Merge remote-tracking branch 'origin/master' into water
Conflicts: include/Core/Engine.h include/Physics/PhysicsSystem.h include/Sound/SoundSystem.h src/game/Physics/PhysicsSystem.cpp src/game/Sound/SoundSystem.cpp PS:min teori i förra commiten var sann
This commit is contained in:
@@ -3,3 +3,4 @@
|
||||
/lib/
|
||||
# CLion
|
||||
.idea/
|
||||
.orig
|
||||
+10
-4
@@ -15,11 +15,11 @@ else()
|
||||
endif()
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -fpermissive")
|
||||
if(UNIX)
|
||||
# Needed to link with debug version of bgfx on linux
|
||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -ldl")
|
||||
endif()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
|
||||
endif()
|
||||
|
||||
set(BUILD_SHARED_LIBS FALSE)
|
||||
@@ -31,7 +31,7 @@ include_directories(${PROJECT_SOURCE_DIR}/include)
|
||||
#set(GLFW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glfw-3.0.4/include)
|
||||
#set(GLFW_LIBRARY ${daydream_SOURCE_DIR}/libs/glfw-3.0.4/lib/Release/glfw3dll.lib)
|
||||
|
||||
set(Boost_DEBUG ON)
|
||||
#set(Boost_DEBUG ON)
|
||||
set(Boost_USE_STATIC_LIBS on)
|
||||
add_definitions(-DBOOST_ALL_NO_LIB)
|
||||
#set(BOOST_INCLUDEDIR ${BOOST_ROOT}/boost)
|
||||
@@ -40,9 +40,15 @@ set(BOOST_LIBRARYDIR $ENV{BOOST_ROOT}/lib64-msvc-12.0)
|
||||
|
||||
#add_definitions(-DGLEW_MX)
|
||||
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/bin)
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/lib)
|
||||
foreach(OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES})
|
||||
string(TOUPPER ${OUTPUTCONFIG} OUTPUTCONFIG)
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_RUNTIME_OUTPUT_DIRECTORY} )
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_LIBRARY_OUTPUT_DIRECTORY} )
|
||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_${OUTPUTCONFIG} ${CMAKE_ARCHIVE_OUTPUT_DIRECTORY} )
|
||||
endforeach(OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES)
|
||||
|
||||
add_subdirectory(src/game)
|
||||
add_subdirectory(src/tests)
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
# Blender MTL File: 'Bricks.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.002
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
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||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd IceBrick_Diffuse.png
|
||||
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 2.0 MiB |
@@ -0,0 +1,12 @@
|
||||
# Blender MTL File: 'Bricks.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.004
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
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||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd turquoise.png
|
||||
@@ -0,0 +1,513 @@
|
||||
# Blender v2.75 (sub 0) OBJ File: 'Bricks.blend'
|
||||
# www.blender.org
|
||||
mtllib TurquoiseBrick.mtl
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.632300 -0.305000 -0.712100
|
||||
vn -0.135500 -0.258500 -0.956400
|
||||
usemtl Material.004
|
||||
s 1
|
||||
f 20/1/1 28/2/2 12/3/3
|
||||
f 18/4/4 20/5/1 4/6/5
|
||||
f 1/7/6 3/8/7 4/6/5
|
||||
f 4/6/5 12/3/3 9/9/8
|
||||
f 3/8/7 7/10/9 24/11/10
|
||||
f 1/7/6 2/12/11 6/13/12
|
||||
f 9/9/8 15/14/13 6/13/12
|
||||
f 1/7/6 5/15/14 7/10/9
|
||||
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|
||||
f 15/14/13 63/18/17 50/19/18
|
||||
f 5/15/14 6/13/12 50/19/18
|
||||
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|
||||
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|
||||
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|
||||
f 8/25/23 10/26/24 13/22/21
|
||||
f 9/9/8 12/3/3 13/22/21
|
||||
f 37/27/25 17/28/26 11/29/27
|
||||
f 8/25/23 14/30/28 16/31/29
|
||||
f 16/31/29 15/14/13 9/9/8
|
||||
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|
||||
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|
||||
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|
||||
f 14/30/28 62/33/31 64/34/32
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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Binary file not shown.
|
After Width: | Height: | Size: 119 B |
@@ -1,6 +1,6 @@
|
||||
# Blender v2.75 (sub 0) OBJ File: 'submarine.blend'
|
||||
# www.blender.org
|
||||
mtllib submarine2.mtl
|
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mtllib Submarine2.mtl
|
||||
o Cube
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v -0.378953 -0.002680 -0.065172
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v 0.212611 0.044805 -0.044067
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@@ -0,0 +1,21 @@
|
||||
# Blender MTL File: 'Sid.blend'
|
||||
# Material Count: 2
|
||||
|
||||
newmtl Derp
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Ns 96.078431
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||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
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||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd SquidTexture.png
|
||||
|
||||
newmtl None
|
||||
Ns 0
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
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illum 2
|
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map_Kd SquidTexture.png
|
||||
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
Vendored
+187
@@ -0,0 +1,187 @@
|
||||
EXPORTS
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alAuxiliaryEffectSlotf
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alBuffer3f
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alBuffer3i
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alBufferData
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alBufferSamplesSOFT
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alBufferSubDataSOFT
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alBufferSubSamplesSOFT
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alBufferf
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alBufferfv
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alBufferi
|
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alBufferiv
|
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alDeferUpdatesSOFT
|
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alDeleteAuxiliaryEffectSlots
|
||||
alDeleteBuffers
|
||||
alDeleteEffects
|
||||
alDeleteFilters
|
||||
alDeleteFontsoundsSOFT
|
||||
alDeletePresetsSOFT
|
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alDeleteSoundfontsSOFT
|
||||
alDeleteSources
|
||||
alDisable
|
||||
alDistanceModel
|
||||
alDopplerFactor
|
||||
alDopplerVelocity
|
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alEffectf
|
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alEffectfv
|
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alEffecti
|
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alEffectiv
|
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alEnable
|
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alFilterf
|
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alFilterfv
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alFilteri
|
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alFilteriv
|
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alFontsound2iSOFT
|
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alFontsoundModulatoriSOFT
|
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alFontsoundiSOFT
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alFontsoundivSOFT
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alGenAuxiliaryEffectSlots
|
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alGenBuffers
|
||||
alGenEffects
|
||||
alGenFilters
|
||||
alGenFontsoundsSOFT
|
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alGenPresetsSOFT
|
||||
alGenSoundfontsSOFT
|
||||
alGenSources
|
||||
alGetAuxiliaryEffectSlotf
|
||||
alGetAuxiliaryEffectSlotfv
|
||||
alGetAuxiliaryEffectSloti
|
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alGetAuxiliaryEffectSlotiv
|
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alGetBoolean
|
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alGetBooleanv
|
||||
alGetBuffer3f
|
||||
alGetBuffer3i
|
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alGetBufferSamplesSOFT
|
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alGetBufferf
|
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alGetBufferfv
|
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alGetBufferi
|
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alGetBufferiv
|
||||
alGetDouble
|
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alGetDoublev
|
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alGetEffectf
|
||||
alGetEffectfv
|
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alGetEffecti
|
||||
alGetEffectiv
|
||||
alGetEnumValue
|
||||
alGetError
|
||||
alGetFilterf
|
||||
alGetFilterfv
|
||||
alGetFilteri
|
||||
alGetFilteriv
|
||||
alGetFloat
|
||||
alGetFloatv
|
||||
alGetFontsoundModulatorivSOFT
|
||||
alGetFontsoundivSOFT
|
||||
alGetInteger
|
||||
alGetInteger64SOFT
|
||||
alGetInteger64vSOFT
|
||||
alGetIntegerv
|
||||
alGetListener3f
|
||||
alGetListener3i
|
||||
alGetListenerf
|
||||
alGetListenerfv
|
||||
alGetListeneri
|
||||
alGetListeneriv
|
||||
alGetPresetivSOFT
|
||||
alGetProcAddress
|
||||
alGetSoundfontivSOFT
|
||||
alGetSource3dSOFT
|
||||
alGetSource3f
|
||||
alGetSource3i
|
||||
alGetSource3i64SOFT
|
||||
alGetSourcedSOFT
|
||||
alGetSourcedvSOFT
|
||||
alGetSourcef
|
||||
alGetSourcefv
|
||||
alGetSourcei
|
||||
alGetSourcei64SOFT
|
||||
alGetSourcei64vSOFT
|
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alGetSourceiv
|
||||
alGetString
|
||||
alIsAuxiliaryEffectSlot
|
||||
alIsBuffer
|
||||
alIsBufferFormatSupportedSOFT
|
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alIsEffect
|
||||
alIsEnabled
|
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alIsExtensionPresent
|
||||
alIsFilter
|
||||
alIsFontsoundSOFT
|
||||
alIsPresetSOFT
|
||||
alIsSoundfontSOFT
|
||||
alIsSource
|
||||
alListener3f
|
||||
alListener3i
|
||||
alListenerf
|
||||
alListenerfv
|
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alListeneri
|
||||
alListeneriv
|
||||
alLoadSoundfontSOFT
|
||||
alMidiEventSOFT
|
||||
alMidiGainSOFT
|
||||
alMidiPauseSOFT
|
||||
alMidiPlaySOFT
|
||||
alMidiResetSOFT
|
||||
alMidiSoundfontSOFT
|
||||
alMidiSoundfontvSOFT
|
||||
alMidiStopSOFT
|
||||
alMidiSysExSOFT
|
||||
alPresetFontsoundsSOFT
|
||||
alPresetiSOFT
|
||||
alPresetivSOFT
|
||||
alProcessUpdatesSOFT
|
||||
alSoundfontPresetsSOFT
|
||||
alSource3dSOFT
|
||||
alSource3f
|
||||
alSource3i
|
||||
alSource3i64SOFT
|
||||
alSourcePause
|
||||
alSourcePausev
|
||||
alSourcePlay
|
||||
alSourcePlayv
|
||||
alSourceQueueBuffers
|
||||
alSourceRewind
|
||||
alSourceRewindv
|
||||
alSourceStop
|
||||
alSourceStopv
|
||||
alSourceUnqueueBuffers
|
||||
alSourcedSOFT
|
||||
alSourcedvSOFT
|
||||
alSourcef
|
||||
alSourcefv
|
||||
alSourcei
|
||||
alSourcei64SOFT
|
||||
alSourcei64vSOFT
|
||||
alSourceiv
|
||||
alSpeedOfSound
|
||||
alcCaptureCloseDevice
|
||||
alcCaptureOpenDevice
|
||||
alcCaptureSamples
|
||||
alcCaptureStart
|
||||
alcCaptureStop
|
||||
alcCloseDevice
|
||||
alcCreateContext
|
||||
alcDestroyContext
|
||||
alcDevicePauseSOFT
|
||||
alcDeviceResumeSOFT
|
||||
alcGetContextsDevice
|
||||
alcGetCurrentContext
|
||||
alcGetEnumValue
|
||||
alcGetError
|
||||
alcGetInteger64vSOFT
|
||||
alcGetIntegerv
|
||||
alcGetProcAddress
|
||||
alcGetString
|
||||
alcGetThreadContext
|
||||
alcIsExtensionPresent
|
||||
alcIsRenderFormatSupportedSOFT
|
||||
alcLoopbackOpenDeviceSOFT
|
||||
alcMakeContextCurrent
|
||||
alcOpenDevice
|
||||
alcProcessContext
|
||||
alcRenderSamplesSOFT
|
||||
alcSetThreadContext
|
||||
alcSuspendContext
|
||||
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
Vendored
BIN
Binary file not shown.
