Merge branch 'master' of github.com:teamfisk/AgileBreakOut
This commit is contained in:
@@ -9,4 +9,4 @@ BGMVolume=0.5
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[Video]
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Fullscreen=false
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Width=675
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Height=1080[Water]Radius=0.3[Cheat]GodMode=false
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Height=1080[Water]Radius=0.3[Cheat]GodMode=false[Water]Radius=0.3[Cheat]GodMode=false
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@@ -207,6 +207,9 @@ public:
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m_World->Initialize();
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//auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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@@ -0,0 +1,649 @@
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include <sstream>
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#include <Sound/CCollisionSound.h>
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#include "ResourceManager.h"
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#include "OBJ.h"
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#include "Model.h"
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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#include "CTransform.h"
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#include "CTemplate.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Sound/SoundSystem.h"
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#include "Sound/CCollisionSound.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CPad.h"
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#include "Game/CLifebuoy.h"
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#include "Game/CProjectile.h"
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#include "Game/CBrick.h"
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#include "Game/CWall.h"
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#include "Game/CKraken.h"
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#include "Game/CBackground.h"
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#include "Game/CTravels.h"
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#include "Game/CStickyAim.h"
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#include "Game/BallSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/TravellingSystem.h"
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#include "Game/LifebuoySystem.h"
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#include "Game/ProjectileSystem.h"
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#include "Game/KrakenSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Game/BrickComponents.h"
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#include "Game/EScreenShake.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "GUI/Frame.h"
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#include "GUI/Button.h"
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#include "Game/GUI/MainMenu.h"
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#include "Game/GUI/HUD.h"
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namespace dd
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{
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class Engine
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{
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public:
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Engine(int argc, char* argv[]) {
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auto config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue<int>("Debug.LogLevel", 1));
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(config->GetValue<bool>("Video.Fullscreen", false));
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m_Renderer->SetResolution(Rectangle(
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0,
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0,
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config->GetValue<int>("Video.Width", 675),
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config->GetValue<int>("Video.Height", 1080)
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));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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if (config->GetValue<bool>("Debug.SkipStory", false)) {
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Events::GameStart e;
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m_EventBroker->Publish(e);
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auto hud = new GUI::HUD(m_FrameStack, "HUD");
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}
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else {
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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}
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::CollisionSound>();
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m_World->SystemFactory.Register<Systems::SoundSystem>(
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[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::SoundSystem>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->ComponentFactory.Register<Components::Wall>();
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m_World->ComponentFactory.Register<Components::Background>();
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m_World->ComponentFactory.Register<Components::Life>();
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m_World->ComponentFactory.Register<Components::Lifebuoy>();
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m_World->ComponentFactory.Register<Components::Projectile>();
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m_World->ComponentFactory.Register<Components::Kraken>();
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m_World->ComponentFactory.Register<Components::StickyAim>();
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m_World->ComponentFactory.Register<Components::Travels>();
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->ComponentFactory.Register<Components::StandardBrick>();
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m_World->ComponentFactory.Register<Components::MultiBallBrick>();
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m_World->ComponentFactory.Register<Components::LifebuoyBrick>();
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m_World->ComponentFactory.Register<Components::StickyBrick>();
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m_World->ComponentFactory.Register<Components::InkBlasterBrick>();
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m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>(
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[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->SystemFactory.Register<Systems::HitLagSystem>(
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[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::HitLagSystem>();
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m_World->SystemFactory.Register<Systems::LifebuoySystem>(
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[this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LifebuoySystem>();
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m_World->SystemFactory.Register<Systems::ProjectileSystem>(
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[this]() { return new Systems::ProjectileSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::ProjectileSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::AnimationSystem>(
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[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::AnimationSystem>();
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m_World->SystemFactory.Register<Systems::TravellingSystem>(
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[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TravellingSystem>();
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m_World->SystemFactory.Register<Systems::KrakenSystem>(
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[this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::KrakenSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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<<<<<<< HEAD
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(-3.f, 6.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(3.f, -5.f, -5.f);
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transform->Sticky = true;
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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|
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//Halfpipe background test model.
