6 +44,6 @@
<xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/Gamemode.xsd"/>
</xs:schema>
+6
View File
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Gamemode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Gamemode.xsd">
<Gamemode><CapturePoints/></Gamemode>
<RoundTime>0</RoundTime>
<Running>false</Running>
</Gamemode>
+25
View File
@@ -0,0 +1,25 @@
<?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:complexType name="GamemodeEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="CapturePoints" type="t:int" fixed="1" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="Gamemode">
<xs:complexType>
<xs:all>
<xs:element name="Gamemode" type="GamemodeEnum" minOccurs="0"/>
<xs:element name="RoundTime" type="t:double" minOccurs="0"/>
<xs:element name="Running" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SpriteIndicator xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SpriteIndicator.xsd">
<MinScale>10</MinScale>
<VisibleForSingleTeamOnly>false</VisibleForSingleTeamOnly>
</SpriteIndicator>
@@ -1,19 +0,0 @@
<?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="SpriteIndicator">
<xs:annotation>
<xs:documentation>Billbord a Sprite around global Y axis</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="MinScale" type="t:double" minOccurs="0"/>
<xs:element name="VisibleForSingleTeamOnly" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Add a Team component to this Entity or Parent to make it visible only for that team</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+6 -47
View File
@@ -13,7 +13,6 @@
<c:DashAbility/>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
@@ -61,7 +60,6 @@
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
@@ -112,7 +110,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:HealthHUD/>
@@ -138,7 +135,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -156,7 +152,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -172,7 +167,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -191,7 +185,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -207,7 +200,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
@@ -225,7 +217,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -241,7 +232,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -259,7 +249,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -275,7 +264,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
</c:Sprite>
<c:Transform>
@@ -291,7 +279,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -317,7 +304,6 @@
<Entity name="KillFeed1">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
@@ -330,7 +316,6 @@
<Entity name="KillFeed2">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
@@ -345,7 +330,6 @@
<Entity name="KillFeed3">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
@@ -365,10 +349,8 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.97725610639912475</Time1>
<Time1>1.8314163732853146</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
@@ -386,8 +368,8 @@
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
<Position X="0.120430619" Y="-0.229687244" Z="-0.181454629"/>
<Orientation X="0.0104048112" Y="-0.0026817855" Z="0.0428442657"/>
</c:Transform>
</Components>
<Children>
@@ -424,7 +406,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
@@ -494,10 +475,8 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.87583812735846323</Time1>
<Time1>0.16333512901638159</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
@@ -520,8 +499,8 @@
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
<Position X="0.158296332" Y="1.03131664" Z="-0.21615544"/>
<Orientation X="-0.0626514703" Y="-0.0352048129" Z="0.12013837"/>
</c:Transform>
</Components>
<Children>
@@ -591,26 +570,6 @@
</Components>
<Children/>
</Entity>
<Entity name="Indicator">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
<MinScale>50</MinScale>
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84019077" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+6 -47
View File
@@ -13,7 +13,6 @@
<c:DashAbility/>
<c:Health/>
<c:Physics>
<PrevOrigin X="0" Y="0.772000015" Z="0"/>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
@@ -61,7 +60,6 @@
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
@@ -112,7 +110,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:HealthHUD/>
@@ -138,7 +135,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -156,7 +152,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -172,7 +167,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -191,7 +185,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -207,7 +200,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Sprite>
<c:Transform>
@@ -225,7 +217,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -241,7 +232,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.300000012" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
@@ -259,7 +249,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -275,7 +264,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
</c:Sprite>
<c:Transform>
@@ -291,7 +279,6 @@
</c:Fill>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
@@ -317,7 +304,6 @@
<Entity name="KillFeed1">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
@@ -330,7 +316,6 @@
<Entity name="KillFeed2">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
@@ -345,7 +330,6 @@
<Entity name="KillFeed3">
<Components>
<c:Text>
<Content></Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Alignment>
<Right/>
@@ -365,10 +349,8 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.2667383999985162</Time1>
<Time1>0.018170670865885086</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
@@ -386,8 +368,8 @@
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
<Position X="0.120430693" Y="-0.2284486" Z="-0.181454509"/>
<Orientation X="0.0104046017" Y="-0.00268172775" Z="0.0428442247"/>
</c:Transform>
</Components>
<Children>
@@ -424,7 +406,6 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
@@ -494,10 +475,8 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.26532318661337229</Time1>
<Time1>0.11675631578762591</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
@@ -520,8 +499,8 @@
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
<Position X="0.157842755" Y="1.03184748" Z="-0.216178894"/>
<Orientation X="-0.0626459867" Y="-0.0335309952" Z="0.120309927"/>
</c:Transform>
</Components>
<Children>
@@ -591,26 +570,6 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<Color A="1" B="0" G="0" R="1"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
<MinScale>50</MinScale>
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84000003" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+1
View File
@@ -50,6 +50,7 @@
<xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:Gamemode" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+6 -96
View File
@@ -52,101 +52,6 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
continue;
}
glm::mat4 modelMatrix;
// See a sprite is an SpriteIndicator
bool isIndicator = false;
if (world->HasComponent(entity.ID, "SpriteIndicator"))
{
auto indicator = entity["SpriteIndicator"];
float minScale = (float)(double)indicator["MinScale"];
bool hasTeam = indicator["VisibleForSingleTeamOnly"];
isIndicator = true;
glm::vec3 pos = Transform::AbsolutePosition(entity);
EntityWrapper entityTeam;
if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) {
if (!entity.HasComponent("Team")) {
entityTeam = entity.FirstParentWithComponent("Team");
}
else {
entityTeam = entity;
}
ComponentWrapper& entityTeamComponent = entityTeam["Team"];
ComponentWrapper& localComponent = m_LocalPlayer["Team"];
int entityTeamInt = entityTeamComponent["Team"];
int localComponentInt = localComponent["Team"];
int SpectatorInt = localComponent["Team"].Enum("Spectator");
if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) {
continue;
}
}
// Code for check if sprite is inside or outside of screen
//glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f);
//projectedPos /= projectedPos.w;
//// Check if inside of outside of screen.
