Merge remote-tracking branch 'origin/master' into Sound+Particles
Conflicts: vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
@@ -18,12 +18,12 @@ bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
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return false;
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auto health = m_World->GetComponent<Components::Health>(event.Entity);
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health->Amount -= event.Amount;
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if(health->Amount <= 0)
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{
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Events::OnDead e;
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e.Entity = event.Entity;
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EventBroker->Publish(e);
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}
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//if(health->Amount <= 0)
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//{
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// Events::OnDead e;
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// e.Entity = event.Entity;
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// EventBroker->Publish(e);
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//}
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LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
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return true;
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}
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@@ -0,0 +1,19 @@
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#include "PrecompiledHeader.h"
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#include "GameStateSystem.h"
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#include "World.h"
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void Systems::GameStateSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EFlagCaptured, &Systems::GameStateSystem::OnFlagCaptured);
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}
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bool Systems::GameStateSystem::OnFlagCaptured(const Events::FlagCaptured &event)
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{
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m_InGame = false;
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Events::GameOver e;
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e.Winner = event.Player;
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EventBroker->Publish(e);
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return true;
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}
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@@ -0,0 +1,37 @@
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#ifndef GameStateSystem_h__
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#define GameStateSystem_h__
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#include <set>
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#include "System.h"
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#include "Components/Transform.h"
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#include "Components/Player.h"
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#include "Events/FlagCaptured.h"
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#include "Events/GameOver.h"
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namespace Systems
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{
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class GameStateSystem : public System
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{
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public:
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GameStateSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
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: System(world, eventBroker, resourceManager)
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, m_InGame(true)
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{ }
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void Initialize() override;
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bool InGame() const { return m_InGame; }
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private:
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bool m_InGame;
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EventRelay<GameStateSystem, Events::FlagCaptured> m_EFlagCaptured;
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bool OnFlagCaptured(const Events::FlagCaptured &event);
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};
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}
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#endif // GameStateSystem_h__
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@@ -48,6 +48,7 @@
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#include "Components/Input.h"
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#include "Events/SetViewportCamera.h"
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#include "Events/GameOver.h"
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namespace Systems
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{
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+16
-17
@@ -25,30 +25,29 @@ bool Systems::WallSystem::Damage( const Events::Damage &event )
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{
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return false;
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}
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LOG_INFO("You are dead");
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auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
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LOG_INFO("Entity %i is dead", event.Entity);
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//auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
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Components::Transform transformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(event.Entity);
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for(auto d : wallComponent->Walldebris)
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{
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auto debris = m_World->CloneEntity(d);
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auto transform = m_World->GetComponent<Components::Transform>(debris);
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transform->Position += transformComponent->Position;
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// DO STUFF! :D
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float distance = glm::distance(transform->Position, transformComponent->Position);
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float radius = 5.f;
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float strength = (1.f - pow(distance / radius, 2)) * 500.f;
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glm::vec3 direction = glm::normalize(transformComponent->Position - transform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = debris;
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e.Impulse = direction * strength;
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e.Position = transformComponent->Position;
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EventBroker->Publish(e);
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transform->Orientation = transform->Orientation * transformComponent.Orientation;
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transform->Position = transform->Orientation * transform->Position + transformComponent.Position;
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//DO STUFF! :D
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float distance = glm::distance(transform->Position, transformComponent.Position);
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float radius = 5.f;
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float strength = (1.f - pow(distance / radius, 2)) * 20.f;
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glm::vec3 direction = glm::normalize(transformComponent.Position - transform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = debris;
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e.Impulse = direction * strength;
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e.Position = transformComponent.Position;
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EventBroker->Publish(e);
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}
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m_World->RemoveEntity(event.Entity);
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@@ -3,6 +3,7 @@
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#include "System.h"
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#include "Systems/TransformSystem.h"
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#include "Events/OnDead.h"
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#include "Events/Damage.h"
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#include "Events/ApplyPointImpulse.h"
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