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
|
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
|
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transform->Position = glm::vec3(0.f, 34.6f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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transform->Sticky = false;
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
|
||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
|
||||
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
|
||||
m_World->CommitEntity(t_halfPipe);
|
||||
}
|
||||
|
||||
//Background
|
||||
|
||||
{
|
||||
auto background = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(background);
|
||||
transform->Position = glm::vec3(0.f, 0.f, -30.f);
|
||||
transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
|
||||
auto sprite = m_World->AddComponent<Components::Sprite>(background);
|
||||
sprite->SpriteFile = "Textures/Background.png";
|
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m_World->CommitEntity(background);
|
||||
}
|
||||
|
||||
// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
|
||||
//Water test
|
||||
{
|
||||
auto t_waterBody = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
|
||||
transform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
transform->Scale = glm::vec3(7.0f, 1.5f, 1.f);
|
||||
transform->Sticky = true;
|
||||
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
|
||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
|
||||
m_World->CommitEntity(t_waterBody);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//ParticleTest
|
||||
|
||||
|
||||
/*{
|
||||
auto Pe = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(Pe);
|
||||
auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
|
||||
auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
|
||||
|
||||
transform->Position = glm::vec3(0.f, 0.f, -10.f);
|
||||
emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
|
||||
particleEmitter->GravityScale = 0.0f;
|
||||
particleEmitter->SpawnRate = 1.f;
|
||||
particleEmitter->NumberOfTicks = 2;
|
||||
particleEmitter->Speed = 1.f;
|
||||
particleEmitter->ParticlesPerTick = 5;
|
||||
particleEmitter->Spread = glm::pi<float>()*2;
|
||||
particleEmitter->EmittingAngle = glm::pi<float>();
|
||||
particleEmitter->LifeTime = 50;
|
||||
|
||||
{
|
||||
auto Pt = m_World->CreateEntity(Pe);
|
||||
auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
|
||||
auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
|
||||
auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
|
||||
auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
|
||||
|
||||
//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
|
||||
PtTransform->Position = transform->Position;
|
||||
PtSprite->SpriteFile = "Textures/Background.png";
|
||||
PtParticle->LifeTime = 3.f;
|
||||
PtParticle->Flags = static_cast<ParticleFlags::Type>(ParticleFlags::Type::Powder | ParticleFlags::Type::ParticleContactFilter | ParticleFlags::Type::FixtureContactFilter);
|
||||
}
|
||||
m_World->CommitEntity(Pe);
|
||||
}*/
|
||||
|
||||
//TODO: Why does the ball not collide with these bricks?
|
||||
//BottomBox
|
||||
{
|
||||
auto BottomWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(BottomWall);
|
||||
transform->Position = glm::vec3(0.f, -6.f, -10.f);
|
||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
|
||||
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
|
||||
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
|
||||
transform->Sticky = true;
|
||||
m_World->CommitEntity(BottomWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, 6.f, -10.f);
|
||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||
|
||||
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
|
||||
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
|
||||
transform->Sticky = true;
|
||||
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto leftWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
leftWall);
|
||||
transform->Position = glm::vec3(-4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
|
||||
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
|
||||
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
|
||||
transform->Sticky = true;
|
||||
|
||||
m_World->CommitEntity(leftWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto rightWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
rightWall);
|
||||
transform->Position = glm::vec3(4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
|
||||
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
|
||||
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
|
||||
transform->Sticky = true;
|
||||
|
||||
m_World->CommitEntity(rightWall);
|
||||
}
|
||||
|
||||
=======
|
||||
//auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
|
||||
>>>>>>> origin/master
|
||||
//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
|
||||
m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
|
||||
m_EventBroker->Subscribe(m_EGameStart);
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
|
||||
|
||||
void Tick()
|
||||
{
|
||||
double currentTime = glfwGetTime();
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
// Update input
|
||||
m_InputManager->Update(dt);
|
||||
// Swap event queues to get fresh input data in the read queue
|
||||
//m_EventBroker->Swap();
|
||||
|
||||
//ResourceManager::Update();
|
||||
if (m_GameIsRunning) {
|
||||
m_World->Update(dt);
|
||||
} else {
|
||||
m_EventBroker->Process<Systems::SoundSystem>();
|
||||
}
|
||||
m_EventBroker->Process<GUI::Frame>();
|
||||
m_FrameStack->UpdateLayered(dt);
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
m_FrameStack->DrawLayered(m_RendererQueue);
|
||||
//TODO Fill up the renderQueue with models (Temp fix)
|
||||
if (m_GameIsRunning) {
|
||||
TEMPAddToRenderQueue();
|
||||
}
|
||||
|
||||
std::unique_ptr<dd::Camera> defaultCamera = nullptr;
|
||||
|
||||
// Render scene
|
||||
//TODO send renderqueue to draw.
|
||||
m_Renderer->Draw(m_RendererQueue);
|
||||
|
||||
m_EventBroker->Process<Engine>();
|
||||
// Swap event queues
|
||||
m_EventBroker->Swap();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
continue;
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
continue;
|
||||
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent)
|
||||
{
|
||||
Model* modelAsset = nullptr;
|
||||
modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
|
||||
|
||||
if (modelAsset)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
|
||||
* glm::toMat4(absoluteTransform.Orientation)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (pointLightComponent)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
EnqueuePointLight(absoluteTransform.Position,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Radius);
|
||||
}
|
||||
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if(parent != 0) {
|
||||
auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
|
||||
if (waterParticleComponent) {
|
||||
//TODO: Remove hardcoded color.
|
||||
//TODO: Do i even need modelMatrix?
