Merge branch 'master' into havok

Conflicts:
	src/GameWorld.cpp
	src/Systems/GameStateSystem.cpp
	src/Systems/TankSteeringSystem.cpp
	vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
ViktorLjung
2014-06-05 06:04:32 +02:00
30 changed files with 991 additions and 102 deletions
+1 -1
Submodule assets updated: 5357a0c4e1...8ab7df0d7f
+2 -1
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@@ -10,12 +10,13 @@ namespace Components
struct Model : Component
{
Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false) { }
Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false), AverageNormals(false) { }
std::string ModelFile;
glm::vec4 Color;
bool Visible;
bool ShadowCaster;
bool Transparent;
bool AverageNormals;
virtual Model* Clone() const override { return new Model(*this); }
};
+1 -1
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@@ -21,7 +21,7 @@ struct ParticleEmitter : Component
, LifeTime(0)
, TimeSinceLastSpawn(100)
, Emitting(false)
, Color(glm::vec4(0)) { }
, Color(glm::vec4(1)) { }
EntityID ParticleTemplate;
float SpawnFrequency;
+24
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@@ -0,0 +1,24 @@
#ifndef Tower_h__
#define Tower_h__
#include "Component.h"
namespace Components
{
struct Tower : Component
{
Tower()
: ID(0) { }
int ID;
EntityID GunBase;
EntityID Gun;
virtual Tower* Clone() const override { return new Tower(*this); }
};
}
#endif // Tower_h__
+22
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@@ -0,0 +1,22 @@
#ifndef Components_Turret_h__
#define Components_Turret_h__
#include "Component.h"
namespace Components
{
struct Turret : Component
{
Turret()
: ShotSpeed(1.0f) { }
EntityID ShotTemplate;
float ShotSpeed;
virtual Turret* Clone() const override { return new Turret(*this); }
};
}
#endif // BarrelSteering_h__
+25
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@@ -0,0 +1,25 @@
#ifndef Components_TurretShot_h__
#define Components_TurretShot_h__
#include "Component.h"
namespace Components
{
struct TurretShot : Component
{
TurretShot()
: Damage(1.0f),
ExplosionRadius(1.0f),
ExplosionStrength(100.0f) { }
float Damage;
float ExplosionRadius;
float ExplosionStrength;
virtual TurretShot* Clone() const override { return new TurretShot(*this); }
};
}
#endif // Components_TurretShot_h__
+2 -1
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@@ -12,7 +12,7 @@ struct Vehicle : Component
Vehicle()
: MaxTorque(1000.0f), MinRPM(200.0f), OptimalRPM(2500.0f), MaxRPM(4000.0f), MaxSteeringAngle(35), TopSpeed(90.0f),
MaxSpeedFullSteeringAngle(40.0f), SpringDamping(1.f), UpshiftRPM(3500.0f), DownshiftRPM(1000.0f),
gearsRatio0(3.0f), gearsRatio1(2.25f), gearsRatio2(1.5f), gearsRatio3(1.0f){ }
gearsRatio0(3.0f), gearsRatio1(2.25f), gearsRatio2(1.5f), gearsRatio3(1.0f), currentRPM(0.0f){ }
float MaxTorque;
float MinRPM;
float OptimalRPM;
@@ -29,6 +29,7 @@ struct Vehicle : Component
float gearsRatio1;
float gearsRatio2;
float gearsRatio3;
float currentRPM;
Vehicle* Clone() const override { return new Vehicle(*this); }
};
+2 -1
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@@ -22,7 +22,8 @@ public:
m_ResourceManager = std::make_shared<ResourceManager>();
m_ResourceManager->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
auto rm = m_ResourceManager;
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName), false); });
m_ResourceManager->RegisterType("AveragedModel", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName), true); });
m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
+3 -3
View File
@@ -42,10 +42,10 @@ public:
m_FreeCamViewport = new Viewport(m_WorldFrame, "ViewportFreeCam", m_World);
m_FreeCamViewport->Hide();
}
//m_WorldFrame->Hide();
//m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
m_WorldFrame->Hide();
m_World->Initialize();
m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
}
private:
+10 -2
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@@ -5,6 +5,7 @@
#include "GUI/HealthOverlay.h"
#include "Events/GameStart.h"
#include "Events/PlayBGM.h"
namespace GUI
{
@@ -27,6 +28,10 @@ public:
m_TargetCoordinate = m_CurrentCoordinate;
m_Buttons->X = m_CurrentCoordinate.x;
m_Buttons->Y = m_CurrentCoordinate.y;
Events::PlayBGM e;
e.Resource = "Sounds/BGM/DiesIrae.mp3";
EventBroker->Publish(e);
}
void Update(double dt) override
@@ -74,8 +79,11 @@ protected:
if (m_CurrentSelection == 0)
{
Hide();
Events::GameStart e;
EventBroker->Publish(e);
Events::GameStart e1;
EventBroker->Publish(e1);
Events::PlayBGM e2;
e2.Resource = "Sounds/BGM/FlightOfTheBumblebee.mp3";
EventBroker->Publish(e2);
}
// Quit
else if (m_CurrentSelection == 1)
+11 -1
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@@ -55,7 +55,17 @@ public:
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
Model* modelAsset = nullptr;
if (modelComponent->AverageNormals)
{
modelAsset = ResourceManager->Load<Model>("AveragedModel", modelComponent->ModelFile);
}
else
{
modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
}
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
+264 -3
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@@ -8,6 +8,13 @@ void GameWorld::Initialize()
ResourceManager->Preload("Model", "Models/Placeholders/PhysicsTest/Plane.obj");
ResourceManager->Preload("Model", "Models/Placeholders/PhysicsTest/ArrowCube.obj");
//Background Music
{
Events::PlayBGM e;
e.Resource = "Sounds/SFX/WUB.mp3";
EventBroker->Publish(e);
}
// Interface
BindKey(GLFW_KEY_A, "interface_horizontal", -1.f);
BindKey(GLFW_KEY_D, "interface_horizontal", 1.f);
@@ -296,8 +303,6 @@ void GameWorld::Initialize()
//for (int i = 0; i < 500; i++)
//{
// auto Light = CreateEntity();
@@ -415,6 +420,7 @@ void GameWorld::RegisterSystems()
m_SystemFactory.Register<Systems::GarageSystem>([this]() { return new Systems::GarageSystem(this, EventBroker, ResourceManager); });
m_SystemFactory.Register<Systems::WallSystem>([this]() { return new Systems::WallSystem(this, EventBroker, ResourceManager); });
m_SystemFactory.Register<Systems::FlagSystem>([this]() { return new Systems::FlagSystem(this, EventBroker, ResourceManager); });
m_SystemFactory.Register<Systems::TowerSystem>([this]() { return new Systems::TowerSystem(this, EventBroker, ResourceManager); });
m_SystemFactory.Register<Systems::GameStateSystem>([this]() { return new Systems::GameStateSystem(this, EventBroker, ResourceManager); });
m_SystemFactory.Register<Systems::RenderSystem>([this]() { return new Systems::RenderSystem(this, EventBroker, ResourceManager); });
}
@@ -441,6 +447,7 @@ void GameWorld::AddSystems()
AddSystem<Systems::GarageSystem>();
AddSystem<Systems::WallSystem>();
