Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
	Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
ViktorLjung
2014-03-13 19:36:03 +01:00
23 changed files with 304 additions and 166 deletions
+6 -1
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@@ -20,6 +20,10 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
// Clear old collisions
collisionComponent->CollidingEntities.clear();
// Quit out if we're not interested in collision events
if (!collisionComponent->Interested)
return;
auto entities = m_World->GetEntities();
for (auto pair : *entities) {
@@ -43,7 +47,8 @@ void Systems::CollisionSystem::UpdateEntity(double dt, EntityID entity, EntityID
//pair.first, pair.second;
if(entity == entity2)
break;
continue;
Intersects(entity, entity2);
}
}
+4
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@@ -47,6 +47,10 @@ void Systems::InputSystem::Update(double dt)
if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2]) {
m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
}
// Bounds
if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3]) {
m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
}
#endif
}
@@ -5,14 +5,14 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
{
elapsedtime = 0;
velocity = 0;
startx = 0;
startyz = glm::vec2(0, -1000);
}
void Systems::LevelGenerationSystem::SpawnObstacle()
{
typeRandom = 0 + (rand() % 3);
typeRandom = 0 + (rand() % 10);
EntityID ent;
@@ -23,45 +23,64 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
model = m_World->AddComponent<Components::Model>(ent, "Model");
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
positionRandom = -500 + startx + (rand() % 1000);
transform->Position = glm::vec3(positionRandom, startyz);
//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
switch (typeRandom)
{
case 0: // Mountain stuff :D
sound->Loop = true;
sound->Gain = 1.f;
sound->ReferenceDistance = 15.f;
m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound, "Sounds/hum.wav");
if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
{
transform->Position = glm::vec3( positionRandom, startyz); // fix position
float scale = (float)(rand() % 1000) / 250;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(9, 12, 7);
bounds->Origin = glm::vec3(1,11,-1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
}
break;
case 1: // Single Mountain :D
else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
{
transform->Position = glm::vec3( positionRandom, startyz); // fix position
float scale = (float)(rand() % 1000) / 200;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
bounds->Origin = glm::vec3(0,7.5f,0);
model->ModelFile = "Models/obstacle_mountain_2.obj";
}
break;
case 2:
else if(typeRandom >= 5 && typeRandom < 8)
{
transform->Position = glm::vec3( positionRandom, startyz); // fix position
float scale = (float)(rand() % 1000) / 100;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0,1,0);
model->ModelFile = "Models/obstacle_cube_1.obj";
}
break;
default:
if(typeRandom >= 8 && typeRandom < 10)
{
float scale = (float)(rand() % 1000) / 100;
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->Origin = glm::vec3(0,4,0);
pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.3, 1.0, 0.3);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
break;
}
powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 10.f;
model->ModelFile = "Models/powerup.obj";
}
// Put it below ground level
transform->Position.y -= bounds->VolumeVector.y * 2.f;
}
@@ -75,14 +94,22 @@ void Systems::LevelGenerationSystem::Update( double dt )
elapsedtime = 0;
}
std::vector<EntityID> removethis;
std::list<EntityID> removethis;
for(auto ent : obstacles)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
transformComponent->Position.z += 100.f * dt;
auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
if(transformComponent->Position.z > 100)
transform->Velocity.z = -velocity;
transform->Position += transform->Velocity * (float)dt;
// Stop raising obstacles when they reach ground level
if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
transform->Position.y = 0;
transform->Velocity.y = 0;
}
if(transform->Position.z > 800)
{
removethis.push_back(ent);
}
@@ -104,6 +131,7 @@ void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, E
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
startx = transformComponent->Position.x;
velocity = transformComponent->Velocity.z;
}
}
@@ -2,11 +2,16 @@