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (spriteComponent)
|
||||
{
|
||||
std::string normal = spriteComponent->NormalTexture;
|
||||
std::string spec = spriteComponent->SpecularTexture;
|
||||
|
||||
if (normal.empty()) {
|
||||
normal = "Textures/Core/NeutralNormalMap.png";
|
||||
}
|
||||
if (spec.empty()) {
|
||||
spec = "Textures/Core/NeutralSpecularMap.png";
|
||||
}
|
||||
auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
|
||||
auto texturenorm = ResourceManager::Load<Texture>(normal);
|
||||
auto texturespec = ResourceManager::Load<Texture>(spec);
|
||||
|
||||
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
||||
* glm::toMat4(orientation2D)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
ModelJob job;
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
|
||||
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
|
||||
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
|
||||
job.VAO = model->VAO;
|
||||
job.ElementBuffer = model->ElementBuffer;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix * model->m_Matrix;
|
||||
job.Color = modelComponent->Color;
|
||||
|
||||
if (model->m_Skeleton != nullptr) {
|
||||
job.Skeleton = model->m_Skeleton;
|
||||
if (animationComponent != nullptr) {
|
||||
job.AnimationName = animationComponent->Name;
|
||||
job.AnimationTime = animationComponent->Time;
|
||||
job.NoRootMotion = animationComponent->NoRootMotion;
|
||||
}
|
||||
}
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Get this out of engine.h
|
||||
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
|
||||
{
|
||||
SpriteJob job;
|
||||
job.TextureID = texture->ResourceID;
|
||||
job.DiffuseTexture = *texture;
|
||||
job.NormalTexture = *normalTexture;
|
||||
job.SpecularTexture = *specularTexture;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.Depth = depth;
|
||||
|
||||
|
||||
m_RendererQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
|
||||
{
|
||||
PointLightJob job;
|
||||
job.Position = position;
|
||||
job.DiffuseColor = diffuseColor;
|
||||
job.SpecularColor = specularColor;
|
||||
job.Radius = radius;
|
||||
|
||||
m_RendererQueue.Lights.Add(job);
|
||||
|
||||
}
|
||||
|
||||
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
|
||||
{
|
||||
WaterParticleJob job;
|
||||
job.Position = position;
|
||||
job.Color = color;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Depth = depth;
|
||||
|
||||
m_RendererQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
GUI::Frame* m_FrameStack = nullptr;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
RenderQueueCollection m_RendererQueue;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
std::shared_ptr<World> m_World;
|
||||
glm::vec3 m_CameraPosition = glm::vec3(0.f, 0.f, 0.f);
|
||||
|
||||
//TODO: Redo
|
||||
bool m_GameIsRunning = false;
|
||||
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
|
||||
bool OnGameStart(const dd::Events::GameStart &event)
|
||||
{
|
||||
m_GameIsRunning = true;
|
||||
//Todo: Move this
|
||||
{
|
||||
// dd::Events::PlaySound e;
|
||||
// e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
// e.IsAmbient = true;
|
||||
// m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
// dd::Events::PlaySound e;
|
||||
// e.FilePath = "Sounds/BGM/water-flowing.wav";
|
||||
// e.Gain = 0.3f;
|
||||
// e.IsAmbient = true;
|
||||
// m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -40,6 +40,7 @@
|
||||
#include "Game/EActionButton.h"
|
||||
#include "Game/ELifebuoyHit.h"
|
||||
#include "Physics/ECreateParticleSequence.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
@@ -19,7 +19,7 @@ struct Brick : Component
|
||||
//0 = empty, 1 = normal, 2 = multi-brick, 3 = lifebuoy, 4 = sticky, 5 = blaster, 6 = kraken
|
||||
int Type = 0;
|
||||
bool Removed = false;
|
||||
int Number = 0; // For the Kraken to keep track of which bricks needs replacing.
|
||||
int Number = 100; // For the Kraken to keep track of which bricks needs replacing.
|
||||
|
||||
//What number of types each is.