+41
-110
@@ -45,6 +45,7 @@
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/BallSystem.h"
|
||||
#include "Game/HitLagSystem.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
@@ -113,10 +114,6 @@ public:
|
||||
m_World->ComponentFactory.Register<Components::PowerUp>();
|
||||
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
|
||||
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PhysicsSystem>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::LevelSystem>(
|
||||
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::LevelSystem>();
|
||||
@@ -126,6 +123,12 @@ public:
|
||||
m_World->SystemFactory.Register<Systems::BallSystem>(
|
||||
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::BallSystem>();
|
||||
m_World->SystemFactory.Register<Systems::HitLagSystem>(
|
||||
[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::HitLagSystem>();
|
||||
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
|
||||
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PhysicsSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
@@ -135,31 +138,6 @@ public:
|
||||
m_World->ComponentFactory.Register<Components::ParticleEmitter>();
|
||||
m_World->Initialize();
|
||||
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
//PointLightTest
|
||||
{
|
||||
auto t_Light = m_World->CreateEntity();
|
||||
@@ -207,6 +185,7 @@ public:
|
||||
m_World->CommitEntity(background);
|
||||
}
|
||||
|
||||
// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
|
||||
//Water test
|
||||
{
|
||||
auto t_waterBody = m_World->CreateEntity();
|
||||
@@ -271,64 +250,35 @@ public:
|
||||
//TODO: Why does the ball not collide with these bricks?
|
||||
//BottomBox
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, -7.f, -9.9f);
|
||||
transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
m_World->CommitEntity(topWall);
|
||||
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;
|
||||
m_World->CommitEntity(BottomWall);
|
||||
}
|
||||
//SideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.f, 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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
// //OtherSideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.0f, 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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
topWall);
|
||||
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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
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->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
|
||||
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
@@ -343,13 +293,13 @@ public:
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
leftWall);
|
||||
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->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
|
||||
|
||||
m_World->CommitEntity(leftWall);
|
||||
}
|
||||
@@ -364,37 +314,16 @@ public:
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
rightWall);
|
||||
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->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
physics->CollisionType = CollisionType::Type::Static;
|
||||
physics->Category = CollisionLayer::Wall;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
|
||||
m_World->CommitEntity(rightWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
|
||||
//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);
|
||||
@@ -605,17 +534,19 @@ private:
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.IsAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
e.FilePath = "Sounds/BGM/water-flowing.wav";
|
||||
e.Gain = 0.3f;
|
||||
e.IsAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
@@ -1,562 +0,0 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <Sound/CCollisionSound.h>
|
||||
|
||||
#include "ResourceManager.h"
|
||||
#include "OBJ.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
#include "EventBroker.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "Renderer.h"
|
||||
#include "InputManager.h"
|
||||
//TODO: Remove includes that are only here for the temporary draw solution.
|
||||
#include "World.h"
|
||||
#include "CTransform.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "CTemplate.h"
|
||||
#include "Rendering/CPointLight.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Sound/SoundSystem.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/LevelSystem.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/BallSystem.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
|
||||
#include "Game/EGameStart.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "Game/MainMenu.h"
|
||||
#include "Game/HUD.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
class Engine
|
||||
{
|
||||
|
||||
public:
|
||||
Engine(int argc, char* argv[]) {
|
||||
m_EventBroker = std::make_shared<EventBroker>();
|
||||
|
||||
m_Renderer = std::make_shared<Renderer>();
|
||||
m_Renderer->SetFullscreen(false);
|
||||
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
|
||||
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
|
||||
m_Renderer->Initialize();
|
||||
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker.get());
|
||||
m_FrameStack->Width = 675;
|
||||
m_FrameStack->Height = 1080;
|
||||
auto hud = new GUI::HUD(m_FrameStack, "HUD");
|
||||
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
|
||||
|
||||
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
|
||||
|
||||
m_World = std::make_shared<World>(m_EventBroker);
|
||||
|
||||
//TODO: Move this out of engine.h
|
||||
m_World->ComponentFactory.Register<Components::Transform>();
|
||||
m_World->SystemFactory.Register<Systems::TransformSystem>(
|
||||
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::TransformSystem>();
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::CollisionSound>();
|
||||
m_World->SystemFactory.Register<Systems::SoundSystem>(
|
||||
[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::SoundSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Sprite>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::RectangleShape>();
|
||||
m_World->ComponentFactory.Register<Components::Physics>();
|
||||
m_World->ComponentFactory.Register<Components::Ball>();
|
||||
m_World->ComponentFactory.Register<Components::Brick>();
|
||||
m_World->ComponentFactory.Register<Components::Pad>();
|
||||
m_World->ComponentFactory.Register<Components::Life>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::PowerUp>();
|
||||
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
|
||||
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PhysicsSystem>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::LevelSystem>(
|
||||
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::LevelSystem>();
|
||||
m_World->SystemFactory.Register<Systems::PadSystem>(
|
||||
[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PadSystem>();
|
||||
m_World->SystemFactory.Register<Systems::BallSystem>(
|
||||
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::BallSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
m_World->ComponentFactory.Register<Components::PointLight>();
|
||||
m_World->ComponentFactory.Register<Components::WaterVolume>();
|
||||
m_World->Initialize();
|
||||
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
<<<<<<< HEAD
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
=======
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
>>>>>>> origin/master
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
//PointLightTest
|
||||
{
|
||||
auto t_Light = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
|
||||
transform->Position = glm::vec3(2.f, 1.5f, -9.f);
|
||||
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
|
||||
pl->Radius = 8.f;
|
||||
m_World->CommitEntity(t_Light);
|
||||
}
|
||||
|
||||
//Halfpipe background test model.
|
||||
{
|
||||
auto t_halfPipe = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
|
||||
transform->Position = glm::vec3(0.f, 0.f, -15.f);
|
||||
transform->Scale = glm::vec3(15.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
|
||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
|
||||
model->Color = glm::vec4(1.f, 1.f, 1.f, 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";
|
||||
m_World->CommitEntity(background);
|
||||
}
|
||||
|
||||
//Water test
|
||||
{
|
||||
auto t_waterBody = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
|
||||
transform->Position = glm::vec3(0.f, -4.5f, -10.f);
|
||||
transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
|
||||
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
|
||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
|
||||
m_World->CommitEntity(t_waterBody);
|
||||
}
|
||||
//TODO: Why does the ball not collide with these bricks?
|
||||
//BottomBox
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, -6.f, -9.9f);
|
||||
transform->Scale = glm::vec3(10.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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
//SideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.f, 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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
// //OtherSideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.0f, 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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
|
||||
{
|
||||
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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
leftWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
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> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
rightWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(rightWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
|
||||
//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);
|
||||
}
|
||||
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();
|
||||
}
|
||||
|
||||
// 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);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
|
||||
}
|
||||
}
|
||||
|
||||
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, float transparent, glm::vec4 color, std::string fileName)
|
||||
{
|
||||
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;
|
||||
job.Color = color;
|
||||
|
||||
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;
|
||||
|
||||
//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.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -24,6 +24,7 @@
|
||||
#include <map>
|
||||
#include <unordered_map>
|
||||
#include <list>
|
||||
#include <tuple>
|
||||
|
||||
#define EVENT_SUBSCRIBE_MEMBER(relay, handler) \
|
||||
relay = decltype(relay)(std::bind(handler, this, std::placeholders::_1)); \
|
||||
@@ -123,16 +124,23 @@ public:
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
|
||||
private:
|
||||
bool m_IsProcessing = false;
|
||||
|
||||
typedef std::string ContextTypeName_t; // typeid(ContextType).name()
|
||||
typedef std::string EventTypeName_t; // typeid(EventType).name()
|
||||
|
||||
typedef std::unordered_multimap<EventTypeName_t, BaseEventRelay*> EventRelays_t;
|
||||
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
|
||||
ContextRelays_t m_ContextRelays;
|
||||
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
|
||||
std::vector<BaseEventRelay*> m_RelaysToUnsubscribe;
|
||||
|
||||
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueRead;
|
||||
std::shared_ptr<EventQueue_t> m_EventQueueWrite;
|
||||
|
||||
void subscribeImmediate(BaseEventRelay& relay);
|
||||
void unsubscribeImmediate(BaseEventRelay& relay);
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
|
||||
@@ -194,7 +194,7 @@ public:
|
||||
|
||||
// Triggers commit events in systems
|
||||
// TODO: Replace completely by EComponentCreated?
|
||||
int CommitEntity(EntityID entity);
|
||||
void CommitEntity(EntityID entity);
|
||||
|
||||
/** Get all components of a specific type.
|
||||
|
||||
|
||||
@@ -60,6 +60,10 @@ protected:
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (isOver && !m_MouseIsOver) { // Enter
|
||||
if (!m_IsDown) {
|
||||
@@ -88,6 +92,11 @@ protected:
|
||||
}
|
||||
virtual bool OnMousePress(const Events::MousePress& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
LOG_DEBUG("Pressed hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
|
||||
return false;
|
||||
}
|
||||
@@ -107,6 +116,11 @@ protected:
|
||||
}
|
||||
virtual bool OnMouseRelease(const Events::MouseRelease& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
LOG_DEBUG("Released hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (!isOver && !m_IsDown) {
|
||||
return false;
|
||||
|
||||
+42
-57
@@ -1,6 +1,8 @@
|
||||
#ifndef GUI_NUMBERFRAME_H__
|
||||
#define GUI_NUMBERFRAME_H__
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
|
||||
namespace dd
|
||||
@@ -14,32 +16,16 @@ public:
|
||||
NumberFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_NumberTextures[0] = "Textures/GUI/Numbers/N0.png";