AddSystem<Systems::FlagSystem>();
AddSystem<Systems::TowerSystem>();
AddSystem<Systems::GameStateSystem>();
AddSystem<Systems::RenderSystem>();
}
@@ -607,6 +614,120 @@ void GameWorld::CreateGate(EntityID parent, glm::vec3 position, glm::quat orient
}
}
EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int teamID)
{
auto towerBase = CreateEntity(parent);
auto transform = AddComponent<Components::Transform>(towerBase);
transform->Position = pos;
auto towerComponent = AddComponent<Components::Tower>(towerBase);
auto physics = AddComponent<Components::Physics>(towerBase);
physics->Mass = 100.f;
physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
auto model = AddComponent<Components::Model>(towerBase);
model->ModelFile = "Models/Turret/Base/Base.obj";
auto health = AddComponent<Components::Health>(towerBase);
health->Amount = 50.f;
auto shape = CreateEntity(towerBase);
auto shapetransform = AddComponent<Components::Transform>(shape);
auto shapemesh = AddComponent<Components::MeshShape>(shape);
shapemesh->ResourceName = "Models/Turret/Base/Base.obj";
CommitEntity(shape);
{
auto towerGunRotation = CreateEntity(towerBase);
auto transform = AddComponent<Components::Transform>(towerGunRotation);
transform->Position = glm::vec3(0.f, 5.889f-0.92791f, 0.f);
auto towerGunBaseModel = CreateEntity(towerGunRotation);
{
auto transform = AddComponent<Components::Transform>(towerGunBaseModel);
transform->Orientation = glm::quat(glm::vec3(0, -glm::pi<float>() / 2.f, 0));
auto model = AddComponent<Components::Model>(towerGunBaseModel);
model->ModelFile = "Models/Turret/GunRotation/GunRotation.obj";
}
CommitEntity(towerGunBaseModel);
auto health = AddComponent<Components::Health>(towerGunRotation);
health->Amount = 50.f;
{
auto towerGun = CreateEntity(towerGunRotation);
auto transform = AddComponent<Components::Transform>(towerGun);
transform->Position = glm::vec3(0.f, 4.12801f, 1.18125f);
//transform->Orientation = glm::quat(glm::vec3(0, -glm::pi<float>() / 2.f, 0));
#pragma region Turret_Shot_Template
{
auto shot = CreateEntity(towerGun);
auto transform = AddComponent<Components::Transform>(shot);
transform->Position = glm::vec3(0.f, 0.f, -4.37612f);
transform->Orientation = glm::angleAxis(-glm::pi<float>() / 2.f, glm::vec3(1, 0, 0));
transform->Scale = glm::vec3(2.f);
AddComponent<Components::Template>(shot);
auto physics = AddComponent<Components::Physics>(shot);
physics->Mass = 25.f;
physics->MotionType = Components::Physics::MotionTypeEnum::Dynamic;
physics->CollisionEvent = true;
auto modelComponent = AddComponent<Components::Model>(shot);
modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
auto TurretShotComponent = AddComponent<Components::TurretShot>(shot);
TurretShotComponent->Damage = 20.f;
TurretShotComponent->ExplosionRadius = 30.f;
TurretShotComponent->ExplosionStrength = 300000.f;
{
auto shape = CreateEntity(shot);
auto transform = AddComponent<Components::Transform>(shape);
auto boxShape = AddComponent<Components::BoxShape>(shape);
boxShape->Width = 0.5f;
boxShape->Height = 0.5f;
boxShape->Depth = 0.5f;
CommitEntity(shape);
}
CommitEntity(shot);
m_ShotTemplate = shot;
}
#pragma endregion
auto towerGunModel = CreateEntity(towerGun);
{
auto transform = AddComponent<Components::Transform>(towerGunModel);
transform->Orientation = glm::quat(glm::vec3(0, -glm::pi<float>() / 2.f, 0));
auto model = AddComponent<Components::Model>(towerGunModel);
model->ModelFile = "Models/Turret/Gun/Gun.obj";
}
CommitEntity(towerGunModel);
auto health = AddComponent<Components::Health>(towerGun);
health->Amount = 50.f;
CommitEntity(towerGun);
towerComponent->Gun = towerGun;
}
CommitEntity(towerGunRotation);
towerComponent->GunBase = towerGunRotation;
}
towerComponent->ID = teamID;
auto turretComponent = AddComponent<Components::Turret>(towerBase);
turretComponent->ShotTemplate = m_ShotTemplate;
turretComponent->ShotSpeed = 40.f;
CommitEntity(towerBase);
return towerBase;
}
EntityID GameWorld::CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation)
{
auto wall = CreateEntity(parent);
@@ -696,6 +817,21 @@ void GameWorld::CreateTerrain()
CommitEntity(groundshape);
}
CommitEntity(water);*/
{
auto water = CreateEntity();
auto transform = AddComponent<Components::Transform>(water);
{
auto waves = CreateEntity(water);
auto transform = AddComponent<Components::Transform>(water);
auto model = AddComponent<Components::Model>(water);
model->ModelFile = "Models/Water/Waves.obj";
CommitEntity(waves);
}
CommitEntity(water);
}
}
{
@@ -703,6 +839,7 @@ void GameWorld::CreateTerrain()
auto transform = AddComponent<Components::Transform>(ground_middle);
auto model = AddComponent<Components::Model>(ground_middle);
model->ModelFile = "Models/TerrainFiveIstles/Middle.obj";
model->AverageNormals = true;
auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
@@ -727,6 +864,14 @@ void GameWorld::CreateTerrain()
CommitEntity(ground_middle);
}
{
auto decoration_middle = CreateEntity();
auto transform = AddComponent<Components::Transform>(decoration_middle);
auto model = AddComponent<Components::Model>(decoration_middle);
model->ModelFile = "Models/TerrainFiveIstles/Decoration/Middle.obj";
CommitEntity(decoration_middle);
}
CreateBase(glm::quat(), 1);
CreateBase(glm::quat(glm::vec3(0, glm::pi<float>(), 0)), 2);
@@ -803,11 +948,13 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(base);
transform->Orientation = orientation;
#pragma region Terrain
{
auto ground_small = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(ground_small);
auto model = AddComponent<Components::Model>(ground_small);
model->ModelFile = "Models/TerrainFiveIstles/Small.obj";
model->AverageNormals = true;
auto blendmap = AddComponent<Components::BlendMap>(ground_small);
blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
@@ -831,6 +978,14 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
CommitEntity(ground_small);
}
{
auto decoration_small = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(decoration_small);
auto model = AddComponent<Components::Model>(decoration_small);
model->ModelFile = "Models/TerrainFiveIstles/Decoration/Small.obj";
CommitEntity(decoration_small);
}
{
auto road_small = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(road_small);
@@ -856,6 +1011,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(bridge_middle);
auto model = AddComponent<Components::Model>(bridge_middle);
model->ModelFile = "Models/TerrainFiveIstles/Bridges/MiddleBridge.obj";
model->AverageNormals = false;
auto physics = AddComponent<Components::Physics>(bridge_middle);
physics->Mass = 10;
physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
@@ -925,12 +1081,61 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
CommitEntity(bridge_middle);
}
// Banners
std::string bannerModel = "Models/Banner/Blue/Blue.obj";
if (teamID == 2)
{
bannerModel = "Models/Banner/Red/Red.obj";
}
{
auto banner = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(banner);
transform->Position = glm::vec3(70.2f, 50.36f, -8.68f);
transform->Orientation = glm::quat(glm::vec3(0, glm::pi<float>(), 0));
auto model = AddComponent<Components::Model>(banner);
model->ModelFile = bannerModel;
model->Transparent = true;
CommitEntity(banner);
}
{
auto banner = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(banner);
transform->Position = glm::vec3(70.2f, 50.36f, 9.86f);
transform->Orientation = glm::quat(glm::vec3(0, glm::pi<float>(), 0));
auto model = AddComponent<Components::Model>(banner);
model->ModelFile = bannerModel;
model->Transparent = true;
CommitEntity(banner);
}
{
auto banner = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(banner);
transform->Position = glm::vec3(166.17f, 49.711f, -8.68f);
transform->Orientation = glm::quat(glm::vec3(0, glm::pi<float>(), 0));
auto model = AddComponent<Components::Model>(banner);
model->ModelFile = bannerModel;
model->Transparent = true;
CommitEntity(banner);
}
{
auto banner = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(banner);
auto model = AddComponent<Components::Model>(banner);
transform->Position = glm::vec3(166.17f, 49.711f, 9.86f);
transform->Orientation = glm::quat(glm::vec3(0, glm::pi<float>(), 0));
model->ModelFile = bannerModel;
model->Transparent = true;
CommitEntity(banner);
}
{
auto terrain_base = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(terrain_base);
auto model = AddComponent<Components::Model>(terrain_base);
model->ModelFile = "Models/TerrainFiveIstles/Base.obj";
model->AverageNormals = true;
auto blendmap = AddComponent<Components::BlendMap>(terrain_base);
blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
@@ -974,6 +1179,14 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
CommitEntity(ground_base);
}
{
auto decoration_base = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(decoration_base);
auto model = AddComponent<Components::Model>(decoration_base);
model->ModelFile = "Models/TerrainFiveIstles/Decoration/Base.obj";
CommitEntity(decoration_base);
}
{
auto road_base = CreateEntity(base);
auto transform = AddComponent<Components::Transform>(road_base);
@@ -999,6 +1212,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(bridge_base);
auto model = AddComponent<Components::Model>(bridge_base);
model->ModelFile = "Models/TerrainFiveIstles/Bridges/BaseBridge.obj";
model->AverageNormals = false;
auto physics = AddComponent<Components::Physics>(bridge_base);
physics->Mass = 10;
physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
@@ -1059,7 +1273,22 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
}
#pragma endregion Terrain
CreateGate(base, glm::vec3(273.f, 40.185f, 0.06f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
// Small island
CreateGate(base, glm::vec3(113.59f, 29.02f, 0.32f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
// Z
glm::quat yawRot = glm::angleAxis(glm::pi<float>() / 2.f, glm::vec3(0, 1, 0));
CreateWall(base, glm::vec3(113.59f, 28.79635f, 15.26201f), yawRot); // glm::quat(glm::vec3(glm::radians<float>(-9.21f), 0, 0)));
CreateWall(base, glm::vec3(113.60f, 28.05425f, 24.41458f), glm::angleAxis(glm::radians<float>(9.21f), glm::vec3(1, 0, 0)) * yawRot);
CreateWall(base, glm::vec3(113.61f, 25.42271f, 32.34383f), glm::angleAxis(glm::radians<float>(27.f), glm::vec3(1, 0, 0)) * yawRot);
CreateWall(base, glm::vec3(113.62f, 20.54767f, 38.68277f), glm::angleAxis(glm::radians<float>(47.9f), glm::vec3(1, 0, 0)) * yawRot);
// -Z
CreateWall(base, glm::vec3(113.59f, 28.734f, -13.85581f), glm::angleAxis(glm::radians<float>(-3.634f), glm::vec3(1, 0, 0)) * yawRot);
CreateWall(base, glm::vec3(113.60f, 27.166f, -22.438f), glm::angleAxis(glm::radians<float>(-17.202f), glm::vec3(1, 0, 0)) * yawRot);
CreateWall(base, glm::vec3(113.61f, 23.5952f, -30.50557f), glm::angleAxis(glm::radians<float>(-30.638f), glm::vec3(1, 0, 0)) * yawRot);
CreateWall(base, glm::vec3(113.62f, 18.30851f, -36.56623f), glm::angleAxis(glm::radians<float>(-51.542f), glm::vec3(1, 0, 0)) * yawRot);
// -X
CreateGate(base, glm::vec3(273.f, 40.185f, 0.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
CreateWall(base, glm::vec3(273.f, 40.3f, -55.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(273.f, 40.3f, -45.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(273.f, 40.3f, -35.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
@@ -1067,6 +1296,38 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), teamID);
// -Z
CreateWall(base, glm::vec3(280.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(290.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(300.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(310.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(320.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(330.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(340.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(350.f, 40.3f, -62.f), glm::quat(glm::vec3(0, 0, 0)));
// X
CreateWall(base, glm::vec3(357.f, 40.3f, -55.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, -45.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, -35.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, -25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, -5.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, 5.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(357.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
// Z
CreateWall(base, glm::vec3(280.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(290.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(300.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(310.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(320.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(330.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(340.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateWall(base, glm::vec3(350.f, 40.3f, 32.f), glm::quat(glm::vec3(0, 0, 0)));
CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
+3
View File
@@ -23,6 +23,7 @@
#include "Systems/WheelPairSystem.h"
#include "Systems/FollowSystem.h"
#include "Systems/WallSystem.h"
#include "Systems/TowerSystem.h"
#include "Systems/GarageSystem.h"
#include "Systems/JeepSteeringSystem.h"
#include "Systems/FlagSystem.h"