//if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) {
// // is outside of screen
//} else {
// // is inside of screen
//}
glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 normal = pos - m_Camera->Position();
//float distance = glm::length(normal);
//if (distance < minDistance) {
// pos = pos - glm::normalize(normal) * (distance - minDistance);
//} else if (distance > maxDistance) {
// pos = pos - glm::normalize(normal) * (distance - maxDistance);
//}
normal.y = 0;
normal = glm::normalize(normal);
glm::vec3 right = glm::cross(normal, zAxis);
glm::vec3 up = glm::cross(right, normal);
modelMatrix[0][0] = right.x;
modelMatrix[0][1] = right.y;
modelMatrix[0][2] = right.z;
modelMatrix[0][3] = 0.0f;
modelMatrix[1][0] = zAxis.x;
modelMatrix[1][1] = zAxis.y;
modelMatrix[1][2] = zAxis.z;
modelMatrix[1][3] = 0.0f;
modelMatrix[2][0] = normal.x;
modelMatrix[2][1] = normal.y;
modelMatrix[2][2] = normal.z;
modelMatrix[2][3] = 0.0f;
modelMatrix[3][0] = pos.x;
modelMatrix[3][1] = pos.y;
modelMatrix[3][2] = pos.z;
modelMatrix[3][3] = 1.0f;
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
float diag = glm::length(projectedBottomLeft - projectedTopRight);
if (diag < minScale) {
tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag));
}
modelMatrix = tranformationMatrix;
}
else {
modelMatrix = Transform::ModelMatrix(entity.ID, world);
}
std::string diffuseResource = cSprite["DiffuseTexture"];
std::string glowResource = cSprite["GlowMap"];
bool depthSorted = cSprite["DepthSort"];
@@ -162,7 +67,11 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
fillColor = (glm::vec4)fillComponent["Color"];
}
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator));
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
//modelMatrix *= m_Camera->BillboardMatrix();
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
jobs.push_back(spriteJob);
}
@@ -184,6 +93,7 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
) {
return false;
}
return true;
}
+8 -2
View File
@@ -33,10 +33,16 @@ file(GLOB SOURCE_FILES_Network
"Network/*.cpp"
)
source_group(Network FILES ${SOURCE_FILES_Network})
file(GLOB SOURCE_FILES
"${INCLUDE_PATH}/*.h"
"*.cpp"
)
list(REMOVE_ITEM SOURCE_FILES "${CMAKE_CURRENT_SOURCE_DIR}/main.cpp")
source_group(Game FILES ${SOURCE_FILES})
set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
"MiniDump.cpp"
${SOURCE_FILES_Systems}
${SOURCE_FILES_Systems_Weapon}
${SOURCE_FILES_Events}
+98
View File
@@ -0,0 +1,98 @@
#include "CapturePointsEntitySystem.h"
#include "Systems/InterpolationSystem.h"
#include "Systems/SoundSystem.h"
#include "Systems/RaptorCopterSystem.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Systems/HealthSystem.h"
#include "Systems/PlayerMovementSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/Weapon/WeaponSystem.h"
#include "Systems/LifetimeSystem.h"
#include "Systems/CapturePointSystem.h"
#include "Systems/CapturePointHUDSystem.h"
#include "Systems/PickupSpawnSystem.h"
#include "Systems/AmmoPickupSystem.h"
#include "Systems/DamageIndicatorSystem.h"
#include "Systems/AmmunitionHUDSystem.h"
#include "Systems/KillFeedSystem.h"
#include "GUI/ButtonSystem.h"
#include "GUI/MainMenuSystem.h"
#include "Collision/FillOctreeSystem.h"
#include "Collision/FillFrustumOctreeSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Core/UniformScaleSystem.h"
#include "Systems/HealthHUDSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
#include "Collision/CollisionSystem.h"
#include "Collision/TriggerSystem.h"
#include "Rendering/RenderSystem.h"
#include "Editor/EditorSystem.h"
CapturePointsEntitySystem::CapturePointsEntitySystem(EventBroker* eventBroker, bool isClient, bool isServer, IRenderer* renderer, RenderFrame* renderFrame)
: EntitySystem(eventBroker, isClient, isServer)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
// Create Octrees
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
AddSystem<InterpolationSystem>(updateOrderLevel);
++updateOrderLevel;
AddSystem<SoundSystem>(updateOrderLevel);
AddSystem<RaptorCopterSystem>(updateOrderLevel);
AddSystem<ExplosionEffectSystem>(updateOrderLevel);
AddSystem<HealthSystem>(updateOrderLevel);
AddSystem<PlayerMovementSystem>(updateOrderLevel);
AddSystem<SpawnerSystem>(updateOrderLevel);
AddSystem<PlayerSpawnSystem>(updateOrderLevel);
AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
AddSystem<LifetimeSystem>(updateOrderLevel);
AddSystem<CapturePointSystem>(updateOrderLevel);