|
||||
const int EmptyBrickSpace = 0;
|
||||
|
||||
@@ -15,7 +15,8 @@ namespace Components
|
||||
|
||||
struct Kraken : Component {
|
||||
|
||||
int Health = 10;
|
||||
int MaxHealth = 30;
|
||||
int Health = MaxHealth;
|
||||
int CurrentAction = 1;
|
||||
|
||||
const int Idle = 1;
|
||||
|
||||
@@ -15,7 +15,8 @@ namespace Events
|
||||
|
||||
struct BrickGenerating : Event
|
||||
{
|
||||
glm::vec3 Origin;
|
||||
glm::vec3 Origin1;
|
||||
glm::vec3 Origin2;
|
||||
int TargetLine;
|
||||
int Set;
|
||||
};
|
||||
|
||||
@@ -17,6 +17,9 @@ struct KrakenHit : Event
|
||||
{
|
||||
EntityID Kraken;
|
||||
EntityID Hitter;
|
||||
int MaxHealth;
|
||||
int CurrentHealth;
|
||||
int NewHealth;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "GUI/Slider.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Game/GUI/ELoadingFrameComplete.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -56,6 +57,9 @@ public:
|
||||
e.FrameName = Name();
|
||||
e.Frame = this;
|
||||
EventBroker->Publish(e);
|
||||
Events::PlaySound se;
|
||||
se.FilePath = "Sounds/jap-story.wav";
|
||||
EventBroker->Publish(se);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,12 +62,13 @@ private:
|
||||
bool m_ReturnToIdle = false;
|
||||
EntityID m_KrakenTemplate;
|
||||
std::string m_Action = "Idle";
|
||||
int m_NumberOfActions;
|
||||
float m_KrakenTimer = 0;
|
||||
float m_KrakenSecondsToAction = 1;
|
||||
float m_KrakenSecondsToAction = 10;
|
||||
const int Idle = 1;
|
||||
|
||||
std::array<int, 14> m_Bricks;
|
||||
std::array<int, 14> m_Colors;
|
||||
std::array<int, 42> m_Bricks;
|
||||
std::array<int, 42> m_Colors;
|
||||
|
||||
dd::EventRelay<KrakenSystem, dd::Events::Pause> m_EPause;
|
||||
dd::EventRelay<KrakenSystem, dd::Events::Resume> m_EResume;
|
||||
|
||||
@@ -172,8 +172,12 @@ private:
|
||||
std::array<int, 42> m_Bricks;
|
||||
std::array<glm::vec4, 42> m_Colors;
|
||||
|
||||
std::array<int, 14> m_BrickSet;
|
||||
std::array<glm::vec4, 14> m_ColorSet;
|
||||
std::array<int, 42> m_BrickSet;
|
||||
std::array<glm::vec4, 42> m_ColorSet;
|
||||
std::array<bool, 42> m_KrakenBricks;
|
||||
|
||||
bool m_BrickGenerating = false;
|
||||
dd::Events::BrickGenerating m_BrickGeneratingEvent;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
@@ -201,6 +205,7 @@ private:
|
||||
bool OnResume(const dd::Events::Resume &event);
|
||||
bool OnHitPad(const dd::Events::HitPad &event);
|
||||
bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
|
||||
bool BrickGenerating(const dd::Events::BrickGenerating &event);
|
||||
void GetBrickSet(int Set);
|
||||
bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
|
||||
|
||||
|
||||
@@ -50,6 +50,7 @@
|
||||
#include "Game/EHitLag.h"
|
||||
#include "Game/EScreenShake.h"
|
||||
#include "Game/EActionButton.h"
|
||||
#include "Rendering/CAnimation.h"
|
||||
|
||||
#include "Game/EBrickGenerating.h"
|
||||
|
||||
@@ -103,6 +104,7 @@ private:
|
||||
double m_KrakenStrength = 0;
|
||||
double m_PlayerStrength = 0;
|
||||
float m_Edge = 2.8f;
|
||||
EntityID m_KrakenArm;
|
||||
Components::Transform* m_Transform = nullptr;
|
||||
Components::Pad* m_Pad = nullptr;
|
||||
std::shared_ptr<Components::Transform> m_StickTransform;
|
||||
|
||||
@@ -42,6 +42,8 @@
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Rendering/CModel.h"
|
||||
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
@@ -41,6 +41,7 @@ private:
|
||||
const std::string MENU_BGM = "Sounds/BGM/eastern-music.wav";
|
||||
const std::string GAME_BGM = "Sounds/BGM/under-the-sea-n.wav";
|
||||
const std::string WATER_BGM = "Sounds/BGM/water-flowing.wav";
|
||||
const std::string STORY_VOICE = "Sounds/jap-story.wav";
|
||||
|
||||
float m_BGMMasterVolume = 1.f;
|
||||
float m_SFXMasterVolume = 1.f;
|
||||
|
||||
@@ -50,6 +50,8 @@ void dd::Systems::BallSystem::Initialize()