@@ -87,11 +88,13 @@ private:
void AddTankWheelPair(EntityID tankEntity, glm::vec3 position, int axleID, bool steering);
EntityID CreateJeep(int playerID);
EntityID CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation);
EntityID CreateTower(EntityID parent, glm::vec3 pos, int teamID);
EntityID CreateGarage(EntityID parent, glm::vec3 Position, glm::quat orientation, int teamID);
void CreateTerrain();
void CreateBase(glm::quat orientation, int playerID);
void CreateFlag(EntityID parent, glm::vec3 position, glm::quat orientation, int TeamID);
std::vector<EntityID> m_WallDebrisTemplates;
EntityID m_ShotTemplate;
};
#endif // GameWorld_h__
+22
View File
@@ -86,6 +86,28 @@ void InputManager::Update(double dt)
}
if(m_CurrentKeyState[GLFW_KEY_P])
{
Events::StopSound e;
e.Emitter = 1;
EventBroker->Publish(e);
}
if(m_CurrentKeyState[GLFW_KEY_L])
{
Events::PlayBGM e;
e.Resource = "Sounds/BGM/WilliamTellOverture.mp3";
e.Loop = true;
EventBroker->Publish(e);
}
if(m_CurrentKeyState[GLFW_KEY_O])
{
Events::PlayBGM e;
e.Resource = "Sounds/BGM/DiesIrae.mp3";
e.Loop = true;
EventBroker->Publish(e);
}
// // Lock mouse while holding LMB
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
+3
View File
@@ -13,6 +13,9 @@
#include "Events/GamepadAxis.h"
#include "Events/GamepadButton.h"
#include "Events/StopSound.h"
#include "Events/PlayBGM.h"
class InputManager
{
public:
+5 -2
View File
@@ -1,7 +1,7 @@
#include "PrecompiledHeader.h"
#include "Model.h"
Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj, bool average)
{
OBJ::MaterialInfo* currentMaterial = nullptr;
TextureGroup* currentTexGroup = nullptr;
@@ -93,7 +93,10 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
if (Vertices.size() > 0)
{
CreateTangents();
//getSimilarVertexIndex();
if (average)
{
getSimilarVertexIndex();
}
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
}
else
+1 -1
View File
@@ -17,7 +17,7 @@
class Model : public Resource
{
public:
Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj);
Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj, bool average);
struct TextureGroup
{
+20 -8
View File
@@ -169,7 +169,7 @@ void Renderer::LoadContent()
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sunset", "jpg");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sky36", "jpg");
}
void Renderer::Draw(double dt)
@@ -271,7 +271,6 @@ void Renderer::Draw(double dt)
void Renderer::DrawFrame(RenderQueuePair &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
@@ -376,6 +375,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
glDepthRange(0.0, 0.999);
//Sort forward rendering items by z value.
for(auto job : rq.Forward)
@@ -406,7 +406,6 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
//DrawSkybox();
DrawFBOScene(rq.Deferred);
@@ -470,6 +469,16 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
void Renderer::ForwardRendering(RenderQueue &rq)
{
/*
Skybochs
*/
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthRange(0.999, 1.0);
DrawSkybox();
glDepthRange(0.0, 0.999);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
@@ -479,7 +488,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
//glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
// Clear G-buffer
//GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_NONE , GL_NONE, GL_NONE };
@@ -550,7 +559,6 @@ void Renderer::ForwardRendering(RenderQueue &rq)
}
}
//glDepthMask (GL_TRUE);
//glDisable (GL_BLEND);
/*
Final pass
@@ -558,7 +566,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_Width, m_Height);
glScissor(0, 0, m_Width, m_Height);
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
@@ -613,6 +621,8 @@ void Renderer::Swap()
void Renderer::DrawSkybox()
{
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
@@ -623,8 +633,10 @@ void Renderer::DrawSkybox()
//glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
//glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height) * glm::inverse(glm::toMat4(m_Camera->Orientation()));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraView = glm::inverse(glm::toMat4(m_Camera->Orientation()));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(cameraView));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m_Skybox->Draw();
}
+4 -2
View File
@@ -1,6 +1,7 @@
#version 430
uniform mat4 MVP;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
@@ -11,6 +12,7 @@ out VertexData
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
vec4 pos = V * vec4(Position, 1.0);
gl_Position = P * pos;
Output.TextureCoord = Position;
}
+5 -2
View File
@@ -11,9 +11,12 @@ bool Systems::GameStateSystem::OnFlagCaptured(const Events::FlagCaptured &event)
{
m_InGame = false;
Events::GameOver e;
Events::GameOver e1;
e.Player = event.Player;
EventBroker->Publish(e);
EventBroker->Publish(e1);
Events::PlayBGM e2;
e2.Resource = "Sounds/BGM/WilliamTellOverture.mp3";
EventBroker->Publish(e2);
return true;
}
+1
View File
@@ -8,6 +8,7 @@
#include "Components/Player.h"
#include "Events/FlagCaptured.h"
#include "Events/GameOver.h"
#include "Events/PlayBGM.h"
namespace Systems
{
+2 -1
View File
@@ -255,7 +255,8 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
}
}*/
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(car);
vehicleComponent->currentRPM = m_Vehicles[car]->calcRPM();
m_Vehicles[car]->getChassis()->activate();
+37 -21
View File
@@ -2,13 +2,18 @@
#include "SoundSystem.h"
#include "World.h"
Systems::SoundSystem::~SoundSystem()
{
FMOD_System_Release(m_System);
}
void Systems::SoundSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EComponentCreated, &SoundSystem::OnComponentCreated);
EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::PlaySFX);
EVENT_SUBSCRIBE_MEMBER(m_EPlayBGM, &SoundSystem::PlayBGM);
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::StopSound);
m_isPlaying = false;
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
FMOD_System_Create(&m_System);
FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_ENABLE_PROFILE, 0);
@@ -44,16 +49,15 @@ void Systems::SoundSystem::Update(double dt)
std::map<EntityID, FMOD_CHANNEL*>::iterator it;
for(it = m_DeleteChannels.begin(); it != m_DeleteChannels.end();)
{
FMOD_BOOL isPlaying = false;
FMOD_Channel_IsPlaying(it->second, &isPlaying);
if(isPlaying)
FMOD_Channel_IsPlaying(it->second, &m_isPlaying);
if(m_isPlaying)
{
it++;
}
else
{
// FMOD_Sound_Release(m_DeleteSounds[it->first]);
// m_DeleteSounds.erase(it->first);
m_DeleteSounds.erase(it->first);
it = m_DeleteChannels.erase(it);
}
@@ -62,9 +66,8 @@ void Systems::SoundSystem::Update(double dt)
for(it = m_Channels.begin(); it != m_Channels.end();)
