Garage working, ready for vehicle swap implementation

This commit is contained in:
ViktorLjung
2014-06-01 03:07:47 +02:00
parent a142d368a7
commit d64be64ba4
18 changed files with 711 additions and 276 deletions
+52 -49
View File
@@ -7,6 +7,7 @@ void Systems::TriggerSystem::RegisterComponents( ComponentFactory* cf )
cf->Register<Components::Trigger>([]() { return new Components::Trigger(); });
cf->Register<Components::TriggerExplosion>([]() { return new Components::TriggerExplosion(); });
cf->Register<Components::TriggerMove>([]() { return new Components::TriggerMove(); });
cf->Register<Components::TriggerRotate>([]() { return new Components::TriggerRotate(); });
}
void Systems::TriggerSystem::Initialize()
@@ -47,44 +48,31 @@ void Systems::TriggerSystem::OnEntityRemoved( EntityID entity )
bool Systems::TriggerSystem::OnEnterTrigger( const Events::EnterTrigger &event )
{
/*auto explosionComponent1 = m_World->GetComponent<Components::TriggerExplosion>(event.Entity1);
auto explosionComponent2 = m_World->GetComponent<Components::TriggerExplosion>(event.Entity2);
if(explosionComponent1)
{
Explosion(event.Entity2, event.Entity1);
}
else if (explosionComponent2)
{
Explosion(event.Entity1, event.Entity2);
}*/
auto flagComponent1 = m_World->GetComponent<Components::Flag>(event.Entity1);
auto flagComponent2 = m_World->GetComponent<Components::Flag>(event.Entity2);
auto flagComponent1 = m_World->GetComponent<Components::Flag>(event.Trigger);
auto flagComponent2 = m_World->GetComponent<Components::Flag>(event.Entity);
//HACK: SIMON IS DISSING AMERICA
if(flagComponent1)
{
Flag(event.Entity2, event.Entity1);
Flag(event.Entity, event.Trigger);
}
else if (flagComponent2)
{
Flag(event.Entity1, event.Entity2);
Flag(event.Trigger, event.Entity);
}
auto triggerComponent1 = m_World->GetComponent<Components::TriggerMove>(event.Entity1);
auto triggerComponent2 = m_World->GetComponent<Components::TriggerMove>(event.Entity2);
auto playerComponent1 = m_World->GetComponent<Components::Player>(event.Entity1);
auto playerComponent2 = m_World->GetComponent<Components::Player>(event.Entity2);
if(triggerComponent1 && playerComponent2)
auto triggerMoveComponent = m_World->GetComponent<Components::TriggerMove>(event.Trigger);
if (triggerMoveComponent)
{
Move(event.Entity1);
Move(triggerMoveComponent->Entity, triggerMoveComponent->Queue, triggerMoveComponent->Swap);
}
else if (triggerComponent2 && playerComponent1)
auto triggerRotateComponent = m_World->GetComponent<Components::TriggerRotate>(event.Trigger);
if (triggerRotateComponent)
{
Move(event.Entity2);
Rotate(triggerMoveComponent->Entity, triggerMoveComponent->Queue, triggerMoveComponent->Swap);
}
return true;
@@ -93,41 +81,56 @@ bool Systems::TriggerSystem::OnEnterTrigger( const Events::EnterTrigger &event )
bool Systems::TriggerSystem::OnLeaveTrigger( const Events::LeaveTrigger &event )
{
auto triggerComponent1 = m_World->GetComponent<Components::TriggerMove>(event.Entity1);
auto triggerComponent2 = m_World->GetComponent<Components::TriggerMove>(event.Entity2);
auto playerComponent1 = m_World->GetComponent<Components::Player>(event.Entity1);
auto playerComponent2 = m_World->GetComponent<Components::Player>(event.Entity2);
if(triggerComponent1 && playerComponent2)
auto triggerMoveComponent = m_World->GetComponent<Components::TriggerMove>(event.Trigger);
if (triggerMoveComponent)
{
Move(event.Entity1);
Move(triggerMoveComponent->Entity, triggerMoveComponent->Queue, triggerMoveComponent->Swap);
}
else if (triggerComponent2 && playerComponent1)
auto triggerRotateComponent = m_World->GetComponent<Components::TriggerRotate>(event.Trigger);
if (triggerRotateComponent)
{
Move(event.Entity2);
Rotate(triggerMoveComponent->Entity, triggerMoveComponent->Queue, triggerMoveComponent->Swap);
}
return true;
}
void Systems::TriggerSystem::Move( EntityID entity )
void Systems::TriggerSystem::Rotate(EntityID entity, bool queue, bool swap)
{
auto trigger = m_World->GetComponent<Components::TriggerMove>(entity);
auto transform = m_World->GetComponent<Components::Transform>(trigger->Entity);
Events::Move e;
e.Entity = trigger->Entity;
e.GoalPosition = trigger->GoalPosition;
e.Speed = trigger->Speed;
e.Queue = false;
auto transform = m_World->GetComponent<Components::Transform>(entity);
auto rotate = m_World->GetComponent<Components::Rotate>(entity);
Events::Rotate e;
e.Entity = entity;
e.GoalRotation = rotate->GoalRotation;
e.Time = rotate->Time;
e.Queue = queue;
EventBroker->Publish(e);
glm::vec3 temp = trigger->GoalPosition;
trigger->GoalPosition = trigger->StartPosition;
trigger->StartPosition = temp;
if (swap)
{
std::swap(rotate->GoalRotation, rotate->StartRotation);
}
}
void Systems::TriggerSystem::Move(EntityID entity, bool queue, bool swap)
{
auto move = m_World->GetComponent<Components::Move>(entity);
Events::Move e;
e.Entity = entity;
e.GoalPosition = move->GoalPosition;
e.Speed = move->Speed;
e.Queue = queue;
EventBroker->Publish(e);
if (swap)
{
std::swap(move->GoalPosition, move->StartPosition);
}
}