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
|
||||
physics->Calculate = true;
|
||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(ent);
|
||||
collisionSound->FilePath = "Sounds/Jelly/squid-bounce-n.wav";
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
@@ -318,17 +320,20 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
particleEvent.EmittingAngle = glm::half_pi<float>();
|
||||
particleEvent.Spread = 0.f;
|
||||
particleEvent.NumberOfTicks = 1;
|
||||
particleEvent.ParticleLifeTime = 2.f;
|
||||
particleEvent.ParticleLifeTime = 1.3f;
|
||||
particleEvent.ParticlesPerTick = 1;
|
||||
particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.f, -3.f);
|
||||
if (ballTransform->Position.x >= 2.7f) {
|
||||
particleEvent.Position = glm::vec3(2.7f, -3.f, -3.f);
|
||||
} else if (ballTransform->Position.x <= -2.7f) {
|
||||
particleEvent.Position = glm::vec3(-2.7f, -3.f, -3.f);
|
||||
particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.5f, -3.f);
|
||||
if (ballTransform->Position.x >= 2.5f) {
|
||||
particleEvent.Position = glm::vec3(2.5f, -3.5f, -3.f);
|
||||
} else if (ballTransform->Position.x <= -2.5f) {
|
||||
particleEvent.Position = glm::vec3(-2.5f, -3.5f, -3.f);
|
||||
}
|
||||
particleEvent.ScaleValues.push_back(glm::vec3(1.f));
|
||||
particleEvent.ScaleValues.push_back(glm::vec3(1.5f));
|
||||
particleEvent.ScaleValues.push_back(glm::vec3(2.f));
|
||||
particleEvent.Color = glm::vec4(1.f);
|
||||
particleEvent.Speed = 0;
|
||||
particleEvent.Speed = 1.f;
|
||||
particleEvent.AlphaValues.push_back(1.f);
|
||||
particleEvent.AlphaValues.push_back(0.7f);
|
||||
|
||||
if (ballComponent->Combo <= 9) {
|
||||
particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png";
|
||||
|
||||
@@ -80,10 +80,14 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
|
||||
switch (kraken->CurrentAction)
|
||||
{
|
||||
case 1: // Idle
|
||||
//m_KrakenTimer += dt;
|
||||
m_KrakenTimer += dt;
|
||||
if (m_KrakenTimer > m_KrakenSecondsToAction) {
|
||||
if (m_NumberOfActions == 0) {
|
||||
kraken->CurrentAction = 3;
|
||||
break;
|
||||
}
|
||||
m_KrakenTimer = 0;
|
||||
std::uniform_real_distribution<float> dist(1, 2.999f);
|
||||
std::uniform_real_distribution<float> dist(1, 4.999f);
|
||||
float random = dist(m_RandomGenerator);
|
||||
//std::cout << random << std::endl;
|
||||
kraken->CurrentAction = random;
|
||||
@@ -98,9 +102,29 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
|
||||
EventBroker->Publish(krakenAttack);
|
||||
break;
|
||||
case 3: // Brick Generating
|
||||
break;
|
||||
case 4: // Moving
|
||||
break;
|
||||
{
|
||||
kraken->CurrentAction = 1;
|
||||
Events::BrickGenerating e;
|
||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||
e.Origin2 = glm::vec3(5, 7, -10);
|
||||
std::uniform_real_distribution<float> dist(1, 5.999f);
|
||||
float random = dist(m_RandomGenerator);
|
||||
e.Set = random;
|
||||
EventBroker->Publish(e);
|
||||
break;
|
||||
}
|
||||
case 4: // Brick Generating second case
|
||||
{
|
||||
kraken->CurrentAction = 1;
|
||||
Events::BrickGenerating e;
|
||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||
e.Origin2 = glm::vec3(5, 7, -10);
|
||||
std::uniform_real_distribution<float> dist(1, 5.999f);
|
||||
float random = dist(m_RandomGenerator);
|
||||
e.Set = random;
|
||||
EventBroker->Publish(e);
|
||||
break;
|
||||
}
|
||||
case 5: // Taunting
|
||||
if (m_ReturnToIdle) {
|
||||
m_ReturnToIdle = false;
|
||||
@@ -166,6 +190,9 @@ bool dd::Systems::KrakenSystem::OnContact(const dd::Events::Contact &event)
|
||||
Events::KrakenHit e;
|
||||
e.Kraken = krakenEntity;
|
||||
e.Hitter = otherEntitiy;
|
||||
e.MaxHealth = kraken->MaxHealth;
|
||||
e.CurrentHealth = kraken->Health;
|
||||
e.NewHealth = kraken->Health - 1;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