|
||||
m_NumberTextures[1] = "Textures/GUI/Numbers/N1.png";
|
||||
m_NumberTextures[2] = "Textures/GUI/Numbers/N2.png";
|
||||
m_NumberTextures[3] = "Textures/GUI/Numbers/N3.png";
|
||||
m_NumberTextures[4] = "Textures/GUI/Numbers/N4.png";
|
||||
m_NumberTextures[5] = "Textures/GUI/Numbers/N5.png";
|
||||
m_NumberTextures[6] = "Textures/GUI/Numbers/N6.png";
|
||||
m_NumberTextures[7] = "Textures/GUI/Numbers/N7.png";
|
||||
m_NumberTextures[8] = "Textures/GUI/Numbers/N8.png";
|
||||
m_NumberTextures[9] = "Textures/GUI/Numbers/N9.png";
|
||||
|
||||
// Create number frame if missing
|
||||
for (int i = 0; i < 10; i++) {
|
||||
auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
frame->SetTexture(m_NumberTextures[0]);
|
||||
frame->DisableScissor();
|
||||
// Position frame based on alignment
|
||||
if (i > 0) {
|
||||
frame->X = i * 20;
|
||||
}
|
||||
Width += frame->Width;
|
||||
if (Height < frame->Height) {
|
||||
Height = frame->Height;
|
||||
}
|
||||
m_NumberFrames.push_front(frame);
|
||||
}
|
||||
m_CharacterTextures['0'] = "Textures/GUI/Numbers/N0.png";
|
||||
m_CharacterTextures['1'] = "Textures/GUI/Numbers/N1.png";
|
||||
m_CharacterTextures['2'] = "Textures/GUI/Numbers/N2.png";
|
||||
m_CharacterTextures['3'] = "Textures/GUI/Numbers/N3.png";
|
||||
m_CharacterTextures['4'] = "Textures/GUI/Numbers/N4.png";
|
||||
m_CharacterTextures['5'] = "Textures/GUI/Numbers/N5.png";
|
||||
m_CharacterTextures['6'] = "Textures/GUI/Numbers/N6.png";
|
||||
m_CharacterTextures['7'] = "Textures/GUI/Numbers/N7.png";
|
||||
m_CharacterTextures['8'] = "Textures/GUI/Numbers/N8.png";
|
||||
m_CharacterTextures['9'] = "Textures/GUI/Numbers/N9.png";
|
||||
|
||||
SetNumber(0);
|
||||
}
|
||||
@@ -50,41 +36,40 @@ public:
|
||||
m_Number = number;
|
||||
|
||||
// Clear number textures
|
||||
//for (auto& frame : m_NumberFrames) {
|
||||
// frame->SetTexture("");
|
||||
//}
|
||||
for (auto& frame : m_NumberFrames) {
|
||||
frame->SetTexture("");
|
||||
}
|
||||
|
||||
//Width = 0;
|
||||
//Height = 0;
|
||||
Width = 0;
|
||||
Height = 0;
|
||||
|
||||
int n = 0;
|
||||
do {
|
||||
// // Create number frame if missing
|
||||
// if (m_NumberFrames.size() <= n) {
|
||||
// auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
// frame->DisableScissor();
|
||||
// m_NumberFrames.push_front(frame);
|
||||
// }
|
||||
std::string digits = std::to_string(number);
|
||||
|
||||
int i = 0;
|
||||
for (char& c : digits) {
|
||||
// Create number frame if missing
|
||||
if (i >= m_NumberFrames.size()) {
|
||||
auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
if (i > 0) {
|
||||
frame->SetLeft(m_NumberFrames[i - 1]->Right());
|
||||
}
|
||||
frame->DisableScissor();
|
||||
m_NumberFrames.push_back(frame);
|
||||
}
|
||||
|
||||
// Update value
|
||||
int digit = number % 10;
|
||||
m_NumberFrames[n]->SetTexture(m_NumberTextures[digit]);
|
||||
//Width += m_NumberFrames[n]->Width;
|
||||
//if (Height < m_NumberFrames[n]->Height) {
|
||||
// Height = m_NumberFrames[n]->Height;
|
||||
//}
|
||||
// // Position frame based on alignment
|
||||
// if (n > 0) {
|
||||
// if (!m_LeftAligned) {
|
||||
// m_NumberFrames[n]->SetLeft(m_NumberFrames[n - 1]->Right());
|
||||
// } else {
|
||||
// m_NumberFrames[n]->SetRight(m_NumberFrames[n - 1]->Left());
|
||||
// }
|
||||
// }
|
||||
std::string texture = "Textures/Core/ErrorTexture.png";
|
||||
if (m_CharacterTextures.find(c) != m_CharacterTextures.end()) {
|
||||
texture = m_CharacterTextures.at(c);
|
||||
}
|
||||
m_NumberFrames[i]->SetTexture(m_CharacterTextures.at(c));
|
||||
Width += m_NumberFrames[i]->Width;
|
||||
if (Height < m_NumberFrames[i]->Height) {
|
||||
Height = m_NumberFrames[i]->Height;
|
||||
}
|
||||
|
||||
number /= 10;
|
||||
n++;
|
||||
} while (number > 0);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void SetLeftAlign() { m_LeftAligned = true; }
|
||||
@@ -99,7 +84,7 @@ private:
|
||||
int m_Number = 0;
|
||||
bool m_LeftAligned = true;
|
||||
|
||||
std::string m_NumberTextures[10];
|
||||
std::unordered_map<char, std::string> m_CharacterTextures;
|
||||
std::deque<TextureFrame*> m_NumberFrames;
|
||||
};
|
||||
|
||||
|
||||
@@ -5,23 +5,42 @@
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CPointLight.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EHitPad.h"
|
||||
#include "Game/EHitLag.h"
|
||||
|
||||
namespace dd {
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems {
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class BallSystem : public System {
|
||||
class BallSystem : public System
|
||||
{
|
||||
public:
|
||||
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
~BallSystem();
|
||||
|
||||
EventRelay<BallSystem, Events::Contact> m_Contact;
|
||||
bool Contact(const Events::Contact &event);
|
||||
|
||||
|
||||
void RegisterComponents(ComponentFactory *cf) override;
|
||||
|
||||
@@ -39,11 +58,64 @@ public:
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
EntityID CreateBall();
|
||||
void CreateLife(int);
|
||||
EntityID Ball() { return m_Ball; };
|
||||
void SetBall(const EntityID& ball) { m_Ball = ball; }
|
||||
|
||||
float& XMovementMultiplier() { return m_XMovementMultiplier; }
|
||||
void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
|
||||
private:
|
||||
float m_XMovementMultiplier = 2.f;
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
int m_MultiBalls = 0;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
bool m_ReplaceBall = false;
|
||||
bool m_Pause = false;
|
||||
EntityID m_LastCollision = 999999;
|
||||
|
||||
glm::vec3 m_SavedSpeed;
|
||||
bool m_InitializePause = false;
|
||||
|
||||
EntityID m_Ball;
|
||||
|
||||
std::unordered_map<EntityID, std::list<glm::vec2>> m_Contacts;
|
||||
void ResolveContacts();
|
||||
|
||||
dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
|
||||
EventRelay<BallSystem, Events::Contact> m_Contact;
|
||||
|
||||
bool Contact(const Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -17,6 +17,9 @@ struct Ball : Component
|
||||
{
|
||||
int Number = 0;
|
||||
float Speed = 5.f;
|
||||
int Combo = 0;
|
||||
bool Paused = false;
|
||||
glm::vec3 SavedSpeed = glm::vec3(0, 0, 0);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -15,9 +15,8 @@ namespace Components
|
||||
|
||||
struct Brick : Component
|
||||
{
|
||||
int Points = 10;
|
||||
int Hits = 1;
|
||||
int Score = 50;
|
||||
int Type = 0;
|
||||
bool Removed = false;
|
||||
};
|
||||
|
||||
|
||||
+1
-4
@@ -17,12 +17,9 @@ namespace Components
|
||||
|
||||
struct Pad : Component
|
||||
{
|
||||
int Lives;
|
||||
int Points;
|
||||
|
||||
float SlowdownModifier = 5.f;
|
||||
float AccelerationSpeed = 40.f;
|
||||
float MaxSpeed = 20.f;
|
||||
float MaxSpeed = 5.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-29.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_ECOMBOEVENT_H
|
||||
#define DAYDREAM_ECOMBOEVENT_H
|
||||
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ComboEvent : Event
|
||||
{
|
||||
EntityID Ball;
|
||||
int Combo;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_ECOMBOEVENT_H
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Administrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EHITLAG_H
|
||||
#define DAYDREAM_EHITLAG_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct HitLag : Event
|
||||
{
|
||||
float Time;
|
||||
std::string Type;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EHITLAG_H
|
||||
@@ -0,0 +1,21 @@
|
||||
//
|
||||
// Created by Administrator on 2015-10-05.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EHITPAD_H
|
||||
#define DAYDREAM_EHITPAD_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace Events
|
||||
{
|
||||
struct HitPad : Event
|
||||
{
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EHITPAD_H
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-28.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EMULTIBALLLOST_H
|
||||
#define DAYDREAM_EMULTIBALLLOST_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MultiBallLost : Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EMULTIBALLLOST_H
|
||||
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EPAUSE_H
|
||||
#define DAYDREAM_EPAUSE_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct Pause : Event
|
||||
{
|
||||
std::string Type;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EPAUSE_H
|
||||
@@ -0,0 +1,45 @@
|
||||
#ifndef GUI_FPSCOUNTER_H__
|
||||
#define GUI_FPSCOUNTER_H__
|
||||
|
||||
#include <numeric>
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/NumberFrame.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class FPSCounter : public Frame
|
||||
{
|
||||
public:
|
||||
FPSCounter(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_FrameTimes.resize(m_MaxSamples);
|
||||
m_Numbers = new GUI::NumberFrame(this, "FPSCounterNumberFrame");
|
||||
}
|
||||
|
||||
virtual void Update(double dt)
|
||||
{
|
||||
m_FrameTimes[m_CurrentFrame % m_MaxSamples] = dt;
|
||||
double sum = std::accumulate(m_FrameTimes.begin(), m_FrameTimes.end(), 0.0);
|
||||
sum /= std::min(m_CurrentFrame, m_MaxSamples);
|
||||
m_Numbers->SetNumber(std::round(1.0 / sum));
|
||||
|
||||
m_CurrentFrame++;
|
||||
}
|
||||
|
||||
private:
|
||||
NumberFrame* m_Numbers = nullptr;
|
||||
|
||||
int m_MaxSamples = 100;
|
||||
int m_CurrentFrame = 0;
|
||||
std::vector<double> m_FrameTimes;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "GUI/NumberFrame.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Game/FPSCounter.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -24,6 +25,15 @@ public:
|
||||
m_LevelIndicator = new GUI::TextureFrame(this, "HUDLevelIndicator");
|
||||
m_LevelIndicator->SetTexture("Textures/GUI/HUD/LevelIndicatorBG.png");
|
||||
|
||||
m_AreaNumberFrame = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
m_AreaNumberFrame->X = 132;
|
||||
m_AreaNumberFrame->Y = 19;
|
||||
m_AreaNumberFrame->SetNumber(6);
|
||||
m_StageNumberFrame = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
m_StageNumberFrame->X = 165;
|
||||
m_StageNumberFrame->Y = 19;
|
||||
m_StageNumberFrame->SetNumber(5);
|
||||
|
||||
m_ScoreIndicator = new GUI::TextureFrame(this, "HUDScoreIndicator");
|
||||
m_ScoreIndicator->SetTexture("Textures/GUI/HUD/ScoreIndicatorBG.png");
|
||||
m_ScoreIndicator->SetRight(Right());
|
||||
@@ -31,19 +41,25 @@ public:
|
||||
m_ScoreNumberFrame->X = 15;
|
||||
m_ScoreNumberFrame->Y = 21;
|
||||
|
||||
m_FPSCounter = new GUI::FPSCounter(this, "FPSCounter");
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScore, &HUD::OnScore);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_LevelIndicator = nullptr;
|
||||
TextureFrame* m_ScoreIndicator = nullptr;
|
||||
NumberFrame* m_AreaNumberFrame = nullptr;
|
||||
NumberFrame* m_StageNumberFrame = nullptr;
|
||||
NumberFrame* m_ScoreNumberFrame = nullptr;
|
||||
FPSCounter* m_FPSCounter = nullptr;
|
||||
|
||||
EventRelay<Frame, Events::ScoreEvent> m_EScore;
|
||||
|
||||
bool OnScore(const Events::ScoreEvent& event)
|
||||
{
|
||||
m_ScoreNumberFrame->SetNumber(m_ScoreNumberFrame->Number() + event.Score);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_HITLAGSYSTEM_H
|
||||
#define DAYDREAM_HITLAGSYSTEM_H
|
||||
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EHitLag.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class HitLagSystem : public System
|
||||
{
|
||||
public:
|
||||
HitLagSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void FlipPause();
|
||||
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
bool HitLag() const { return m_HitLag; }
|
||||
void SetHitLag(const bool& hitLag) { m_HitLag = hitLag; }
|
||||
float& HitLagDuration() { return m_HitLagDuration; }
|
||||
void SetHitLagDuration(const float& hitLagDuration) { m_HitLagDuration = hitLagDuration; }
|
||||
float& HitLagTimer() { return m_HitLagTimer; }
|
||||
void SetHitLagTimer(const float& hitLagTimer) { m_HitLagTimer = hitLagTimer; }
|
||||
std::string& CurrentType() { return m_CurrentType; }
|
||||
void SetCurrentType(const std::string& currentType) { m_CurrentType = currentType; }
|
||||
private:
|
||||
bool m_Pause;
|
||||
bool m_HitLag;
|
||||
float m_HitLagDuration;
|
||||
float m_HitLagTimer;
|
||||
std::string m_CurrentType;
|
||||
|
||||
dd::EventRelay<HitLagSystem, dd::Events::Pause> m_EPause;
|
||||
dd::EventRelay<HitLagSystem, dd::Events::HitLag> m_EHitLag;
|
||||
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
bool OnHitLag(const dd::Events::HitLag &event);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_HITLAGSYSTEM_H
|
||||
+41
-28
@@ -7,6 +7,7 @@
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
@@ -19,21 +20,24 @@
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EHitPad.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <intrin.h>
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -42,15 +46,15 @@ namespace Systems
|
||||
{
|
||||
|
||||
// Me trying things out.