{
FMOD_BOOL isPlaying = false;
FMOD_Channel_IsPlaying(it->second, &isPlaying);
if(!isPlaying)
FMOD_Channel_IsPlaying(it->second, &m_isPlaying);
if(!m_isPlaying)
{
it = m_Channels.erase(it);
}
@@ -101,7 +104,7 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
if(emitter)
{
FMOD_CHANNEL* channel = m_Channels[entity];
//FMOD_SOUND* sound = m_Sounds[entity];
FMOD_SOUND* sound = m_Sounds[entity];
auto eTransform = m_World->GetComponent<Components::Transform>(entity);
glm::vec3 tPos = m_TransformSystem->AbsolutePosition(entity);
@@ -134,9 +137,9 @@ bool Systems::SoundSystem::OnComponentCreated(const Events::ComponentCreated &ev
float maxDist = emitter->MaxDistance;
float minDist = emitter->MinDistance;
float pitch = emitter->Pitch;
//LoadSound(sound, path, maxDist, minDist);
LoadSound(sound, path, maxDist, minDist);
m_Channels.insert(std::make_pair(emitter->Entity, channel));
// m_Sounds.insert(std::make_pair(emitter->Entity, sound));
m_Sounds.insert(std::make_pair(emitter->Entity, sound));
}
return true;
}
@@ -154,7 +157,7 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
eComponent->type = Components::SoundEmitter::SoundType::SOUND_3D;
Sound* sound = ResourceManager->Load<Sound>("Sound3D", event.Resource);
//m_Sounds[eEntity] = *sound;
m_Sounds[eEntity] = *sound;
FMOD_Sound_Set3DMinMaxDistance(*sound, eComponent->MinDistance, eComponent->MaxDistance);
PlaySound(&m_Channels[eEntity], *sound, 1.0, eComponent->Loop);
@@ -163,21 +166,34 @@ bool Systems::SoundSystem::PlaySFX(const Events::PlaySFX &event)
bool Systems::SoundSystem::PlayBGM(const Events::PlayBGM &event)
{
auto emitter = m_World->CreateEntity();
auto eTransform = m_World->AddComponent<Components::Transform>(emitter);
auto eComponent = m_World->AddComponent<Components::SoundEmitter>(emitter);
m_Channels[emitter] = m_BGMChannel;
eComponent->type = Components::SoundEmitter::SoundType::SOUND_3D;
FMOD_RESULT result;
result = FMOD_Channel_Stop(m_BGMChannel);
if(result != FMOD_OK)
LOG_INFO("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
Sound* sound = ResourceManager->Load<Sound>("Sound2D", event.Resource);
//m_Sounds[emitter] = *sound;
FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_Channels[emitter]);
result = FMOD_System_PlaySound(m_System, FMOD_CHANNEL_FREE, *sound, false, &m_BGMChannel);
if(result != FMOD_OK)
LOG_INFO("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
FMOD_Channel_SetMode(m_BGMChannel, FMOD_LOOP_NORMAL);
FMOD_Sound_SetLoopCount(*sound, -1);
return true;
}
bool Systems::SoundSystem::StopSound(const Events::StopSound &event)
{
auto eComp = m_World->GetComponent<Components::SoundEmitter>(event.Emitter);
if(eComp)
{
FMOD_Channel_Stop(m_Channels[event.Emitter]);
}
else
{
FMOD_Channel_Stop(m_BGMChannel);
}
return true;
}
@@ -208,8 +224,8 @@ void Systems::SoundSystem::OnComponentRemoved(EntityID entity, std::string type,
if(emitter)
{
m_DeleteChannels.insert(std::make_pair(entity, m_Channels[entity]));
//m_DeleteSounds.insert(std::make_pair(entity, m_Sounds[entity]));
m_DeleteSounds.insert(std::make_pair(entity, m_Sounds[entity]));
m_Channels.erase(entity);
//m_Sounds.erase(entity);
m_Sounds.erase(entity);
}
}
+3 -3
View File
@@ -24,13 +24,12 @@ public:
SoundSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
~SoundSystem();
void RegisterComponents(ComponentFactory* cf) override;
void RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm) override;
void Initialize() override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
//void OnComponentRemoved(std::string type, Component* component);
void OnComponentRemoved(EntityID entity, std::string type, Component* component) override;
FMOD_SYSTEM* GetFMODSystem() const { return m_System; }
private:
@@ -48,12 +47,13 @@ private:
void PlaySound(FMOD_CHANNEL**, FMOD_SOUND*, float volume, bool loop);
FMOD_SYSTEM* m_System;
FMOD_BOOL m_isPlaying;
FMOD_CHANNEL* m_BGMChannel;
std::vector<EntityID> m_Listeners;
std::map<EntityID, FMOD_CHANNEL*> m_Channels;
std::map<EntityID, FMOD_CHANNEL*> m_DeleteChannels;
//std::map<EntityID, FMOD_SOUND*> m_Sounds;
std::map<EntityID, FMOD_SOUND*> m_DeleteSounds;
std::map<EntityID, FMOD_SOUND*> m_Sounds;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
};
+110 -45
View File
@@ -30,6 +30,32 @@ void Systems::TankSteeringSystem::Update(double dt)
void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto pEmitter = m_World->GetComponent<Components::ParticleEmitter>(entity);
if(pEmitter)
{
if(!m_World->GetComponent<Components::TankSteering>(parent))
return;
auto tankTransform = m_World->GetComponent<Components::Transform>(parent);
glm::vec2 velXZ = glm::vec2(tankTransform->Velocity.x, tankTransform->Velocity.z);
float speedMPDT = glm::length(velXZ);
if(speedMPDT < 1)
{
pEmitter->Emitting = false;
return;
}
else
{
pEmitter->Emitting = true;
pEmitter->ScaleSpectrum.erase(pEmitter->ScaleSpectrum.begin());
float scale = speedMPDT / 20;
scale = glm::clamp(scale, 0.3f, 20.f);
pEmitter->ScaleSpectrum.push_back(glm::vec3(speedMPDT / 20));
float spawnFrequency = 1 / speedMPDT;
spawnFrequency = glm::clamp(spawnFrequency, 0.1f, 2.f);
pEmitter->SpawnFrequency = 1 / speedMPDT;
}
}
auto tankSteeringComponent = m_World->GetComponent<Components::TankSteering>(entity);
if(!tankSteeringComponent)
return;
@@ -146,15 +172,6 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
m_TimeSinceLastShot[tankSteeringComponent->Barrel] += dt;
}
// auto shot = m_World->GetComponent<Components::TankShell>(entity);
// if(shot)
// {
// if(inputController->Shoot && m_TimeSinceLastShot[tankSteeringComponent->Barrel] > 0.5)
// {
//
// }
// }
}
bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
@@ -226,33 +243,63 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
EventBroker->Publish(e);
/*Events::CreateExplosion e;
e.LifeTime = 1.5;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(6);
e.ParticlesToSpawn = 20;
e.Position = shellTransform->Position;
e.SpreadAngle = glm::radians<float>(180) / 4;
e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
e.UseGoalVector = true;
e.GoalVelocity = glm::vec3(0,-12,0);
e.Speed = 12;
e.spritePath = "Textures/Sprites/Splash.png";
e.Color = glm::vec4(5.f,5.f,5.f,1);
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 3;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Color = glm::vec4(0.6,0.6,0.6,1);
EventBroker->Publish(e);
e.LifeTime = 1.5;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(6);
e.ParticlesToSpawn = 20;
e.LifeTime = 0.7;
e.ParticleScale.push_back(12);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.SpreadAngle = glm::radians<float>(180)/ 4;