@@ -191,9 +218,9 @@ bool dd::Systems::KrakenSystem::OnKrakenAttack(const dd::Events::KrakenAttack &e
|
||||
bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
|
||||
{
|
||||
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
|
||||
//kraken->Health--;
|
||||
kraken->Health--;
|
||||
//std::cout << kraken->Health << std::endl;
|
||||
kraken->Health = -1;
|
||||
//kraken->Health = -1;
|
||||
if (kraken->Health < 0) {
|
||||
Events::KrakenDefeated e;
|
||||
e.Kraken = event.Kraken;
|
||||
@@ -210,9 +237,9 @@ bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeate
|
||||
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
|
||||
/*physicsComponent->CollisionType = CollisionType::Type::Dynamic;
|
||||
physicsComponent->GravityScale = 1.f;
|
||||
physicsComponent->GravityScale = 1.f;*/
|
||||
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
|
||||
physicsComponent->Calculate = false;*/
|
||||
/*physicsComponent->Calculate = false;*/
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(event.Kraken);
|
||||
auto transformComponentHitter = m_World->GetComponent<Components::Transform>(event.Hitter);
|
||||
|
||||
+117
-40
@@ -248,6 +248,9 @@ void dd::Systems::LevelSystem::Update(double dt)
|
||||
if (!m_Initialized) {
|
||||
GetNextLevel();
|
||||
CreateLevel(0);
|
||||
for (int i = 0; i < m_KrakenBricks.size(); i++) {
|
||||
m_KrakenBricks[i] = false;
|
||||
}
|
||||
m_Initialized = true;
|
||||
}
|
||||
}
|
||||
@@ -456,26 +459,41 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
|
||||
|
||||
bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
|
||||
{
|
||||
GetBrickSet(event.Set);
|
||||
LOG_DEBUG("This is happening.");
|
||||
m_BrickGenerating = true;
|
||||
m_BrickGeneratingEvent = event;
|
||||
return true;
|
||||
}
|
||||
|
||||
int rows = 2;
|
||||
bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating &event)
|
||||
{
|
||||
GetBrickSet(event.Set);
|
||||
|
||||
int rows = 6;
|
||||
int lines = 7;
|
||||
int getter = 0;
|
||||
for (int i = 0; i < rows; i++) {
|
||||
for (int j = 0; j < lines; j++) {
|
||||
auto ent = CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), -4, 1, m_BrickSet[getter], m_ColorSet[getter]);
|
||||
if (ent != NULL) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(ent);
|
||||
Events::Move e;
|
||||
e.GoalPosition = transform->Position;
|
||||
transform->Position = event.Origin;
|
||||
e.Entity = ent;
|
||||
e.Speed = 6;
|
||||
e.Queue = false;
|
||||
EventBroker->Publish(e);
|
||||
m_LooseBricks++;
|
||||
SetNumberOfBricks(NumberOfBricks() + 1);
|
||||
if (!m_KrakenBricks[getter]) {
|
||||
auto ent = CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), -3.2, 1, m_BrickSet[getter], m_ColorSet[getter]);
|
||||
if (ent != NULL) {
|
||||
auto brick = m_World->GetComponent<Components::Brick>(ent);
|
||||
brick->Number = getter;
|
||||
m_KrakenBricks[getter] = true;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(ent);
|
||||
Events::Move e;
|
||||
e.GoalPosition = transform->Position;
|
||||
if (j < 4) {
|
||||
transform->Position = event.Origin1;
|
||||
} else {
|
||||
transform->Position = event.Origin2;
|
||||
}
|
||||
e.Entity = ent;
|
||||
e.Speed = 6;
|
||||
e.Queue = false;
|
||||
EventBroker->Publish(e);
|
||||
m_LooseBricks++;
|
||||
SetNumberOfBricks(NumberOfBricks() + 1);
|
||||
}
|
||||
}
|
||||
getter++;
|
||||
}
|
||||
@@ -483,10 +501,10 @@ bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerati
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::GetBrickSet(int set)
|
||||
void dd::Systems::LevelSystem::GetBrickSet(int set) // These are sets the Kraken gets!
|
||||
{
|
||||
std::array<int, 14> level;
|
||||
std::array<glm::vec4, 14> color;
|
||||
std::array<int, 42> level;
|
||||
std::array<glm::vec4, 42> color;
|
||||
// Level array indicates type of brick.
|
||||
// 0 is empty space.
|
||||
// 1 is standard brick.