|
||||
class Level
|
||||
/*class Level
|
||||
{
|
||||
public:
|
||||
int levelRows;
|
||||
int levelLines;
|
||||
int levelSpaceBetweenBricks;
|
||||
int levelSpaceToEdge;
|
||||
int bricks[];
|
||||
};
|
||||
int levelRows = 6;
|
||||
int levelLines = 7;
|
||||
glm::vec2 levelSpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float levelSpaceToEdge = 0.25f;
|
||||
std::array<int, 42> bricks;
|
||||
};*/
|
||||
|
||||
class LevelSystem : public System
|
||||
{
|
||||
@@ -62,11 +66,8 @@ public:
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
void CreateLife(int);
|
||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||
void LoadLevel(char[20]);
|
||||
void CreateBrick(int, int, glm::vec2, float, int);
|
||||
void ProcessCollision();
|
||||
void CreateLevel();
|
||||
void CreateBrick(int, int, glm::vec2, float, int, int);
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
@@ -79,10 +80,8 @@ public:
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
@@ -100,16 +99,17 @@ public:
|
||||
|
||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
float& NotResettingTheStage() { return m_NotResettingTheStage; }
|
||||
void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; }
|
||||
|
||||
private:
|
||||
bool m_Cleared = false;
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
bool m_Pause = false;
|
||||
int m_LooseBricks = 0;
|
||||
int m_CurrentCluster = 2;
|
||||
int m_CurrentLevel = 1;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
@@ -118,24 +118,37 @@ private:
|
||||
int m_Lines = 7;
|
||||
float m_SpaceToEdge = 0.25f;
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
float m_NotResettingTheStage = 5.f;
|
||||
|
||||
const int EmptyBrickSpace = 0;
|
||||
const int StandardBrick = 1;
|
||||
const int MultiBallBrick = 2;
|
||||
|
||||
EntityID m_BrickTemplate;
|
||||
|
||||
std::array<int, 42> m_Bricks;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
dd::EventRelay<LevelSystem, dd::Events::Pause> m_EPause;
|
||||
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
bool OnHitPad(const dd::Events::HitPad &event);
|
||||
|
||||
void GetNextLevel();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -61,15 +61,15 @@ private:
|
||||
{
|
||||
if (event.Slider == m_SFXSlider) {
|
||||
Events::MasterVolume e;
|
||||
e.isAmbient = false;
|
||||
e.gain = event.Percentage;
|
||||
e.IsAmbient = false;
|
||||
e.Gain = event.Percentage;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (event.Slider == m_BGMSlider) {
|
||||
Events::MasterVolume e;
|
||||
e.isAmbient = true;
|
||||
e.gain = event.Percentage;
|
||||
e.IsAmbient = true;
|
||||
e.Gain = event.Percentage;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
|
||||
+19
-14
@@ -9,6 +9,7 @@
|
||||
#include "Core/System.h"
|
||||
#include "Core/Component.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
@@ -27,6 +28,8 @@
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EHitLag.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
@@ -45,8 +48,6 @@ public:
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
EntityID CreateBall();
|
||||
|
||||
EntityID& Entity() { return m_Entity; }
|
||||
void SetEntity(const EntityID& ent) { m_Entity = ent; }
|
||||
glm::vec3 Acceleration() const { return m_Acceleration; }
|
||||
@@ -56,39 +57,43 @@ public:
|
||||
void SetLeft(const bool& left) { m_Left = left; }
|
||||
bool Right() const { return m_Right; }
|
||||
void SetRight(const bool& right) { m_Right = right; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool MultiBall() const { return m_MultiBall; }
|
||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||
float Edge() const { return m_Edge; }
|
||||
void SetEdge(const float& edge) { m_Edge = edge; }
|
||||
|
||||
Components::Transform* Transform() const { return m_Transform; }
|
||||
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
|
||||
Components::Pad* Pad() const { return m_Pad; }
|
||||
void SetPad(Components::Pad* pad) { m_Pad = pad; }
|
||||
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
|
||||
private:
|
||||
EntityID m_Entity = 0;
|
||||
glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
|
||||
bool m_Left = false, m_Right = false, m_ReplaceBall = false, m_MultiBall = false;
|
||||
Components::Transform* m_Transform;
|
||||
Components::Pad* m_Pad;
|
||||
bool m_Left = false;
|
||||
bool m_Right = false;
|
||||
bool m_ReplaceBall = false;
|
||||
bool m_MultiBall = false;
|
||||
float m_Edge = 2.8f;
|
||||
Components::Transform* m_Transform = nullptr;
|
||||
Components::Pad* m_Pad = nullptr;
|
||||
|
||||
bool m_Pause = false;
|
||||
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
|
||||
|
||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||
bool OnKeyUp(const dd::Events::KeyUp &event);
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnContactPowerUp(const dd::Events::Contact &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
class PadSteeringInputController;
|
||||
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Components
|
||||
|
||||
struct CircleShape : public Component
|
||||
{
|
||||
// Circles are circles
|
||||
float Radius = 1.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+38
-38
@@ -7,24 +7,24 @@ namespace dd {
|
||||
namespace ParticleFlags {
|
||||
|
||||
enum Type {
|
||||
waterParticle = 0,
|
||||
zombieParticle = 1 << 1,
|
||||
wallParticle = 1 << 2,
|
||||
springParticle = 1 << 3,
|
||||
elasticParticle = 1 << 4,
|
||||
viscousParticle = 1 << 5,
|
||||
powderParticle = 1 << 6,
|
||||
tensileParticle = 1 << 7,
|
||||
colorMixingParticle = 1 << 8,
|
||||
destructionListenerParticle = 1 << 9,
|
||||
barrierParticle = 1 << 10,
|
||||
staticPressureParticle = 1 << 11,
|
||||
reactiveParticle = 1 << 12,
|
||||
repulsiveParticle = 1 << 13,
|
||||
fixtureContactListenerParticle = 1 << 14,
|
||||
particleContactListenerParticle = 1 << 15,
|
||||
fixtureContactFilterParticle = 1 << 16,
|
||||
particleContactFilterParticle = 1 << 17
|
||||
Water = 0,
|
||||
Zombie = 1 << 1,
|
||||
Wall = 1 << 2,
|
||||
Spring = 1 << 3,
|
||||
Elastic = 1 << 4,
|
||||
Viscous = 1 << 5,
|
||||
Powder = 1 << 6,
|
||||
Tensile = 1 << 7,
|
||||
ColorMixing = 1 << 8,
|
||||
DestructionListener = 1 << 9,
|
||||
Barrier = 1 << 10,
|
||||
StaticPressure = 1 << 11,
|
||||
Reactive = 1 << 12,
|
||||
Repulsive = 1 << 13,
|
||||
FixtureContactListener = 1 << 14,
|
||||
ParticleContactListener = 1 << 15,
|
||||
FixtureContactFilter = 1 << 16,
|
||||
ParticleContactFilter = 1 << 17
|
||||
};
|
||||
}
|
||||
|
||||
@@ -36,26 +36,26 @@ struct Particle : public Component
|
||||
float Radius = 0.5f;
|
||||
float LifeTime = 5.0f;
|
||||
|
||||
ParticleFlags::Type Flags =
|
||||
ParticleFlags::Type::waterParticle |
|
||||
ParticleFlags::Type::zombieParticle |
|
||||
ParticleFlags::Type::wallParticle |
|
||||
ParticleFlags::Type::springParticle |
|
||||
ParticleFlags::Type::elasticParticle |
|
||||
ParticleFlags::Type::viscousParticle |
|
||||
ParticleFlags::Type::powderParticle |
|
||||
ParticleFlags::Type::tensileParticle |
|
||||
ParticleFlags::Type::colorMixingParticle |
|
||||
ParticleFlags::Type::destructionListenerParticle |
|
||||
ParticleFlags::Type::barrierParticle |
|
||||
ParticleFlags::Type::staticPressureParticle |
|
||||
ParticleFlags::Type::reactiveParticle |
|
||||
ParticleFlags::Type::repulsiveParticle |
|
||||
ParticleFlags::Type::fixtureContactListenerParticle |
|
||||
ParticleFlags::Type::particleContactListenerParticle |
|
||||
ParticleFlags::Type::fixtureContactFilterParticle |
|
||||
ParticleFlags::Type::particleContactFilterParticle;
|
||||
|
||||
ParticleFlags::Type Flags = static_cast<ParticleFlags::Type>(
|
||||
ParticleFlags::Water
|
||||
| ParticleFlags::Zombie
|
||||
| ParticleFlags::Wall
|
||||
| ParticleFlags::Spring
|
||||
| ParticleFlags::Elastic
|
||||
| ParticleFlags::Viscous
|
||||
| ParticleFlags::Powder
|
||||
| ParticleFlags::Tensile
|
||||
| ParticleFlags::ColorMixing
|
||||
| ParticleFlags::DestructionListener
|
||||
| ParticleFlags::Barrier
|
||||
| ParticleFlags::StaticPressure
|
||||
| ParticleFlags::Reactive
|
||||
| ParticleFlags::Repulsive
|
||||
| ParticleFlags::FixtureContactListener
|
||||
| ParticleFlags::ParticleContactListener
|
||||
| ParticleFlags::FixtureContactFilter
|
||||
| ParticleFlags::ParticleContactFilter
|
||||
);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@ struct ParticleEmitter : public Component
|
||||
float Speed = 2.f;
|
||||
double LifeTime = 100;
|
||||
|
||||
//ParticleSystem variables
|
||||
//System variables
|
||||
float GravityScale = 1.0f;
|
||||
};
|
||||
|
||||
|
||||
+31
-15
@@ -18,24 +18,40 @@ enum Type
|
||||
Wall = 1 << 6
|
||||
};
|
||||
}
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
namespace CollisionType
|
||||
{
|
||||
bool Static = true;
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask =
|
||||
CollisionLayer::Type::Pad |
|
||||
CollisionLayer::Type::Ball |
|
||||
CollisionLayer::Type::Brick |
|
||||
CollisionLayer::Type::Water |
|
||||
CollisionLayer::Type::PowerUp |
|
||||
CollisionLayer::Type::Wall |
|
||||
CollisionLayer::Type::Other;
|
||||
enum Type
|
||||
{
|
||||
Static = 0,
|
||||
Kinematic = 1,
|
||||
Dynamic = 2,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
{
|
||||
CollisionType::Type CollisionType = CollisionType::Type::Static;
|
||||
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
|
||||
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask = static_cast<CollisionLayer::Type>(
|
||||
CollisionLayer::Pad
|
||||
| CollisionLayer::Ball
|
||||
| CollisionLayer::Brick
|
||||
| CollisionLayer::Water
|
||||
| CollisionLayer::PowerUp
|
||||
| CollisionLayer::Wall
|
||||
| CollisionLayer::Other
|
||||
);
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Components
|
||||
|
||||
struct RectangleShape : public Component
|
||||
{
|
||||
|
||||
glm::vec2 Dimensions = glm::vec2(1.f, 1.f);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -26,7 +26,7 @@ struct CreateParticleSequence : public Event
|
||||
//Particle
|
||||
std::string SpriteFile = "Texures/Core/ErrorTexture.png";
|
||||
double ParticleLifeTime = 3.f;
|
||||
ParticleFlags::Type Flags = ParticleFlags::Type::powderParticle | ParticleFlags::Type::particleContactFilterParticle | ParticleFlags::Type::fixtureContactFilterParticle;
|
||||
ParticleFlags::Type Flags = static_cast<ParticleFlags::Type>(ParticleFlags::Powder | ParticleFlags::ParticleContactFilter | ParticleFlags::FixtureContactFilter);
|
||||
float Radius = 1.f;
|
||||
};
|
||||
|
||||
|
||||
+130
-156
@@ -2,118 +2,122 @@
|
||||
#define DAYDREAM_PHYSICSSYSTEM_H
|
||||
|
||||
#include <unordered_map>
|
||||
#include <random>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/ECreateParticleSequence.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Core/CTemplate.h"
|
||||
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/ECreateParticleSequence.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Game/EPause.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
friend class DestructionListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
EventRelay<PhysicsSystem, Events::CreateParticleSequence> m_ECreateParticleSequence;
|
||||
bool CreateParticleSequence(const Events::CreateParticleSequence &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
|
||||
void Update(double dt) override;
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
float m_TimeStep;
|
||||
float m_Accumulator;
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::mt19937 gen;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
b2ParticleSystem* m_WaterParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToWaterParticleHandle;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_WaterParticleHandleToEntities;
|
||||
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale, int maxCount);
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
namespace Systems
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
//TODO: Struct med listor är bättre än en lista med structs
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
std::list<Impulse> m_Impulses;
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
friend class DestructionListener;
|
||||
|
||||
class DestructionListener : public b2DestructionListener
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::CreateParticleSequence> m_ECreateParticleSequence;
|
||||
bool CreateParticleSequence(const Events::CreateParticleSequence &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Vector;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
bool m_Pause = false;
|
||||
|
||||
std::mt19937 gen;
|
||||
|
||||
|
||||
b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
b2World* m_PhysicsWorld = nullptr;
|
||||
float m_TimeStep = 1.f/60.f;
|
||||
float m_Accumulator = 0.f;
|
||||
int m_VelocityIterations = 6;
|
||||
int m_PositionIterations = 2;
|
||||
|
||||
b2ParticleSystem* m_WaterParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_WaterParticleHandleToEntities;
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToWaterParticleHandle;
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void SyncEntitiesWithBodies();
|
||||
void SyncBodiesWithEntities();
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale, int maxCount);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter //TODO CHANGE NAMES
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
class DestructionListener : public b2DestructionListener
|
||||
{
|
||||
public:
|
||||
DestructionListener(PhysicsSystem* physicsSystem)
|
||||
@@ -127,7 +131,7 @@ private:
|
||||
LOG_INFO("Particle ded");
|
||||
|
||||
|
||||
b2ParticleHandle* handle = particleSystem->GetParticleHandleFromIndex(index);
|
||||
const b2ParticleHandle* handle = particleSystem->GetParticleHandleFromIndex(index);
|
||||
for (int i = 0; i < m_PhysicsSystem->m_ParticleEmitters.ParticleSystem.size(); i++) {
|
||||
if(m_PhysicsSystem->m_ParticleEmitters.ParticleSystem[i] == particleSystem) {
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID>::iterator it = m_PhysicsSystem->m_ParticleHandleToEntities[i].find(handle);
|
||||
@@ -144,57 +148,7 @@ private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
class ParticleContactDisabler : public b2ContactFilter
|
||||
class ParticleContactDisabler : public b2ContactFilter
|
||||
{
|
||||
public:
|
||||
ParticleContactDisabler() { };
|
||||
@@ -211,12 +165,32 @@ private:
|
||||
|
||||
};
|
||||
|
||||
DestructionListener* m_DestructionListener;
|
||||
ParticleContactDisabler m_ParticleContactDisabler;
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact);
|
||||
void EndContact(b2Contact* contact);
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
DestructionListener* m_DestructionListener;
|
||||
ParticleContactDisabler m_ParticleContactDisabler;
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
#endif
|
||||
|
||||
@@ -1,149 +0,0 @@
|
||||
#ifndef DAYDREAM_PHYSICSSYSTEM_H
|
||||
#define DAYDREAM_PHYSICSSYSTEM_H
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
<<<<<<< HEAD
|
||||
#include "Game/CBall.h"
|
||||
=======
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
>>>>>>> origin/master
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
|
||||
void Update(double dt) override;
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
float m_TimeStep;
|
||||
float m_Accumulator;
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
b2ParticleSystem *m_ParticleSystem;
|
||||
b2ParticleGroup* t_watergroup;
|
||||
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
|
||||
|
||||
void InitializeWater();
|
||||
void SyncWater(); //TODO: Probably remove this
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
@@ -1,7 +1,3 @@
|
||||
//
|
||||
// Created by Adam on 2015-09-17.