e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
e.UseGoalVector = true;
e.GoalVelocity = glm::vec3(0,-12,0);
e.Speed = 12;
e.spritePath = "Textures/Sprites/Splash.png";
e.Color = glm::vec4(1.f,1.f,1.f,1);
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 17;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Fire.png";
EventBroker->Publish(e);
e.LifeTime = 0.2;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(15);
e.ParticlesToSpawn = 5;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 6;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Blast1.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
EventBroker->Publish(e);*/
// Events::CreateExplosion e;
// e.LifeTime = 1.5;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(6);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.SpreadAngle = glm::radians<float>(180) / 4;
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
// e.UseGoalVector = true;
// e.GoalVelocity = glm::vec3(0,-12,0);
// e.Speed = 12;
// e.spritePath = "Textures/Sprites/Splash.png";
// e.Color = glm::vec4(5.f,5.f,5.f,1);
//
// EventBroker->Publish(e);
// e.LifeTime = 1.5;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(6);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.SpreadAngle = glm::radians<float>(180)/ 4;
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
// e.UseGoalVector = true;
// e.GoalVelocity = glm::vec3(0,-12,0);
// e.Speed = 12;
// e.spritePath = "Textures/Sprites/Splash.png";
// e.Color = glm::vec4(1.f,1.f,1.f,1);
// EventBroker->Publish(e);
}
{
Events::PlaySFX e;
@@ -460,9 +507,13 @@ EntityID Systems::TankSteeringSystem::CreateTank(int playerID)
player->ID = playerID;
auto tankSteering = m_World->AddComponent<Components::TankSteering>(tank);
m_World->AddComponent<Components::Input>(tank);
m_World->AddComponent<Components::Listener>(tank);
auto health = m_World->AddComponent<Components::Health>(tank);
health->Amount = 1.f;
m_World->AddComponent<Components::Listener>(tank);
{
auto shape = m_World->CreateEntity(tank);
@@ -549,6 +600,8 @@ EntityID Systems::TankSteeringSystem::CreateTank(int playerID)
transform->Orientation = glm::quat(glm::vec3(-glm::radians(5.f), 0.f, 0.f));
auto cameraComp = m_World->AddComponent<Components::Camera>(cameraTower);
cameraComp->FarClip = 2000.f;
/*auto follow = m_World->AddComponent<Components::Follow>(cameraTower);
follow->Entity = barrel;
follow->Distance = 15.f;
@@ -597,31 +650,43 @@ EntityID Systems::TankSteeringSystem::CreateTank(int playerID)
AddTankWheelPair(tank, glm::vec3(-1.68f, wheelOffset, 2.375), 1, false);
#pragma endregion
#pragma region DustParticles
std::vector<glm::vec3> ePos;
ePos.push_back(glm::vec3(-2, -1.7, 2.0));
ePos.push_back(glm::vec3(2, -1.7, 2.0));
ePos.push_back(glm::vec3(2, -1.7, -2.0));
ePos.push_back(glm::vec3(-2, -1.7, -2.0));
for (int i = 0; i < 4; i++)
{
auto entity = m_World->CreateEntity(tank);
auto transformComponent = m_World->AddComponent<Components::Transform>(entity);
transformComponent->Position = glm::vec3(-2, -1.7, 2.0);
transformComponent->Position = ePos[i];
transformComponent->Scale = glm::vec3(3, 3, 3);
transformComponent->Orientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
auto emitterComponent = m_World->AddComponent<Components::ParticleEmitter>(entity);
emitterComponent->SpawnCount = 2;
emitterComponent->SpawnFrequency = 0.005;
emitterComponent->SpawnCount = 1;
emitterComponent->SpawnFrequency = 0.1;
emitterComponent->SpreadAngle = glm::pi<float>();
emitterComponent->UseGoalVelocity = false;
emitterComponent->LifeTime = 0.5;
//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
m_World->CommitEntity(entity);
emitterComponent->LifeTime = 0.3;
emitterComponent->Speed = 3;
emitterComponent->Emitting = true;
emitterComponent->Fade = true;
emitterComponent->ScaleSpectrum.push_back(glm::vec3(1));
//emitterComponent->Color = glm::vec4(1);
auto particleEntity = m_World->CreateEntity(entity);
auto TEMP = m_World->AddComponent<Components::Transform>(particleEntity);
TEMP->Scale = glm::vec3(0);
m_World->AddComponent<Components::Template>(particleEntity);
m_World->AddComponent<Components::Transform>(particleEntity);
auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEntity);
spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
emitterComponent->ParticleTemplate = particleEntity;
spriteComponent->SpriteFile = "Textures/Sprites/Dirt.png";
m_World->CommitEntity(particleEntity);
emitterComponent->ParticleTemplate = particleEntity;
m_World->CommitEntity(entity);
}
#pragma endregion
m_World->CommitEntity(tank);
+1 -1
View File
@@ -1,5 +1,4 @@
#include <array>
#include "System.h"
#include "Events/TankSteer.h"
#include "Events/SetVelocity.h"
@@ -24,6 +23,7 @@
#include "Components/TankShell.h"
#include "Components/SphereShape.h"
#include "Components/Listener.h"
#include "Components/SoundEmitter.h"
#include "Events/EnableCollisions.h"
#include "Events/DisableCollisions.h"
+328
View File
@@ -0,0 +1,328 @@
#include "PrecompiledHeader.h"
#include "TowerSystem.h"
#include "World.h"
void Systems::TowerSystem::RegisterComponents( ComponentFactory* cf )
{
cf->Register<Components::Tower>([]() { return new Components::Tower(); });
cf->Register<Components::Turret>([]() { return new Components::Turret(); });
cf->Register<Components::TurretShot>([]() {return new Components::TurretShot(); });
}
void Systems::TowerSystem::Initialize()
{
//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
EVENT_SUBSCRIBE_MEMBER(m_ECollision, &Systems::TowerSystem::OnCollision);
Temp_m_TimeSinceLastShot = 0;
}
void Systems::TowerSystem::Update( double dt )
{
}
void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
auto towerComponent = m_World->GetComponent<Components::Tower>(entity);
if(!towerComponent)
return;
Components::Transform absoluteTowerGunTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(towerComponent->Gun);
auto towerGunTransformComponent = m_World->GetComponent<Components::Transform>(towerComponent->Gun);
if(!towerGunTransformComponent)
return;
auto towerGunBaseTransformComponent = m_World->GetComponent<Components::Transform>(towerComponent->GunBase);
if(!towerGunBaseTransformComponent)
return;
auto turretComponent = m_World->GetComponent<Components::Turret>(entity);
if(!turretComponent)
return;
auto players = m_World->GetComponentsOfType<Components::Player>();
if (!players)
return;
for(auto player : *players)
{
auto playerComponent = std::dynamic_pointer_cast<Components::Player>(player);
if(towerComponent->ID != playerComponent->ID) //!= betyder att den bara targetar sitt eget lag, == fienden.