|
||||
@@ -517,51 +535,99 @@ void dd::Systems::LevelSystem::GetBrickSet(int set)
|
||||
|
||||
if (set == 1) {
|
||||
level =
|
||||
{1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1 };
|
||||
{1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
1, 1, 1, 1, 1, 1, 2,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
color =
|
||||
{r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r };
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r};
|
||||
}
|
||||
else if (set == 2) {
|
||||
level =
|
||||
{2, 2, 2, 2, 2, 2, 2,
|
||||
2, 2, 2, 2, 2, 2, 2 };
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
3, 0, 1, 0, 1, 0, 1,
|
||||
0, 1, 0, 1, 0, 1, 0,
|
||||
1, 0, 1, 0, 1, 0, 1,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
{y, y, y, y, y, y, y,
|
||||
y, y, y, y, y, y, y,
|
||||
y, y, y, y, y, y, y,
|
||||
y, y, y, y, y, y, y,
|
||||
y, y, y, y, y, y, y,
|
||||
y, y, y, y, y, y, y};
|
||||
}
|
||||
else if (set == 3) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 0, 1, 0, 1, 0, 1,
|
||||
0, 1, 1, 1, 1, 1, 0,
|
||||
0, 0, 4, 1, 1, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0};
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
{b, b, b, b, b, b, b,
|
||||
b, b, b, b, b, b, b,
|
||||
b, b, b, b, b, b, b,
|
||||
b, b, b, b, b, b, b,
|
||||
b, b, b, b, b, b, b,
|
||||
b, b, b, b, b, b, b};
|
||||
}
|
||||
else if (set == 4) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
1, 1, 1, 1, 1, 3, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
{m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m,
|
||||
m, m, m, m, m, m, m};
|
||||
}
|
||||
else if (set == 5) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
0, 1, 2, 0, 1, 1, 0,
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
0, 1, 1, 0, 1, 1, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
{g, g, g, g, g, g, g,
|
||||
g, g, g, g, g, g, g,
|
||||
g, g, g, g, g, g, g,
|
||||
g, g, g, g, g, g, g,
|
||||
g, g, g, g, g, g, g,
|
||||
g, g, g, g, g, g, g};
|
||||
}
|
||||
else if (set == 6) {
|
||||
level =
|
||||
{0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0 };
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
color =
|
||||
{w, w, w, w, w, w, w,
|
||||
w, w, w, w, w, w, w };
|
||||
{r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r,
|
||||
r, r, r, r, r, r, r};
|
||||
}
|
||||
|
||||
std::copy(std::begin(level), std::end(level), std::begin(m_BrickSet));
|
||||
@@ -576,6 +642,11 @@ void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
|
||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(event.Entity1);
|
||||
if (templateCheck != nullptr){ return false; }
|
||||
templateCheck = m_World->GetComponent<Components::Template>(event.Entity2);
|
||||
if (templateCheck != nullptr){ return false; }
|
||||
|
||||
EntityID entityBrick;
|
||||
EntityID entityBall;
|
||||
EntityID entityShot = 0;
|
||||
@@ -653,10 +724,12 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
auto transformComponentHitter = m_World->GetComponent<Components::Transform>(entityHitter);
|
||||
|
||||
|
||||
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
|
||||
|
||||
if (brick->Number < 50) {
|
||||
m_KrakenBricks[brick->Number] = false;
|
||||
}
|
||||
|
||||
// Check if the brick is any kind of special.