|
||||
//
|
||||
|
||||
#ifndef COMPONENTS_CCOLLISIONSOUND_H__
|
||||
#define COMPONENTS_CCOLLISIONSOUND_H__
|
||||
|
||||
@@ -9,17 +5,15 @@
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct CollisionSound : public Component
|
||||
{
|
||||
std::string filePath;
|
||||
std::string FilePath;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
//
|
||||
// Created by Adam on 2015-09-24.
|
||||
//
|
||||
|
||||
#ifndef EVENTS_EMASTERVOLUME_H__
|
||||
#define EVENTS_EMASTERVOLUME_H__
|
||||
|
||||
@@ -9,19 +5,17 @@
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MasterVolume : public Event
|
||||
{
|
||||
float gain = 1;
|
||||
float Gain = 1;
|
||||
//To determine what channel group to apply the change to.
|
||||
bool isAmbient = false;
|
||||
bool IsAmbient = false;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,24 +1,22 @@
|
||||
#ifndef Events_PlaySFX_h__
|
||||
#define Events_PlaySFX_h__
|
||||
#ifndef EVENTS_PLAYSFX_H__
|
||||
#define EVENTS_PLAYSFX_H__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlaySound : Event
|
||||
{
|
||||
std::string path;
|
||||
float volume = 1.f;
|
||||
float pitch = 1.f;
|
||||
bool isAmbient = false;
|
||||
std::string FilePath;
|
||||
float Gain = 1.f;
|
||||
float Pitch = 1.f;
|
||||
bool IsAmbient = false;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -8,16 +8,12 @@ namespace dd
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct StopSound : public Event
|
||||
{
|
||||
std::string path;
|
||||
std::string FilePath;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -12,27 +12,31 @@ namespace dd
|
||||
class Sound : public Resource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
public:
|
||||
ALuint Buffer() { return m_Buffer; };
|
||||
std::string Path() { return m_Path; };
|
||||
float Gain() { return m_Gain; };
|
||||
void SetGain(const float Gain) { m_Gain = Gain; };
|
||||
|
||||
private:
|
||||
Sound(std::string path);
|
||||
|
||||
float m_Gain = 1;
|
||||
ALuint m_Buffer;
|
||||
std::string m_Path;
|
||||
|
||||
//File-info
|
||||
char m_Type[4];
|
||||
unsigned long m_Size, m_ChunkSize;
|
||||
short m_FormatType, m_Channels;
|
||||
unsigned long m_SampleRate, m_AvgBytesPerSec;
|
||||
short m_BytesPerSample, m_BitsPerSample;
|
||||
unsigned long m_DataSize;
|
||||
unsigned int m_DataSize;
|
||||
std::map<std::string, ALuint> m_BufferCache;
|
||||
ALuint LoadFile(std::string path);
|
||||
|
||||
ALuint m_Buffer;
|
||||
std::string m_Path;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+20
-22
@@ -1,63 +1,61 @@
|
||||
#ifndef DAYDREAM_SOUND_H
|
||||
#define DAYDREAM_SOUND_H
|
||||
|
||||
#ifndef SYSTEMS_SOUNDSYSTEM_H__
|
||||
#define SYSTEMS_SOUNDSYSTEM_H__
|
||||
|
||||
#include "AL/al.h"
|
||||
#include "AL/alc.h"
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Sound.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/EMasterVolume.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
#include "Physics/ECreateParticleSequence.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class SoundSystem : public System {
|
||||
public:
|
||||
SoundSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
~SoundSystem();
|
||||
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
|
||||
|
||||
|
||||
|
||||
private:
|
||||
float m_BGMMasterVolume = 1.f;
|
||||
float m_SFXMasterVolume = 1.f;
|
||||
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
|
||||
std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
|
||||
ALCdevice* m_Device = nullptr;
|
||||
|
||||
//Events
|
||||
dd::EventRelay<SoundSystem, dd::Events::PlaySound> m_EPlaySFX;
|
||||
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
|
||||
dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
|
||||
bool OnPlaySound(const dd::Events::PlaySound &event);
|
||||
//On contact: play the sound given in the CCOllisionSound.
|
||||
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const dd::Events::StopSound &event);
|
||||
dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
|
||||
bool OnMasterVolume(const dd::Events::MasterVolume &event);
|
||||
|
||||
ALuint CreateSource();
|
||||
|
||||
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
|
||||
std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
|
||||
|
||||
ALCdevice* m_Device;
|
||||
|
||||
float m_BGMMasterVolume, m_SFXMasterVolume;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_SOUND_H
|
||||
#endif
|
||||
|
||||
@@ -7,7 +7,6 @@ find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
|
||||
find_package(assimp REQUIRED)
|
||||
find_package(ZLIB REQUIRED)
|
||||
find_package(PNG REQUIRED)
|
||||
find_package(BGFX REQUIRED)
|
||||
find_package(liquidfun REQUIRED)
|
||||
# Because FindOpenAL is retarded
|
||||
set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH} "${CMAKE_SOURCE_DIR}/deps/include/AL")
|
||||
@@ -28,7 +27,6 @@ include_directories(
|
||||
${assimp_INCLUDE_DIRS}
|
||||
${PNG_INCLUDE_DIRS}
|
||||
${X11_INCLUDE_DIRS}
|
||||
${BGFX_INCLUDE_DIRS}
|
||||
${OPENAL_INCLUDE_DIR}
|
||||
${liquidfun_INCLUDE_DIRS}
|
||||
)
|
||||
@@ -94,8 +92,7 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES_Physics}
|
||||
${SOURCE_FILES_Game}
|
||||
${SOURCE_FILES_Sound}
|
||||
${SOURCE_FILES_GUI}
|
||||
)
|
||||
${SOURCE_FILES_GUI})
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
@@ -112,7 +109,6 @@ target_link_libraries(game
|
||||
${assimp_LIBRARIES}
|
||||
${PNG_LIBRARIES}
|
||||
${X11_LIBRARIES}
|
||||
${BGFX_LIBRARIES}
|
||||
${OPENAL_LIBRARY}
|
||||
${liquidfun_LIBRARIES}
|
||||
)
|
||||
@@ -129,7 +125,6 @@ target_link_libraries(breakout
|
||||
${assimp_LIBRARIES}
|
||||
${PNG_LIBRARIES}
|
||||
${X11_LIBRARIES}
|
||||
${BGFX_LIBRARIES}
|
||||
${OPENAL_LIBRARY}
|
||||
${liquidfun_LIBRARIES}
|
||||
)
|
||||
|
||||
@@ -29,32 +29,26 @@ dd::BaseEventRelay::~BaseEventRelay()
|
||||
|
||||
void dd::EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
|
||||
{
|
||||
auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
|
||||
if (contextIt == m_ContextRelays.end())
|
||||
return;
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
if (it->second == &relay)
|
||||
{
|
||||
relay.m_Broker = nullptr;
|
||||
eventRelays.erase(it);
|
||||
break;
|
||||
}
|
||||
if (m_IsProcessing) {
|
||||
m_RelaysToUnsubscribe.push_back(&relay);
|
||||
} else {
|
||||
unsubscribeImmediate(relay);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::EventBroker::Subscribe(BaseEventRelay &relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
if (m_IsProcessing) {
|
||||
m_RelaysToSubscribe.push_back(&relay);
|
||||
} else {
|
||||
subscribeImmediate(relay);
|
||||
}
|
||||
}
|
||||
|
||||
int dd::EventBroker::Process(std::string contextTypeName)
|
||||
{
|
||||
m_IsProcessing = true;
|
||||
|
||||
auto it = m_ContextRelays.find(contextTypeName);
|
||||
if (it == m_ContextRelays.end())
|
||||
return 0;
|
||||
@@ -68,14 +62,29 @@ int dd::EventBroker::Process(std::string contextTypeName)
|
||||
std::shared_ptr<Event> event = pair.second;
|
||||
|
||||
auto itpair = relays.equal_range(eventTypeName);
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; it2++)
|
||||
{
|
||||
auto relay = it2->second;
|
||||
std::string name = it2->first;
|
||||
BaseEventRelay* relay = it2->second;
|
||||
relay->Receive(event);
|
||||
eventsProcessed++;
|
||||
}
|
||||
}
|
||||
|
||||
m_IsProcessing = false;
|
||||
|
||||
// Process pending subscriptions
|
||||
for (auto& r : m_RelaysToSubscribe) {
|
||||
subscribeImmediate(*r);
|
||||
}
|
||||
m_RelaysToSubscribe.clear();
|
||||
|
||||
// Process pending unsubscriptions
|
||||
for (auto& r : m_RelaysToUnsubscribe) {
|
||||
unsubscribeImmediate(*r);
|
||||
}
|
||||
m_RelaysToUnsubscribe.clear();
|
||||
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
@@ -83,4 +92,29 @@ void dd::EventBroker::Swap()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
|
||||
}
|
||||
|
||||
void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
}
|
||||
|
||||
void dd::EventBroker::unsubscribeImmediate(dd::BaseEventRelay& relay)
|
||||
{
|
||||
auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
|
||||
if (contextIt == m_ContextRelays.end()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it) {
|
||||
if (it->second == &relay) {
|
||||
relay.m_Broker = nullptr;
|
||||
eventRelays.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -263,7 +263,7 @@ void dd::OBJ::ParseMaterial()
|
||||
ParseColorMap(currentLine, ss, prefix, arg, colorMap);
|
||||
}
|
||||
|
||||
// HACK: Should we really have to specify the full path here?