continue;
auto playerTransform = m_World->GetComponent<Components::Transform>(player->Entity);
if(!playerTransform)
continue;
Components::Transform absolutePlayerTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(player->Entity);
if(glm::distance(absolutePlayerTransform.Position, absoluteTowerGunTransform.Position) > 45.f)
continue;
//Rotate the turret towards the enemy player
glm::quat baseLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absoluteTowerGunTransform.Position.y, absolutePlayerTransform.Position.z), glm::vec3(0, 1, 0))));
glm::quat gunLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absolutePlayerTransform.Position.y, absolutePlayerTransform.Position.z ), glm::vec3(0, 1, 0))));
towerGunTransformComponent->Orientation = glm::inverse(baseLookAt) * gunLookAt;
towerGunBaseTransformComponent->Orientation = baseLookAt;
#pragma region GetShotDirectionAndLaunchShot
Temp_m_TimeSinceLastShot += dt;
if(Temp_m_TimeSinceLastShot > 1)
{
{
//Shoot code
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
cloneTransform->Position = templateAbsoluteTransform.Position - (cloneTransform->Orientation* glm::vec3(0.97163f, 0.f, 0.f));
Events::SetVelocity eSetVelocity;
eSetVelocity.Entity = clone;
eSetVelocity.Velocity = gunLookAt * glm::vec3(0.f, 0.f, -1.f) * turretComponent->ShotSpeed;
EventBroker->Publish(eSetVelocity);
{
Events::CreateExplosion e;
e.LifeTime = 1.5;
e.ParticleScale.push_back(0.6);
e.ParticleScale.push_back(1.8);
e.ParticlesToSpawn = 1;
e.Position = cloneTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 1.7;
e.SpreadAngle = glm::pi<float>()/100;
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Emitting = true;
e.SpawnFrequency = 0.2;
e.Color = glm::vec4(0.6,0.6,0.6,1);
EventBroker->Publish(e);
}
{
Events::CreateExplosion e;
e.LifeTime = 0.2;
e.ParticleScale.push_back(1);
//e.ParticleScale.push_back(2);
e.ParticlesToSpawn = 1;
e.Position = cloneTransform->Position;
e.Speed = 0;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/MuzzleFlash.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
EventBroker->Publish(e);
}
}
{
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
cloneTransform->Position = templateAbsoluteTransform.Position + (cloneTransform->Orientation * glm::vec3(0.97163f, 0.f, 0.f));
Events::SetVelocity eSetVelocity;
eSetVelocity.Entity = clone;
eSetVelocity.Velocity = gunLookAt * glm::vec3(0.f, 0.f, -1.f) * turretComponent->ShotSpeed;
EventBroker->Publish(eSetVelocity);
{
Events::CreateExplosion e;
e.LifeTime = 1.5;
e.ParticleScale.push_back(0.6);
e.ParticleScale.push_back(1.8);
e.ParticlesToSpawn = 1;
e.Position = cloneTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
e.Speed = 1.7;
e.SpreadAngle = glm::pi<float>()/100;
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Emitting = true;
e.SpawnFrequency = 0.2;
e.Color = glm::vec4(0.6,0.6,0.6,1);
EventBroker->Publish(e);
}
{
Events::CreateExplosion e;
e.LifeTime = 0.2;
e.ParticleScale.push_back(1);
//e.ParticleScale.push_back(2);
e.ParticlesToSpawn = 1;
e.Position = cloneTransform->Position;
e.Speed = 0;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/MuzzleFlash.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
EventBroker->Publish(e);
}
}
Temp_m_TimeSinceLastShot = 0;
#pragma endregion
}
}
}
bool Systems::TowerSystem::OnCollision(const Events::Collision &e)
{
if(m_World->ValidEntity(e.Entity1) && m_World->ValidEntity(e.Entity2))
{
auto tankShell1 = m_World->GetComponent<Components::TurretShot>(e.Entity1);
auto tankShell2 = m_World->GetComponent<Components::TurretShot>(e.Entity2);
EntityID shellEntity = 0;
Components::TurretShot* shellComponent;
EntityID otherEntity = 0;
if (tankShell1)
{
shellEntity = e.Entity1;
otherEntity = e.Entity2;
shellComponent = tankShell1;
}
else if (tankShell2)
{
shellEntity = e.Entity2;
otherEntity = e.Entity1;
shellComponent = tankShell2;
}
else
{
return false;
}
if(m_World->GetComponent<Components::Template>(shellEntity))
return false;
//auto physicsComponents = m_World->GetComponentsOfType<Components::Physics>();
auto shellTransform = m_World->GetComponent<Components::Transform>(shellEntity);
//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
{
Events::CreateExplosion e;
e.LifeTime = 2;
e.ParticleScale.push_back(3);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
e.Speed = 3;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Color = glm::vec4(0.6, 0.6, 0.6, 0.1);
EventBroker->Publish(e);
e.LifeTime = 0.7;
e.ParticleScale.push_back(5);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
e.Speed = 17;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Fire.png";
EventBroker->Publish(e);
e.LifeTime = 0.2;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(5);
e.ParticlesToSpawn = 5;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
e.Speed = 6;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Blast1.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
EventBroker->Publish(e);
}
//{
// Events::CreateExplosion e;
// e.LifeTime = 1.5;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(6);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.SpreadAngle = glm::radians<float>(180) / 4;
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
// e.UseGoalVector = true;
// e.GoalVelocity = glm::vec3(0,-12,0);
// e.Speed = 12;
// e.spritePath = "Textures/Sprites/Splash.png";
// e.Color = glm::vec4(5.f,5.f,5.f,1);
// EventBroker->Publish(e);
// e.LifeTime = 1.5;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(6);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.SpreadAngle = glm::radians<float>(180)/ 4;
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
// e.UseGoalVector = true;
// e.GoalVelocity = glm::vec3(0,-12,0);
// e.Speed = 12;
// e.spritePath = "Textures/Sprites/Splash.png";