AddSystem<CapturePointHUDSystem>(updateOrderLevel);
AddSystem<PickupSpawnSystem>(updateOrderLevel);
AddSystem<AmmoPickupSystem>(updateOrderLevel);
AddSystem<DamageIndicatorSystem>(updateOrderLevel);
AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
AddSystem<KillFeedSystem>(updateOrderLevel);
AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
// Populate Octree with collidables
++updateOrderLevel;
AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
AddSystem<AnimationSystem>(updateOrderLevel);
AddSystem<UniformScaleSystem>(updateOrderLevel);
AddSystem<HealthHUDSystem>(updateOrderLevel);
AddSystem<PlayerDeathSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
AddSystem<BoneAttachmentSystem>(updateOrderLevel);
AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
++updateOrderLevel;
AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
}
CapturePointsEntitySystem::~CapturePointsEntitySystem()
{
if (m_OctreeFrustrumCulling != nullptr) {
delete m_OctreeFrustrumCulling;
}
if (m_OctreeCollision != nullptr) {
delete m_OctreeCollision;
}
if (m_OctreeTrigger != nullptr) {
delete m_OctreeTrigger;
}
}
+13 -100
View File
@@ -1,34 +1,8 @@
#include "Game.h"
#include "Collision/FillOctreeSystem.h"
#include "Collision/FillFrustumOctreeSystem.h"
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Systems/RaptorCopterSystem.h"
#include "Systems/HealthSystem.h"
#include "Systems/PlayerMovementSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/CapturePointHUDSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/HealthHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
#include "Game/Systems/LifetimeSystem.h"
#include "../Engine/Core/UniformScaleSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Network/MultiplayerSnapshotFilter.h"
#include "Game/Systems/AmmunitionHUDSystem.h"
#include "Game/Systems/KillFeedSystem.h"
#include "GUI/ButtonSystem.h"
#include "GUI/MainMenuSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "CapturePointsEntitySystem.h"
Game::Game(int argc, char* argv[])
{
@@ -48,6 +22,7 @@ Game::Game(int argc, char* argv[])
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// HACK: This shouldn't be a config variable
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
// Create the core event broker
@@ -74,91 +49,30 @@ Game::Game(int argc, char* argv[])
m_InputProxy->AddHandler<MouseInputHandler>();
m_InputProxy->LoadBindings("Input.ini");
// Create a world
m_World = new World(m_EventBroker);
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
}
// Create the sound manager
m_SoundManager = new SoundManager(m_World, m_EventBroker);
//m_SoundManager = new SoundManager(m_World, m_EventBroker);
// Create an entity system
m_EntitySystem = new CapturePointsEntitySystem(m_EventBroker, m_IsClient, m_IsServer, m_Renderer, m_RenderFrame);
// Initialize network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
if (m_IsServer) {
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
m_NetworkServer = new Server(m_EntitySystem, m_EventBroker, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
} else if (m_IsClient) {
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
m_NetworkClient = new Client(m_EntitySystem, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
}
}
// Create Octrees
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
// All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
++updateOrderLevel;
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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<AmmunitionHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
// Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
m_LastTime = glfwGetTime();
}
Game::~Game()
{
delete m_SystemPipeline;
delete m_OctreeFrustrumCulling;
delete m_OctreeCollision;
delete m_OctreeTrigger;
delete m_EntitySystem;
delete m_SoundManager;
if (m_NetworkClient != nullptr) {
delete m_NetworkClient;
@@ -166,7 +80,6 @@ Game::~Game()
if (m_NetworkServer != nullptr) {
delete m_NetworkServer;
}
delete m_World;
delete m_InputProxy;
delete m_InputManager;
delete m_RenderFrame;
@@ -195,7 +108,7 @@ void Game::Tick()
m_EventBroker->Swap();
PerformanceTimer::StartTimerAndStopPrevious("SoundManager");
m_SoundManager->Update(dt);
//m_SoundManager->Update(dt);
// Update network
PerformanceTimer::StartTimerAndStopPrevious("Network");
@@ -209,9 +122,9 @@ void Game::Tick()
//m_SoundManager->Update(dt);
// Iterate through systems and update world!