|
||||
// HACK: Should we really have to specify the full FilePath here?
|
||||
colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
|
||||
currentMaterial->DiffuseTexture = colorMap;
|
||||
continue;
|
||||
@@ -280,7 +280,7 @@ void dd::OBJ::ParseMaterial()
|
||||
ParseColorMap(currentLine, ss, prefix, arg, colorMap);
|
||||
}
|
||||
|
||||
// HACK: Should we really have to specify the full path here?
|
||||
// HACK: Should we really have to specify the full FilePath here?
|
||||
colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
|
||||
currentMaterial->SpecularMap = colorMap;
|
||||
continue;
|
||||
@@ -297,7 +297,7 @@ void dd::OBJ::ParseMaterial()
|
||||
ParseBumpMap(currentLine, ss, prefix, arg, bumpMap);
|
||||
}
|
||||
|
||||
// HACK: Should we really have to specify the full path here?
|
||||
// HACK: Should we really have to specify the full FilePath here?
|
||||
bumpMap.FileName = (m_MaterialPath.branch_path() / bumpMap.FileName).string();
|
||||
currentMaterial->NormalMap = bumpMap;
|
||||
continue;
|
||||
|
||||
@@ -163,7 +163,7 @@ void dd::World::Initialize()
|
||||
}
|
||||
}
|
||||
|
||||
int dd::World::CommitEntity(EntityID entity)
|
||||
void dd::World::CommitEntity(EntityID entity)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
|
||||
@@ -13,17 +13,151 @@ void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
|
||||
void dd::Systems::BallSystem::Initialize()
|
||||
{
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, BallSystem::Contact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &BallSystem::OnPause);
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 50.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.3f, 0.3f, 0.3f);
|
||||
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Sid.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
circleShape->Radius = 0.4f;
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall);
|
||||
physics->Calculate = true;
|
||||
|
||||
//auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
//plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetBall(ent);
|
||||
|
||||
auto ent2 = CreateBall();
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
transform2->Position = glm::vec3(-0.f, 0.26f, -10.f);
|
||||
transform2->Velocity = glm::vec3(0.0f, -10.f, 0.f);
|
||||
}
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::Update(double dt)
|
||||
{
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
ResolveContacts();
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
//TODO: When the ball collides with 2 bricks on the same frame it is reflected and then reflected again, make it reflect only once like a list or something?
|
||||
|
||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (IsPaused()) {
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
if (!ballComponent->Paused) {
|
||||
ballComponent->Paused = true;
|
||||
ballComponent->SavedSpeed = transform->Velocity;
|
||||
transform->Velocity = glm::vec3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
return;
|
||||
} else {
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
if (ballComponent->Paused) {
|
||||
transform->Velocity = ballComponent->SavedSpeed;
|
||||
ballComponent->Paused = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
|
||||
if (ballComponent != nullptr) {
|
||||
if (ReplaceBall()) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ballComponent->Speed, 0.f);
|
||||
}
|
||||
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
m_World->RemoveEntity(entity);
|
||||
Events::MultiBallLost e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} //Removing this made the wall collisions work again
|
||||
/*else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
|
||||
@@ -33,6 +167,20 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
}
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "BallSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
|
||||
@@ -79,23 +227,162 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
//TODO: Add support for power-up collisions
|
||||
}
|
||||
|
||||
auto brick = m_World->GetComponent<Components::Brick>(otherEntitiy);
|
||||
if (brick != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
auto physics = m_World->GetComponent<Components::Physics>(otherEntitiy);
|
||||
auto rectangle = m_World->GetComponent<Components::RectangleShape>(otherEntitiy);
|
||||
int hey = 5;
|
||||
}
|
||||
|
||||
//if this is a brick thats dead do not collide :)
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
|
||||
glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
|
||||
|
||||
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
||||
Events::HitPad e;
|
||||
EventBroker->Publish(e);
|
||||
// Events::HitLag el;
|
||||
// el.Time = 0.1f;
|
||||
//el.Type = "All";
|
||||
// EventBroker->Publish(el);
|
||||
|
||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
float x = ballTransform->Position.x - padTransform->Position.x;
|
||||
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
|
||||
|
||||
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
||||
|
||||
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
||||
ballComponent->Combo = 0;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ballComponent->Combo;
|
||||
ec.Ball = ballEntity;
|
||||
EventBroker->Publish(ec);
|
||||
//std::cout << "Combo: " << ballComponent->Combo << std::endl;
|
||||
}
|
||||
else {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
||||
ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
auto it = m_Contacts.find(ballEntity);
|
||||
if (it == m_Contacts.end()) {
|
||||
std::list<glm::vec2> normalList;
|
||||
normalList.push_back(event.Normal);
|
||||
m_Contacts[ballEntity] = normalList;
|
||||
} else {
|
||||
std::list<glm::vec2> normalList = it->second;
|
||||
normalList.push_back(event.Normal);
|
||||
m_Contacts[ballEntity] = normalList;
|
||||
}
|
||||
|
||||
//glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
||||
//ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::BallSystem::ResolveContacts()
|
||||
{
|
||||
|
||||
for (auto c : m_Contacts) {
|
||||
int count = 0;
|
||||
EntityID entity = c.first;
|
||||
std::list<glm::vec2> contactNormals = c.second;
|
||||
glm::vec2 finalNormal = glm::vec2(0.f);
|
||||
for (auto it = contactNormals.begin(); it != contactNormals.end(); it++) {
|
||||
finalNormal = finalNormal + (*it);
|
||||
count++;
|
||||
}
|
||||
finalNormal = glm::normalize(finalNormal);
|
||||
|
||||
if (count > 1) {
|
||||
LOG_INFO("MultiCollision %i", count);
|
||||
}
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::vec2 velocity = glm::vec2(transform->Velocity.x, transform->Velocity.y);
|
||||
glm::vec2 reflectedVelocity = glm::reflect(velocity, finalNormal);
|
||||
transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
m_Contacts.clear();
|
||||
}
|
||||
|
||||
EntityID dd::Systems::BallSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CloneEntity(Ball());
|
||||
m_World->RemoveComponent<Components::Template>(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Sid.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
//std::cout << MultiBalls() << std::endl;
|
||||
if (MultiBalls() < 0) {
|
||||
auto ent = CreateBall();
|
||||
SetMultiBalls(0);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -m_EdgeX) {
|
||||
x1 = m_EdgeX - 0.2;
|
||||
}
|
||||
if (x2 > m_EdgeX) {
|
||||
x2 = -m_EdgeX + 0.2;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
SetMultiBalls(MultiBalls() + 2);
|
||||
//std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/HitLagSystem.h"
|
||||
|
||||
void dd::Systems::HitLagSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &HitLagSystem::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EHitLag, &HitLagSystem::OnHitLag);
|
||||
}
|
||||
|
||||
void dd::Systems::HitLagSystem::Update(double dt)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
if (HitLag()) {
|
||||
SetHitLagTimer(HitLagTimer() += dt);
|
||||
//std::cout << HitLagTimer() << std::endl;
|
||||
if (HitLagDuration() < HitLagTimer()) {
|
||||
SetHitLagTimer(0);
|
||||
SetHitLag(false);
|
||||
FlipPause();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::HitLagSystem::FlipPause()
|
||||
{
|
||||
Events::Pause e;
|
||||
e.Type = CurrentType();
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
bool dd::Systems::HitLagSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::HitLagSystem::OnHitLag(const dd::Events::HitLag &event)
|
||||
{
|
||||
if (HitLag()) {
|
||||
FlipPause();
|
||||
}
|
||||
SetHitLag(true);
|
||||
SetCurrentType(event.Type);
|
||||
FlipPause();
|
||||
SetHitLagDuration(event.Time);
|
||||
return true;
|
||||
}
|
||||
+260
-182
@@ -9,156 +9,126 @@
|
||||
|
||||
void dd::Systems::LevelSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, LevelSystem::OnCreatePowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, LevelSystem::OnPowerUpTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, LevelSystem::OnStageCleared);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &LevelSystem::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
m_BrickTemplate = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(m_BrickTemplate);
|
||||
auto model = m_World->AddComponent<Components::Model>(m_BrickTemplate);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(m_BrickTemplate);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(m_BrickTemplate);
|
||||
cRec->Dimensions = glm::vec2(0.9f, 0.35f);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(m_BrickTemplate);
|
||||
std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(m_BrickTemplate);
|
||||
cPhys->CollisionType = CollisionType::Type::Dynamic;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
|
||||
transform->Position = glm::vec3(50, 50, -10);
|
||||
|
||||
//sound
|
||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(m_BrickTemplate);
|
||||
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
|
||||
|
||||
m_World->CommitEntity(m_BrickTemplate);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::Update(double dt)
|
||||
{
|
||||
if (!m_Initialized) {
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
GetNextLevel();
|
||||
CreateLevel();
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
return;
|
||||
}
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
|
||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
if (brick != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
//Removes bricks that falls out of the stage.
|
||||
if (transform->Position.y < -10) {
|
||||
if (brick->Type == MultiBallBrick) {
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
m_LooseBricks--;
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
|
||||
if (ball != nullptr) {
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
// m_World->RemoveComponent<Components::Life>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (NumberOfBricks() <= 0) {
|
||||
/*SetRestarting(true);
|
||||
if (NumberOfBricks() <= 0 && m_LooseBricks <= 0 && !Restarting()) {
|
||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
} else {
|
||||
if (ball != nullptr && MultiBalls() > 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
m_World->RemoveComponent<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
Events::MultiBallLost e;
|
||||
EventBroker->Publish(e);
|
||||
m_World->RemoveEntity(entity);
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
} else {
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||
if (powerUp != nullptr) {
|
||||
SetPowerUps(PowerUps() - 1);
|
||||
m_World->RemoveComponent<Components::PowerUp>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else {
|
||||
if (brick != nullptr) {
|
||||
m_LooseBricks--;
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "LevelSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
||||
{
|
||||
SetNumberOfBricks(rows * lines);
|
||||
std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = 0;
|
||||
//std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = Lines();
|
||||
for (int i = 0; i < rows; i++) {
|
||||
num++;
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num, 1);
|
||||
}
|
||||
if (num == 7)
|
||||
num = 0;
|
||||
if (num == 1)
|
||||
num = Lines();
|
||||
}
|
||||
|
||||
SetNumberOfBricks(rows * lines);
|
||||
@@ -166,60 +136,55 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num)
|
||||
void dd::Systems::LevelSystem::CreateLevel()
|
||||
{
|
||||
auto brick = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
|
||||
cPhys->Static = false;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
std::cout << "Loading level: " << m_CurrentLevel << std::endl;
|
||||
SetNumberOfBricks(Rows() * Lines());
|
||||
int num = Lines();
|
||||
int getter = 0;
|
||||
|
||||
std::string fileName = "Textures/Bricks/";
|
||||
fileName.append(std::to_string(num));
|
||||
fileName.append(".png");
|
||||
//sprite->SpriteFile = fileName;
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
||||
for (int i = 0; i < Rows(); i++) {
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), num, m_Bricks[getter]);
|
||||
getter++;
|
||||
}
|
||||
if (num == 1) {
|
||||
num = Lines();
|
||||
}
|
||||
}
|
||||
m_LooseBricks = NumberOfBricks();
|
||||
SetRestarting(false);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num, int typeInt)
|
||||
{
|
||||
if (typeInt == EmptyBrickSpace) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
return;
|
||||
}
|
||||
auto brick = m_World->CloneEntity(m_BrickTemplate);
|
||||
m_World->RemoveComponent<Components::Template>(brick);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(brick);
|
||||
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
|
||||
|
||||
if (typeInt == StandardBrick) {
|
||||
} else if (typeInt == MultiBallBrick) {
|
||||
cBrick->Type = MultiBallBrick;
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
auto model = m_World->GetComponent<Components::Model>(brick);
|
||||
model->ModelFile = "Models/Brick/IceBrick.obj";
|
||||
}
|
||||
float x = line * spacesBetweenBricks.x;
|
||||
float y = row * spacesBetweenBricks.y;
|
||||
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
||||
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
|
||||
cBrick->Score = 10 * num;
|
||||
|
||||
//sound
|
||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
|
||||
collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav";
|
||||
|
||||
m_World->CommitEntity(brick);
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::ProcessCollision()
|
||||
{
|
||||
// Like, go into brick component and check what it does upon collision. Maybe not done here?