// e.Color = glm::vec4(1.f,1.f,1.f,1);
// EventBroker->Publish(e);
//}
//{
// Events::PlaySFX e;
// e.MinDistance = 150.f;
// e.Position = shellTransform->Position;
// e.Resource = "Sounds/SFX/Explosion.wav";
// EventBroker->Publish(e);
//}
// Direct damage
auto health = m_World->GetComponent<Components::Health>(otherEntity);
if (health)
{
Events::Damage d;
d.Entity = otherEntity;
d.Amount = shellComponent->Damage;
EventBroker->Publish(d);
}
// Splash damage
//for (auto &physComponent : *physicsComponents)
//{
// EntityID physicsEntity = physComponent->Entity;
// // No splash damage to the direct hit target
// if (physicsEntity == otherEntity)
// continue;
// auto physEntityTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(physicsEntity);
// float distance = glm::distance(physEntityTransform.Position, shellTransform->Position);
// if (distance <= shellComponent->ExplosionRadius)
// {
// // DO STUFF! :D
// float radius = shellComponent->ExplosionRadius;
// float strength = (1.f - pow(distance / radius, 2)) * shellComponent->ExplosionStrength;
// glm::vec3 direction = glm::normalize(physEntityTransform.Position - shellTransform->Position);
// Events::ApplyPointImpulse e;
// e.Entity = physicsEntity;
// e.Impulse = direction * strength;
// e.Position = physEntityTransform.Position;
// EventBroker->Publish(e);
// auto health = m_World->GetComponent<Components::Health>(physicsEntity);
// if (health && health->VulnerableToSplash)
// {
// Events::Damage d;
// d.Entity = physicsEntity;
// d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
// EventBroker->Publish(d);
// }
//
//
// }
//}
m_World->RemoveEntity(shellEntity);
}
return true;
}
+49
View File
@@ -0,0 +1,49 @@
#ifndef TowerSystem_h__
#define TowerSystem_h__
#include "System.h"
#include "Systems/TransformSystem.h"
#include "Components/Player.h"
#include "Components/Tower.h"
#include "Components/Turret.h"
#include "Components/TurretShot.h"
#include "Components/Health.h"
#include "Events/SetVelocity.h"
#include "Events/CreateExplosion.h"
#include "Events/Collision.h"
#include "Events/Damage.h"
namespace Systems
{
class TowerSystem : public System
{
public:
TowerSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager) { }
void Initialize() override;
void RegisterComponents(ComponentFactory* cf) override;
virtual void Update(double dt);
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent);
EventRelay<TowerSystem, Events::Collision> m_ECollision;
bool OnCollision(const Events::Collision &e);
private:
std::map<EntityID, double> m_TimeSinceLastShot;
float Temp_m_TimeSinceLastShot;
};
}
#endif // TowerSystem_h__
+5
View File
@@ -125,6 +125,7 @@
<ClCompile Include="..\..\src\Systems\SoundSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TankSteeringSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TimerSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TowerSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TransformSystem.cpp" />
<ClCompile Include="..\..\src\Systems\TriggerSystem.cpp" />
<ClCompile Include="..\..\src\Systems\WallSystem.cpp" />
@@ -149,6 +150,7 @@
<ClInclude Include="..\..\src\Components\JeepSteering.h" />
<ClInclude Include="..\..\src\Components\Move.h" />
<ClInclude Include="..\..\src\Components\Rotate.h" />
<ClInclude Include="..\..\src\Components\Tower.h" />
<ClInclude Include="..\..\src\Components\Team.h" />
<ClInclude Include="..\..\src\Components\TriggerMove.h" />
<ClInclude Include="..\..\src\Components\Timer.h" />
@@ -177,6 +179,8 @@
<ClInclude Include="..\..\src\Components\Transform.h" />
<ClInclude Include="..\..\src\Components\Trigger.h" />
<ClInclude Include="..\..\src\Components\TriggerRotate.h" />
<ClInclude Include="..\..\src\Components\Turret.h" />
<ClInclude Include="..\..\src\Components\TurretShot.h" />
<ClInclude Include="..\..\src\Components\Vehicle.h" />
<ClInclude Include="..\..\src\Components\SpawnPoint.h" />
<ClInclude Include="..\..\src\Components\Viewport.h" />
@@ -268,6 +272,7 @@
<ClInclude Include="..\..\src\Systems\SoundSystem.h" />
<ClInclude Include="..\..\src\Systems\TankSteeringSystem.h" />
<ClInclude Include="..\..\src\Systems\TimerSystem.h" />
<ClInclude Include="..\..\src\Systems\TowerSystem.h" />
<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
<ClInclude Include="..\..\src\Systems\TriggerSystem.h" />
<ClInclude Include="..\..\src\Systems\WallSystem.h" />
@@ -86,6 +86,12 @@
<ClCompile Include="..\..\src\Systems\JeepSteeringSystem.cpp">
<Filter>Physics\Systems</Filter>
</ClCompile>
<ClCompile Include="..\..\src\Systems\WallSystem.cpp">
<Filter>Game\Systems</Filter>
</ClCompile>
<ClCompile Include="..\..\src\Systems\TowerSystem.cpp">
<Filter>Game\Systems</Filter>
</ClCompile>
<ClCompile Include="..\..\src\Systems\GameStateSystem.cpp">
<Filter>Game\Systems</Filter>
</ClCompile>
@@ -582,6 +588,21 @@
<ClInclude Include="..\..\src\Components\SpawnPoint.h">
<Filter>Game\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\OnDead.h" />
<ClInclude Include="..\..\src\Systems\WallSystem.h">
<Filter>Game\Systems</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Systems\TowerSystem.h">
<Filter>Game\Systems</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Tower.h">
<Filter>Game\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Turret.h">
<Filter>Game\Components</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\TurretShot.h">
<Filter>Physics\Components</Filter>
<ClInclude Include="..\..\src\Components\Team.h">
<Filter>Game\Components</Filter>
</ClInclude>
@@ -633,6 +654,8 @@
</ClInclude>
<ClInclude Include="..\..\src\Systems\FlagSystem.h">
<Filter>Game\Systems</Filter>
<ClInclude Include="..\..\src\Events\OnDead.h" />
<ClInclude Include="..\..\src\Systems\WallSystem.h" />
</ClInclude>
<ClInclude Include="..\..\src\Events\Dead.h" />
</ItemGroup>