PerformanceTimer::StartTimerAndStopPrevious("SystemPipeline");
PerformanceTimer::StartTimerAndStopPrevious("EntitySystem");
m_EventBroker->Process<SystemPipeline>();
m_SystemPipeline->Update(dt);
m_EntitySystem->Update(dt);
PerformanceTimer::StartTimerAndStopPrevious("RendererUpdate");
m_Renderer->Update(dt);
PerformanceTimer::StartTimerAndStopPrevious("RendererDraw");
View File
-21
View File
@@ -192,27 +192,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
//NextPossibleCapturePoint will be calculated in the next update...
}
}
//check for possible winCondition = check if the homebase is owned by the other team
bool checkForWinner = false;
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam)
{
checkForWinner = true;
}
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam)
{
checkForWinner = true;
}
if (checkForWinner && !m_WinnerWasFound)
{
//publish Win event
Events::Win e;
e.TeamThatWon = ownedBy;
m_EventBroker->Publish(e);
m_WinnerWasFound = true;
}
}
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
+117
View File
@@ -0,0 +1,117 @@
#include "Systems/CapturePointsGamemode.h"
CapturePointsGamemode::CapturePointsGamemode(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointsGamemode::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &CapturePointsGamemode::OnGameStart);
}
void CapturePointsGamemode::Update(double dt)
{
if (!m_GameRuning) {
return;
}
auto cGamemode = currentGamemode();
if (!cGamemode) {
setRunning(false);
return;
}
m_GameTime += dt;
(double&)(*cGamemode)["RoundTime"] = m_GameTime;
}
bool CapturePointsGamemode::OnGameStart(const Events::GameStart& e)
{
if (!isCurrentGamemode()) {
return false;
}
setRunning(true);
return true;
}
bool CapturePointsGamemode::OnCaptured(const Events::Captured& e)
{
if (!m_GameRuning) {
return false;
}
auto cGamemode = currentGamemode();
if (!cGamemode) {
return false;
}
auto winningTeam = winCondition();
if (winningTeam) {
setRunning(false);
Events::Win e;
e.Team = *winningTeam;
m_EventBroker->Publish(e);
}
return true;
}
boost::optional<ComponentWrapper> CapturePointsGamemode::currentGamemode()
{
auto cGamemodes = m_World->GetComponents("Gamemode");
if (cGamemodes->begin() == cGamemodes->end()) {
return boost::none;
}
return *cGamemodes->begin();
}
bool CapturePointsGamemode::isCurrentGamemode()
{
auto cGamemode = currentGamemode();
if (!cGamemode) {
return false;
}
// Check that we're the current gamemode
if ((ComponentInfo::EnumType)(*cGamemode)["Gamemode"] == (*cGamemode)["Gamemode"].Enum("CapturePoints")) {
return true;
} else {
return false;
}
}
boost::optional<ComponentInfo::EnumType> CapturePointsGamemode::winCondition()
{
auto cCapturePoints = m_World->GetComponents("CapturePoint");
// If all capture points are owned by the same team, they won
ComponentInfo::EnumType winningTeam = -1;
for (auto& c : *cCapturePoints) {
EntityWrapper e(m_World, c.EntityID);
ComponentInfo::EnumType team = e["Team"]["Team"];
if (winningTeam != -1 && winningTeam != team) {
return boost::none;
} else {
winningTeam = team;
}
}
return winningTeam;
}
void CapturePointsGamemode::setRunning(bool running)
{
m_GameRuning = running;
if (running) {
m_GameTime = 0.0;
}
auto cGamemode = currentGamemode();
if (cGamemode) {
m_GameRuning = running;
if (running) {
(*cGamemode)["RoundTime"] = 0.0;
}
}
}
+1
View File
@@ -14,6 +14,7 @@ SoundSystem::SoundSystem(SystemParams params)
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &SoundSystem::OnPlayerHealthPickup);
}
}