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
if (brick != nullptr) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
/*if (numberOfBricks < 1) {
|
||||
EndLevel();
|
||||
}*/
|
||||
}
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
@@ -254,26 +219,28 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr) {
|
||||
/*auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr && NumberOfBricks() > 1) {
|
||||
Events::CreatePowerUp e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
e.Position = transform->Position;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}*/
|
||||
|
||||
if (!Restarting() && !brick->Removed) {
|
||||
brick->Removed = true;
|
||||
// Hit brick with ball code.
|
||||
ball->Combo += 1;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ball->Combo;
|
||||
ec.Ball = entityBall;
|
||||
EventBroker->Publish(ec);
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Transform>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityBrick);
|
||||
// m_World->RemoveEntity(entityBrick);
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||
physicsComponent->GravityScale = 1.f;
|
||||
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
|
||||
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
@@ -289,28 +256,21 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
EventBroker->Publish(e);
|
||||
//TODO: Bricks dont collide with walls D=
|
||||
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
SetMultiBalls(MultiBalls() + 1);
|
||||
}
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
es.Score = brick->Score * ball->Combo;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
// std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Combo: " << ball->Combo << std::endl;
|
||||
//std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Brick Score: " << brick->Score << std::endl;
|
||||
//std::cout << "Score: " << Score() << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
{
|
||||
SetScore(Score() += event.Score);
|
||||
@@ -321,6 +281,16 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()+2);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
if (MultiBalls() < 0) {
|
||||
SetMultiBalls(0);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
||||
@@ -331,13 +301,12 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->CollisionType = CollisionType::Type::Dynamic;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
||||
|
||||
|
||||
transform->Position = event.Position;
|
||||
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
|
||||
transform->Velocity = glm::vec3(0, -4, 0);
|
||||
@@ -357,13 +326,122 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
|
||||
|
||||
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
if (!m_Cleared) {
|
||||
m_Cleared = true;
|
||||
SetRestarting(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
m_CurrentLevel++;
|
||||
if (m_CurrentLevel < 6) {
|
||||
GetNextLevel();
|
||||
CreateLevel();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::EndLevel()
|
||||
void dd::Systems::LevelSystem::GetNextLevel()
|
||||
{
|
||||
Events::StageCleared e;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
std::array<int, 42> level;
|
||||
// 0 is empty space.
|
||||
// 1 is standard brick.
|
||||
// 2 is multiball brick.
|
||||
if (m_CurrentCluster == 1) {
|
||||
if (m_CurrentLevel == 1) {
|
||||
level =
|
||||
{0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
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};
|
||||
} else if (m_CurrentLevel == 2) {
|
||||
level =
|
||||
{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, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 3) {
|
||||
level =
|
||||
{0, 0, 0, 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, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 4) {
|
||||
level =
|
||||
{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, 0, 0, 0, 0,
|
||||
1, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 5) {
|
||||
level =
|
||||
{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, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 1};
|
||||
}
|
||||
} else if (m_CurrentCluster == 2) {
|
||||
if (m_CurrentLevel == 1) {
|
||||
level =
|
||||
{1, 1, 0, 1, 0, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 1, 1, 1, 1, 1, 1,
|
||||
1, 2, 1, 2, 1, 2, 1,
|
||||
1, 1, 0, 1, 0, 1, 1,
|
||||
1, 0, 0, 1, 0, 0, 1};
|
||||
} else if (m_CurrentLevel == 2) {
|
||||
level =
|
||||
{1, 0, 0, 0, 0, 0, 1,
|
||||
0, 1, 0, 0, 0, 1, 0,
|
||||
0, 0, 2, 2, 2, 0, 0,
|
||||
0, 0, 0, 1, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0};
|
||||
} else if (m_CurrentLevel == 3) {
|
||||
level =
|
||||
{2, 0, 0, 0, 0, 0, 2,
|
||||
0, 1, 0, 0, 0, 1, 0,
|
||||
1, 2, 1, 1, 1, 2, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 0, 1, 1, 1, 0, 1};
|
||||
} else if (m_CurrentLevel == 4) {
|
||||
level =
|
||||
{1, 2, 1, 1, 1, 2, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 2, 1, 1, 1, 2, 1,
|
||||
1, 0, 1, 1, 1, 0, 1,
|
||||
1, 0, 0, 0, 0, 0, 1,
|
||||
0, 1, 1, 0, 1, 1, 0};
|
||||
} else if (m_CurrentLevel == 5) {
|
||||
level =
|
||||
{1, 0, 1, 0, 1, 0, 1,
|
||||
0, 1, 0, 1, 0, 1, 0,
|
||||
2, 0, 1, 0, 1, 0, 2,
|
||||
0, 1, 0, 2, 0, 1, 0,
|
||||
1, 0, 1, 0, 1, 0, 1,
|
||||
0, 1, 0, 1, 0, 1, 0};
|
||||
}
|
||||
} else if (m_CurrentCluster == 3) {
|
||||
|
||||
}
|
||||
|
||||
std::copy(std::begin(level), std::end(level), std::begin(m_Bricks));
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
|
||||
{
|
||||
m_Cleared = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,372 +0,0 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-09.
|
||||
//
|
||||
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/LevelSystem.h"
|
||||
|
||||
|
||||
void dd::Systems::LevelSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, LevelSystem::OnCreatePowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, LevelSystem::OnPowerUpTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, LevelSystem::OnStageCleared);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::Update(double dt)
|
||||
{
|
||||
if (!m_Initialized) {
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
|
||||
if (ball != nullptr) {
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
// m_World->RemoveComponent<Components::Life>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (NumberOfBricks() <= 0) {
|
||||
/*SetRestarting(true);
|
||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
} else {
|
||||
if (ball != nullptr && MultiBalls() > 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
m_World->RemoveComponent<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
} else {
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||
if (powerUp != nullptr) {
|
||||
SetPowerUps(PowerUps() - 1);
|
||||
m_World->RemoveComponent<Components::PowerUp>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
||||
{
|
||||
SetNumberOfBricks(rows * lines);
|
||||
std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = 0;
|
||||
for (int i = 0; i < rows; i++) {
|
||||
num++;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||
}
|
||||
if (num == 7)
|
||||
num = 0;
|
||||
}
|
||||
|
||||
SetNumberOfBricks(rows * lines);
|
||||
SetRestarting(false);
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num)
|
||||
{
|
||||
auto brick = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
|
||||
cPhys->Static = false;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
std::string fileName = "Textures/Bricks/";
|
||||
fileName.append(std::to_string(num));
|
||||
fileName.append(".png");
|
||||
//sprite->SpriteFile = fileName;
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
}
|
||||
float x = line * spacesBetweenBricks.x;
|
||||
float y = row * spacesBetweenBricks.y;
|
||||
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
||||
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
|
||||
cBrick->Score = 10 * num;
|
||||
|
||||
//sound
|
||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
|
||||
collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav";
|
||||
|
||||
m_World->CommitEntity(brick);
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::ProcessCollision()
|
||||
{
|
||||
// Like, go into brick component and check what it does upon collision. Maybe not done here?
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
if (brick != nullptr) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
/*if (numberOfBricks < 1) {
|
||||
EndLevel();
|
||||
}*/
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
EntityID entityBrick;
|
||||
EntityID entityBall;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
|
||||
auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
|
||||
if (brick != nullptr) {
|
||||
entityBrick = event.Entity1;
|
||||
} else {
|
||||
brick = m_World->GetComponent<Components::Brick>(event.Entity2);
|
||||
if (brick != nullptr) {
|
||||
entityBrick = event.Entity2;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (ball != nullptr) {
|
||||
entityBall = event.Entity2;
|
||||
} else {
|
||||
ball = m_World->GetComponent<Components::Ball>(event.Entity1);
|
||||
if (ball != nullptr) {
|
||||
entityBall = event.Entity1;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
brick = m_World->GetComponent<Components::Brick>(entityBrick);
|
||||
if (brick == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr) {
|
||||
Events::CreatePowerUp e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
e.Position = transform->Position;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Transform>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityBrick);
|
||||
// m_World->RemoveEntity(entityBrick);
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||
physicsComponent->GravityScale = 1.f;
|
||||
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = entityBrick;
|
||||
|
||||
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBrick->Position.x - transformComponentBall->Position.x)/4), transformComponentBrick->Position.y + ((transformComponentBrick->Position.y - transformComponentBall->Position.y )/4));
|
||||
|
||||
e.Impulse = glm::normalize(point)/2.f;
|
||||
e.Point = point;
|
||||
EventBroker->Publish(e);
|
||||
//TODO: Bricks dont collide with walls D=
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
SetMultiBalls(MultiBalls() + 1);
|
||||
}
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
<<<<<<< HEAD
|
||||
// std::cout << NumberOfBricks() << std::endl;
|
||||
=======
|
||||
//std::cout << NumberOfBricks() << std::endl;
|
||||
>>>>>>> origin/master
|
||||
//std::cout << "Score: " << Score() << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
{
|
||||
SetScore(Score() += event.Score);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()+2);
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
||||
{
|
||||
SetPowerUps(PowerUps() + 1);
|
||||
auto powerUp = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(powerUp);
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
||||
|
||||
|
||||
transform->Position = event.Position;
|
||||
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
|
||||
transform->Velocity = glm::vec3(0, -4, 0);
|
||||
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
m_World->CommitEntity(powerUp);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &event)
|
||||
{
|
||||
SetPowerUps(PowerUps() - 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::EndLevel()
|
||||
{
|
||||
Events::StageCleared e;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
|
||||
+64
-81
@@ -26,27 +26,42 @@ void dd::Systems::PadSystem::Initialize()
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PadSystem::OnPause);
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
auto rectangleShape = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
rectangleShape->Dimensions = glm::vec2(1.f, 0.5f);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::PowerUp);
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetEdge(3.2 - (ctransform->Scale.x / 2));
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
||||
}
|
||||
}
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
return;
|
||||
}
|
||||
if (Entity() == 0) {
|
||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
||||
@@ -69,9 +84,15 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
if (transform->Position.x > Edge()) {
|
||||
transform->Position.x = Edge();
|
||||
} else if (transform->Position.x < -Edge()) {
|
||||
transform->Position.x = -Edge();
|
||||
}
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
if (glm::abs(transform->Velocity.x) > 1 || (!Left() && !Right())) {
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float) dt;
|
||||
}
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
@@ -85,38 +106,21 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
if (MultiBall() == true) {
|
||||
SetMultiBall(false);
|
||||
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::PadSystem::CreateBall()
|
||||
bool dd::Systems::PadSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
cball->Speed = 5.f;
|
||||
if (event.Type != "PadSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
@@ -135,9 +139,21 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_M) {
|
||||
SetMultiBall(true);
|
||||
Events::MultiBall e;
|
||||
e.padTransform = Transform();
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_P) {
|
||||
Events::Pause e;
|
||||
e.Type = "All";
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_H) {
|
||||
Events::HitLag e;
|
||||
e.Time = 0.2;
|
||||
e.Type = "All";
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
@@ -202,12 +218,13 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
||||
*/
|
||||
return false;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
{
|
||||
EntityID entityPower;
|
||||
EntityID entityPad;
|
||||
EntityID entityPower = 0;
|
||||
EntityID entityPad = 0;
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity1);
|
||||
auto pad = m_World->GetComponent<Components::Pad>(event.Entity2);
|
||||
if (powerUp != nullptr) {
|
||||
@@ -227,7 +244,7 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
}
|
||||
}
|
||||
|
||||
if (entityPower == NULL || entityPad == NULL) {
|
||||
if (entityPower == 0 || entityPad == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -236,9 +253,6 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
// m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
m_World->RemoveEntity(entityPower);
|
||||
Events::PowerUpTaken ep;
|
||||
ep.Name = "Something";
|
||||
@@ -251,40 +265,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
auto entity = CreateBall();
|
||||
//auto entity = CreateBall();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,313 +0,0 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-10.
