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

Conflicts:
	Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
This commit is contained in:
2014-03-13 23:54:11 +01:00
11 changed files with 237 additions and 129 deletions
+77 -14
View File
@@ -3,51 +3,74 @@
GUI::Frame::Frame()
{
rectangle = new Rectangle();
texture = nullptr;
}
int GUI::Frame::GetWidth()
{
return rectangle;
return rectangle->Width();
}
int GUI::Frame::GetHeight()
{
return rectangle.Height();
return rectangle->Height();
}
int GUI::Frame::GetX()
{
return rectangle;
return rectangle->X();
}
int GUI::Frame::GetY()
{
return rectangle.Y();
return rectangle->Y();
}
void GUI::Frame::SetWidth(int wid)
int GUI::Frame::GetRight()
{
rectangle.width(wid);
return rectangle->Right();
}
void GUI::Frame::SetHeight(int hei)
int GUI::Frame::GetLeft()
{
rectangle.height(hei);
return rectangle->Left();
}
void GUI::Frame::SetX(int xcord)
int GUI::Frame::GetBottom()
{
rectangle.X(xcord)
return rectangle->Bottom();
}
void GUI::Frame::SetY(int ycord)
int GUI::Frame::GetTop()
{
rectangle.Y(ycord)
return rectangle->Right();
}
void GUI::Frame::SetWidth(int _width)
{
rectangle->Width(_width);
}
void GUI::Frame::SetHeight(int _height)
{
rectangle->Height(_height);
}
void GUI::Frame::SetX(int _x)
{
rectangle->X(_x);
}
void GUI::Frame::SetY(int _y)
{
rectangle->Y(_y);
}
Rectangle GUI::Frame::AbsouluteRectangle()
{
}
bool GUI::Frame::Visible()
@@ -85,8 +108,48 @@ void GUI::Frame::Update(double dt)
}
void AddChild(GUI::Frame childFrame)
{
childFrame.Parent = this;
if (!Children.Contains(childFrame))
Children.Add(childFrame);
}
/// <summary>
/// Remove a child frame from the frame.
/// </summary>
/// <param name="childFrame">The child frame to remove.</param>
void RemoveChild(GUI::Frame childFrame)
{
if (Children.Contains(childFrame))
Children.Remove(childFrame);
}
/// <summary>
/// Destroys the frame and all its children.
/// </summary>
void Destroy()
{
if (Parent != null)
Parent.RemoveChild(this);
Manager.Remove(this);
}
void GUI::Frame::SetTexture(std::string fileName)
{
//texture == någonTextureIDunno;
}
void GUI::Frame::Draw()
{
if (Visible)
{
if (texture != nullptr)
{
//Drawshit
}
}
}
*/
+14 -9
View File
@@ -1,4 +1,4 @@
/*#ifndef Frame_h__
#ifndef Frame_h__
#define Frame_h__
#include <map>
@@ -7,7 +7,7 @@
#include "GUIManager.h"
#include "Texture.h"
#include "Color.h"
//#include "Camera.h"
#include "Camera.h"
namespace GUI
{
@@ -22,14 +22,19 @@ public:
int GetHeight();
int GetX();
int GetY();
void SetWidth(int wid);
void SetHeight(int hei);
void SetX( int xcord);
void SetY(int ycord);
int GetRight();
int GetLeft();
int GetBottom();
int GetTop();
void SetWidth(int _width);
void SetHeight(int _height);
void SetX( int _x);
void SetY(int _y);
void SetTexture(std::string fileName);
Rectangle *rectangle;
Rectangle AbsouluteRectangle();
Texture texture;
Color color;
Texture* texture;
Color* color;
bool _Visible;
bool Visible();
int layer;
@@ -48,4 +53,4 @@ protected:
};
}
#endif*/
#endif
+2 -2
View File
@@ -2,7 +2,7 @@
int GUI::GUIManager::Add(Frame frame)
{
//Frame.Add(frame);
//return CreateUID();
Frame.Add(frame);
return CreateUID();
}
*/
+2 -3
View File
@@ -1,4 +1,4 @@
/*#ifndef GUIManager_h__
#ifndef GUIManager_h__
#define GUIManager_h__
#include "Frame.h"
@@ -18,9 +18,8 @@ private:
static int uidIndex;
};
}
#endif */
#endif
+8
View File
@@ -22,6 +22,14 @@ public:
int Y() const { return y; }
void Y(int val) { y = val; }
int Left() const { return x; }
int Right() const { return x+width; }
int Top() const { return y; }
int Bottom() const { return y+height; }
};
Rectangle::Rectangle()
+2 -2
View File
@@ -23,7 +23,7 @@ in VertexData {
vec3 ShadowCoord;
} Input;
vec3 scene_ambient = vec3(0.3);
vec3 scene_ambient = vec3(0.98f, 0.95f, 0.8f);
out vec4 fragmentColor;
@@ -54,7 +54,7 @@ void main() {
float bias = 0.0005;
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
visibility = 0.5;
visibility = 0.3;
}
}
+2 -2
View File
@@ -85,8 +85,8 @@ void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
if (aMin.x <= bMax.x && bMin.x <= aMax.x) {
if (aMin.y <= bMax.y && bMin.y <= aMax.y) {
if (aMin.z <= bMax.z && bMin.z <= aMax.z) {
aCollisionComponent->CollidingEntities.push_back(aEntity);
bCollisionComponent->CollidingEntities.push_back(bEntity);
aCollisionComponent->CollidingEntities.push_back(bEntity);
bCollisionComponent->CollidingEntities.push_back(aEntity);
return;
}
}
@@ -17,18 +17,17 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
EntityID ent;
ent = m_World->CreateEntity();
obstacles.push_back(ent);
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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 transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
auto 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);
transform->Velocity = glm::vec3(0.f, 10.f, 0);
sound->Loop = true;
sound->Gain = 1.f;
@@ -37,6 +36,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = (float)(rand() % 1000) / 250;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(9, 12, 7);
@@ -45,6 +45,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
}
else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = (float)(rand() % 1000) / 200;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
@@ -53,6 +54,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
}
else if(typeRandom >= 5 && typeRandom < 8)
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = (float)(rand() % 1000) / 100;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(1, 1, 1);
@@ -61,20 +63,21 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