|
||||
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
|
||||
if (multi != nullptr) {
|
||||
@@ -1121,6 +1194,10 @@ void dd::Systems::LevelSystem::GetNextLevel()
|
||||
bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
|
||||
{
|
||||
m_Cleared = false;
|
||||
if (m_BrickGenerating) {
|
||||
m_BrickGenerating = false;
|
||||
BrickGenerating(m_BrickGeneratingEvent);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -143,7 +143,7 @@ bool dd::Systems::LifebuoySystem::OnLifebuoyHit(const dd::Events::LifebuoyHit &e
|
||||
e.EmittingAngle = glm::half_pi<float>();
|
||||
e.Spread = 0.5f;
|
||||
e.NumberOfTicks = 1;
|
||||
e.ParticleLifeTime = 1.f;
|
||||
e.ParticleLifeTime = 2.f;
|
||||
e.ParticlesPerTick = 1;
|
||||
e.Position = transformComponent->Position;
|
||||
e.ScaleValues.clear();
|
||||
|
||||
@@ -151,7 +151,6 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
Events::KrakenAttack e;
|
||||
e.ChargeUpdate = m_KrakenCharge;
|
||||
EventBroker->Publish(e);
|
||||
//std::cout << "Charge: " << m_KrakenCharge << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -271,7 +270,8 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_G) {
|
||||
Events::BrickGenerating e;
|
||||
e.Origin = glm::vec3(-5, 7, -10);
|
||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||
e.Origin2 = glm::vec3(5, 7, -10);
|
||||
e.Set = 1;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_L) {
|
||||
@@ -296,7 +296,7 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
|
||||
} else if (val == GLFW_KEY_Q) {
|
||||
Events::Move e;
|
||||
e.Entity = Entity();
|
||||
e.GoalPosition = glm::vec3(0, 0, -10);
|
||||
e.GoalPosition = glm::vec3(0, 0, -10);
|
||||
e.Speed = 5;
|
||||
e.Queue = false;
|
||||
EventBroker->Publish(e);
|
||||
@@ -474,6 +474,17 @@ bool dd::Systems::PadSystem::OnKrakenAttack(const dd::Events::KrakenAttack &even
|
||||
transform->Velocity = glm::vec3(0, 0, 0);
|
||||
acceleration = glm::vec3(0, 0, 0);
|
||||
|
||||
if (!m_KrakenArm){
|
||||
m_KrakenArm = m_World->CreateEntity(Entity());
|
||||
auto transform = m_World->AddComponent<Components::Transform>(m_KrakenArm);
|
||||
transform->Position = glm::vec3(1.f, -3.0f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(m_KrakenArm);
|
||||
model->ModelFile = "Models/kraken/Arm.dae";
|
||||
auto animation = m_World->AddComponent<Components::Animation>(m_KrakenArm);
|
||||
animation->Speed = 1.0f;
|
||||
m_World->CommitEntity(m_KrakenArm);
|
||||
}
|
||||
|
||||
SetTransform(transform);
|
||||
SetAcceleration(acceleration);
|
||||
} else if (m_KrakenCharge >= 1) {
|
||||
@@ -481,6 +492,10 @@ bool dd::Systems::PadSystem::OnKrakenAttack(const dd::Events::KrakenAttack &even
|
||||
m_KrakenCharge = 0;
|
||||
m_KrakenStrength = 0;
|
||||
m_PlayerStrength = 0;
|
||||
|
||||
m_World->RemoveEntity(m_KrakenArm);
|
||||
m_KrakenArm = NULL;
|
||||
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -820,6 +820,7 @@ bool dd::Systems::PhysicsSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
model = m_World->GetComponent<Components::Model>(event.Entity1);
|
||||
}
|
||||
Events::PlaySound se;
|
||||
|
||||
//Spawn a particle when a brick collides with somthing
|
||||
Events::CreateParticleSequence e;
|
||||
@@ -843,14 +844,19 @@ bool dd::Systems::PhysicsSystem::OnContact(const dd::Events::Contact &event)
|
||||
auto PowerKraken = m_World->GetComponent<Components::KrakenAttackBrick>(entity);
|
||||
|
||||
if (PowerFriend) {
|
||||
se.FilePath = "Sounds/jap-awesome.wav";
|
||||
e.SpriteFile = "Textures/PowerUps/Friends.png";
|
||||
} else if (PowerSaviour) {
|
||||
se.FilePath = "Sounds/jap-awesome.wav";
|
||||
e.SpriteFile = "Textures/PowerUps/Saviour.png";
|
||||
} else if (PowerSticky) {
|
||||
se.FilePath = "Sounds/jap-awesome.wav";
|
||||
e.SpriteFile = "Textures/PowerUps/Sticky.png";
|
||||
} else if (PowerInkBlaster){
|
||||
se.FilePath = "Sounds/jap-awesome.wav";
|
||||
e.SpriteFile = "Textures/PowerUps/InkBlaster.png";
|
||||
} else if (PowerKraken) {
|
||||
se.FilePath = "Sounds/jap-awesome.wav";
|
||||
e.SpriteFile = "Textures/PowerUps/RealeaseTheKraken.png";
|
||||
}
|
||||
else {
|
||||
@@ -873,6 +879,7 @@ bool dd::Systems::PhysicsSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
EventBroker->Publish(e);
|
||||
EventBroker->Publish(se);
|
||||
return true;
|
||||
|
||||
|
||||
|
||||
@@ -188,6 +188,11 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
bool dd::Systems::SoundSystem::OnGameStart(const dd::Events::GameStart &event)
|
||||
{
|
||||
{
|
||||
dd::Events::StopSound e;
|
||||
e.FilePath = STORY_VOICE;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::StopSound e;
|
||||
e.FilePath = MENU_BGM;
|
||||
|
||||
Reference in New Issue
Block a user