#define LevelGenerationSystem_h__
#include "System.h"
#include "Systems/SoundSystem.h"
#include "World.h"
#include "Components/Transform.h"
#include "Components/Bounds.h"
#include "Components/Collision.h"
#include "Components/Model.h"
#include "Components/PointLight.h"
#include "Components/SoundEmitter.h"
#include "Components/PowerUp.h"
namespace Systems
{
@@ -30,12 +35,14 @@ namespace Systems
double elapsedtime;
std::list<EntityID> obstacles;
float velocity;
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Bounds> bounds;
std::shared_ptr<Components::Collision> collision;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
std::shared_ptr<Components::PowerUp> powerUp;
};
}
+16 -14
View File
@@ -3,6 +3,8 @@
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
m_PlayerSpeed = 20;
m_PlayerOriginalBounds = glm::vec3(0);
}
void Systems::PlayerSystem::Update(double dt)
@@ -18,14 +20,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr)
return;
float speed = 50.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
float speed = m_PlayerSpeed;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 4.0f;
}
@@ -59,19 +59,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
if(collision->CollidingEntities.size() > 0) {
// DO STUFF
}
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
m_PlayerOriginalBounds = bounds->VolumeVector;
}
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
@@ -79,7 +75,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
if(Euler.z < 10.f)
{
@@ -95,7 +91,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
if(Euler.z > -10.f)
{
@@ -119,6 +115,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
// Update player bounds based on rotation
if (bounds) {
Euler = glm::eulerAngles(transform->Orientation);
bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
}
}
}
+3 -1
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@@ -7,6 +7,7 @@
#include "Components/Transform.h"
#include "Components/Input.h"
#include "Components/Collision.h"
#include "Components/Bounds.h"
#include "logging.h"
@@ -23,7 +24,8 @@ namespace Systems
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
float m_PlayerSpeed;
glm::vec3 m_PlayerOriginalBounds;
};
}
+2 -1
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@@ -20,6 +20,7 @@ public:
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
void OnComponentRemoved(std::string type, Component* component) override;
void PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName);
private:
@@ -35,7 +36,7 @@ private:
unsigned long dataSize;
std::map<Component*, ALuint> m_Source;
std::map<Component*, ALuint> m_Sources;
std::map<std::string, ALuint> m_BufferCache; // string = fileName
};
+23 -7
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@@ -18,6 +18,9 @@ Systems::SoundSystem::SoundSystem(World* world)
}
alGetError();
alSpeedOfSound(340.29f); // Speed of sound
alDistanceModel(AL_INVERSE_DISTANCE);
}
void Systems::SoundSystem::Update(double dt)
@@ -54,10 +57,10 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
if(soundEmitter != nullptr)
{
ALuint source = m_Source[soundEmitter.get()];
alSourcei(source, AL_GAIN, soundEmitter->Gain);
alSourcei(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
alSourcei(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
ALuint source = m_Sources[soundEmitter];
alSourcef(source, AL_GAIN, soundEmitter->Gain);
//alSourcef(source, AL_MAX_DISTANCE, soundEmitter->MaxDistance);
alSourcef(source, AL_REFERENCE_DISTANCE, soundEmitter->ReferenceDistance);
alSourcef(source, AL_PITCH, soundEmitter->Pitch);
alSourcei(source, AL_LOOPING, soundEmitter->Loop);
@@ -74,17 +77,30 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName)
{
if (m_Sources.find(emitter.get()) == m_Sources.end())
return;
ALuint buffer = LoadFile(fileName);
ALuint source = m_Source[emitter.get()];
ALuint source = m_Sources[emitter.get()];
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(m_Source[emitter.get()]);
alSourcePlay(m_Sources[emitter.get()]);
}
void Systems::SoundSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
{
if(type == "SoundEmitter") {
ALuint source = CreateSource();
m_Source[component.get()] = source;
m_Sources[component.get()] = source;
}
}
void Systems::SoundSystem::OnComponentRemoved(std::string type, Component* component)
{
if(type == "SoundEmitter") {
if (m_Sources.find(component) != m_Sources.end()) {
ALuint source = m_Sources[component];
alDeleteSources(1, &source);
}
}
}