}
if(typeRandom >= 8 && typeRandom < 10)
{
m_World->SetProperty(ent, "Name", std::string("PowerUp"));
float scale = (float)(rand() % 1000) / 100;
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->Origin = glm::vec3(0,4,0);
powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 10.f;
auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 200.f;
model->ModelFile = "Models/powerup.obj";
}
// Put it below ground level
//transform->Position.y -= bounds->VolumeVector.y * 2.f;
transform->Position.y -= bounds->VolumeVector.y * 2.f;
}
@@ -88,47 +91,40 @@ void Systems::LevelGenerationSystem::Update( double dt )
elapsedtime = 0;
}
std::list<EntityID> removethis;
for(auto ent : obstacles)
{
auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
auto model = m_World->GetComponent<Components::Model>(ent, "Model");
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 > 10 && model->Visible)
{
model->Visible = false;
}
if(transform->Position.z > 2000)
{
removethis.push_back(ent);
}
}
for(auto ent : removethis)
{
m_World->RemoveEntity(ent);
obstacles.remove(ent);
}
removethis.clear();
}
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
if( m_World->GetProperty<std::string>(entity, "Name") == "Obstacle" || m_World->GetProperty<std::string>(entity, "Name") == "PowerUp")
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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;
}
auto model = m_World->GetComponent<Components::Model>(entity, "Model");
if (transform->Position.z > 10 && model->Visible)
{
model->Visible = false;
}
if(transform->Position.z > 800) {
m_World->RemoveEntity(entity);
}
}
if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
{
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;
@@ -31,18 +31,8 @@ namespace Systems
int positionRandom;
glm::vec2 startyz;
float startx;
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;
};
}
+88 -45
View File
@@ -10,11 +10,13 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
m_CameraOrientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
freecamEnabled = false;
m_poweruptimeleft = 0;
m_basespeed = 100.f;
}
void Systems::PlayerSystem::Update(double dt)
{
m_poweruptimeleft -= (float)dt;
}
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -26,48 +28,74 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr)
return;
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera" && freecamEnabled) {
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;
}
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
speed /= 4.0f;
}
if(input->KeyState[GLFW_KEY_A]) {
transform->Position -= Camera_Right * (float)dt * speed;
}
else if(input->KeyState[GLFW_KEY_D]) {
transform->Position += Camera_Right * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_W]) {
transform->Position -= Camera_Forward * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_S]) {
transform->Position += Camera_Forward * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_SPACE]) {
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
//---------------------------------------------------------------------
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
if(collision != nullptr)
{
for(auto ent : collision->CollidingEntities)
{
if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
{
m_World->RemoveEntity(entity);
}
}
}
if (name == "Camera") {
if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
if(freecamEnabled)
freecamEnabled = false;
else
freecamEnabled = true;
}
if(freecamEnabled)
{
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;
}
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
speed /= 4.0f;
}
if(input->KeyState[GLFW_KEY_A]) {
transform->Position -= Camera_Right * (float)dt * speed;
}
else if(input->KeyState[GLFW_KEY_D]) {
transform->Position += Camera_Right * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_W]) {
transform->Position -= Camera_Forward * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_S]) {
transform->Position += Camera_Forward * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_SPACE]) {
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
//---------------------------------------------------------------------
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
}
}
if (name == "Player")
{
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
@@ -115,6 +143,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
else
{
transform->Position -= Ship_Right * (float)dt * Euler.z;
if(Euler.z < 1.5f && Euler.z > -1.5f)
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
else if(Euler.z < 0.f)
@@ -130,13 +159,27 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
if(freecamEnabled)
freecamEnabled = false;
else
freecamEnabled = true;
//powerup
auto collisionComponent = m_World->GetComponent<Components::Collision>(entity, "Collision");
for(auto ent : collisionComponent->CollidingEntities)
{
std::string name = m_World->GetProperty<std::string>(ent, "Name");
if(name == "PowerUp")
{
auto powerupComp = m_World->GetComponent<Components::PowerUp>(ent, "PowerUp");
transform->Velocity.z = powerupComp->Speed;
m_poweruptimeleft = 3.f;
m_World->RemoveEntity(ent);
}
}
if(m_poweruptimeleft <= 0)
{
transform->Velocity.z = m_basespeed;
}
//fixa FOV
// Update camera
if(! freecamEnabled)
+4
View File
@@ -9,6 +9,8 @@
#include "Components/Collision.h"
#include "Components/Camera.h"
#include "Components/Bounds.h"
#include "Components/PowerUp.h"
#include "logging.h"
@@ -32,6 +34,8 @@ namespace Systems
glm::quat m_CameraOrientation;
bool freecamEnabled;
float m_basespeed;
float m_poweruptimeleft;
};
}