|
||||
//
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include "Core/World.h"
|
||||
#include <iostream>
|
||||
#include <Game/CPad.h>
|
||||
#include <Rendering/CPointLight.h>
|
||||
|
||||
|
||||
void dd::Systems::PadSystem::Initialize()
|
||||
{
|
||||
Events::BindKey r;
|
||||
r.KeyCode = GLFW_KEY_RIGHT;
|
||||
r.Command = "right";
|
||||
EventBroker->Publish(r);
|
||||
|
||||
Events::BindKey l;
|
||||
l.KeyCode = GLFW_KEY_LEFT;
|
||||
l.Command = "left";
|
||||
EventBroker->Publish(l);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PadSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
{
|
||||
if (Entity() == 0) {
|
||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
||||
SetEntity(it->first);
|
||||
SetTransform(m_World->GetComponent<Components::Transform>(Entity()));
|
||||
SetPad(m_World->GetComponent<Components::Pad>(Entity()));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto transform = Transform();
|
||||
auto pad = Pad();
|
||||
auto acceleration = Acceleration();
|
||||
|
||||
if (transform->Velocity.x < -pad->MaxSpeed) {
|
||||
transform->Velocity.x = -pad->MaxSpeed;
|
||||
}
|
||||
else if (transform->Velocity.x > pad->MaxSpeed) {
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
<<<<<<< HEAD
|
||||
}
|
||||
else if (Right()) {
|
||||
=======
|
||||
} else if (Right()) {
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
acceleration.x = pad->AccelerationSpeed;
|
||||
} else {
|
||||
acceleration.x = 0.f;
|
||||
}
|
||||
|
||||
SetTransform(transform);
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
if (MultiBall() == true) {
|
||||
SetMultiBall(false);
|
||||
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::PadSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
|
||||
cball->Speed = 10;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == GLFW_KEY_UP) {
|
||||
//std::cout << "Up!" << std::endl;
|
||||
} else if (val == GLFW_KEY_DOWN) {
|
||||
//std::cout << "Down!" << std::endl;
|
||||
} else if (val == GLFW_KEY_LEFT) {
|
||||
//std::cout << "Left!" << std::endl;
|
||||
//acceleration.x = -0.01f;
|
||||
SetLeft(true);
|
||||
} else if (val == GLFW_KEY_RIGHT) {
|
||||
//std::cout << "Right!" << std::endl;
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
} else if (val == GLFW_KEY_M) {
|
||||
SetMultiBall(true);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == GLFW_KEY_UP) {
|
||||
|
||||
} else if (val == GLFW_KEY_DOWN) {
|
||||
|
||||
} else if (val == GLFW_KEY_LEFT) {
|
||||
SetLeft(false);
|
||||
} else if (val == GLFW_KEY_RIGHT) {
|
||||
SetRight(false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
/*
|
||||
EntityID entityBall = event.Entity2;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
||||
if (ball == NULL) {
|
||||
return false;
|
||||
}
|
||||
EntityID entityPad = event.Entity1;
|
||||
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == NULL) {
|
||||
return false;
|
||||
}
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
|
||||
float movementMultiplier = 0.5f;
|
||||
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
||||
if (whatX > 0) {
|
||||
movementX = movementMultiplier * whatX;
|
||||
//std::cout << "Right!" << std::endl;
|
||||
} else {
|
||||
movementX = movementMultiplier * whatX;
|
||||
//std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
// std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
<<<<<<< HEAD
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
|
||||
=======
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2;
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
|
||||
//std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
float len = glm::length<float>(transformBall->Velocity);
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
|
||||
|
||||
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
|
||||
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
|
||||
|
||||
|
||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
||||
*/
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
{
|
||||
EntityID entityPower;
|
||||
EntityID entityPad;
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity1);
|
||||
auto pad = m_World->GetComponent<Components::Pad>(event.Entity2);
|
||||
if (powerUp != nullptr) {
|
||||
entityPower = event.Entity1;
|
||||
} else {
|
||||
powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity2);
|
||||
if (powerUp != nullptr) {
|
||||
entityPower = event.Entity2;
|
||||
}
|
||||
}
|
||||
if (pad != nullptr) {
|
||||
entityPad = event.Entity2;
|
||||
} else {
|
||||
pad = m_World->GetComponent<Components::Pad>(event.Entity1);
|
||||
if (pad != nullptr) {
|
||||
entityPad = event.Entity1;
|
||||
}
|
||||
}
|
||||
|
||||
if (entityPower == NULL || entityPad == NULL) {
|
||||
return false;
|
||||
}
|
||||
|
||||
pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
m_World->RemoveEntity(entityPower);
|
||||
Events::PowerUpTaken ep;
|
||||
ep.Name = "Something";
|
||||
EventBroker->Publish(ep);
|
||||
|
||||
Events::MultiBall e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
auto entity = CreateBall();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
std::string command = event.Command;
|
||||
|
||||
std::cout << "Command!" << std::endl;
|
||||
|
||||
if (command == "right") {
|
||||
std::cout << "Right!" << std::endl;
|
||||
} else if (command == "left") {
|
||||
std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
+192
-139
@@ -2,37 +2,26 @@
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
//TODO: REGISTER PHYSICS COMPONENTS HERE
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
std::random_device rd;
|
||||
gen = std::mt19937(rd());
|
||||
|
||||
m_DestructionListener = new DestructionListener(this);
|
||||
m_ContactListener = new ContactListener(this);
|
||||
|
||||
m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_Accumulator = 0.f;
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
m_PhysicsWorld->SetContactFilter(&m_ParticleContactDisabler);
|
||||
m_PhysicsWorld->SetContactFilter(&m_ParticleContactDisabler);
|
||||
m_PhysicsWorld->SetDestructionListener(m_DestructionListener);
|
||||
|
||||
InitializeWater();
|
||||
|
||||
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, &PhysicsSystem::SetImpulse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PhysicsSystem::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreateParticleSequence, &PhysicsSystem::CreateParticleSequence);
|
||||
|
||||
}
|
||||
@@ -53,7 +42,11 @@ void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
||||
auto it = m_EntitiesToBodies.find(event.Entity);
|
||||
if(it == m_EntitiesToBodies.end()) {
|
||||
LOG_ERROR("Entity: %i, Tried to set an impulse on a body that does not exsist", event.Entity);
|
||||
return false;
|
||||
}
|
||||
|
||||
b2Vec2 impulse;
|
||||
impulse.x = event.Impulse.x;
|
||||
@@ -63,112 +56,136 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
point.x = event.Point.x;
|
||||
point.y = event.Point.y;
|
||||
|
||||
|
||||
Impulse i;
|
||||
i.Body = body;
|
||||
i.Impulse = impulse;
|
||||
i.Body = it->second;
|
||||
i.Vector = impulse;
|
||||
i.Point = point;
|
||||
|
||||
m_Impulses.push_back(i);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
void dd::Systems::PhysicsSystem::SyncEntitiesWithBodies()
|
||||
{
|
||||
|
||||
m_Accumulator += dt;
|
||||
while (m_Accumulator >= m_TimeStep) {
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body *body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (!physicsComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||
}
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
float angle = glm::eulerAngles(transformComponent->Orientation).z;
|
||||
body->SetTransform(position, angle);
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
|
||||
b2Filter filter;
|
||||
filter.categoryBits = physicsComponent->Category;
|
||||
filter.maskBits = physicsComponent->Mask;
|
||||
body->GetFixtureList()->SetFilterData(filter);
|
||||
}
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist, please fix this");
|
||||
continue;
|
||||
}
|
||||
|
||||
UpdateParticleEmitters(dt);
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (! physicsComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
float angle = glm::eulerAngles(transformComponent->Orientation).z;
|
||||
body->SetTransform(position, angle);
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
|
||||
b2Filter filter;
|
||||
filter.categoryBits = physicsComponent->Category;
|
||||
filter.maskBits = physicsComponent->Mask;
|
||||
body->GetFixtureList()->SetFilterData(filter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::SyncBodiesWithEntities()
|
||||
{
|
||||
for (auto i : m_BodiesToEntities) {
|
||||
b2Body* body = i.first;
|
||||
EntityID entity = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist, please fix this");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (! physicsComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||
}
|
||||
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if (parent == 0) {
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
|
||||
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
|
||||
transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
|
||||
transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
|
||||
} else {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
|
||||
float angle = body->GetAngle();
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
|
||||
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
if (m_Pause) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Accumulator += dt;
|
||||
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
UpdateParticleEmitters(dt);
|
||||
SyncEntitiesWithBodies();
|
||||
|
||||
//Apply Impulses Must be done after SyncEntitiesWithBodies
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
i.Body->ApplyLinearImpulse(i.Vector, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
//Update the PhysicsWorld
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body *body = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
continue;
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if (parent == 0) {
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
|
||||
transformComponent->Position.x =
|
||||
transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
|
||||
transformComponent->Position.y =
|
||||
transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
|
||||
}
|
||||
else {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
|
||||
float angle = body->GetAngle();
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
|
||||
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SyncBodiesWithEntities();
|
||||
|
||||
|
||||
//water
|
||||
b2Vec2 *positionBuffer = m_WaterParticleSystem->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToWaterParticleHandle){
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle *particleH = i.second;
|
||||
const b2ParticleHandle *particleH = i.second;
|
||||
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
@@ -182,7 +199,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
}
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10);
|
||||
transform->Position = glm::vec3(position.x, position.y, -10.f);
|
||||
}
|
||||
|
||||
//Normal particles
|
||||
@@ -193,7 +210,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
}
|
||||
for (auto i : m_EntitiesToParticleHandle[e]){
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle *particleH = i.second;
|
||||
const b2ParticleHandle *particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
@@ -214,16 +231,15 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto particle = m_World->GetComponent<Components::Particle>(entity);
|
||||
auto particle = m_World->GetComponent<Components::Particle>(entity);
|
||||
auto pTemplate = m_World->GetComponent<Components::Template>(entity);
|
||||
if (particle && !pTemplate) {
|
||||
particle->LifeTime -= dt;
|
||||
if (particle->LifeTime <= 0) {
|
||||
for (int i = 0; i < m_EntitiesToParticleHandle.size(); i++) {
|
||||
b2ParticleHandle* handle = m_EntitiesToParticleHandle[i][entity];
|
||||
const b2ParticleHandle* handle = m_EntitiesToParticleHandle[i][entity];
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*>::iterator iter1;
|
||||
std::unordered_map<const b2ParticleHandle*,EntityID>::iterator iter2;
|
||||
iter1 = m_EntitiesToParticleHandle[i].find(entity);
|
||||
@@ -241,6 +257,20 @@ void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, Entity
|
||||
}
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "PhysicsSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Pause) {
|
||||
m_Pause = false;
|
||||
} else {
|
||||
m_Pause = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
@@ -257,7 +287,12 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
}
|
||||
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
auto it = m_EntitiesToBodies.find(entity);
|
||||
if(it == m_EntitiesToBodies.end()) {
|
||||
CreateBody(entity);
|
||||
} else {
|
||||
LOG_ERROR("Tried to commit a body that already exists");
|
||||
}
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
} else if (particleEmitterComponent) {
|
||||
@@ -268,22 +303,26 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
/* auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physics == nullptr) {
|
||||
return;
|
||||
}*/
|
||||
|
||||
auto it = m_EntitiesToBodies.find(entity);
|
||||
if(it == m_EntitiesToBodies.end()) {
|
||||
LOG_ERROR("Trying to remove non-exsisting body, Entity: %i", entity);
|
||||
return;
|
||||
}
|
||||
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
m_PhysicsWorld->DestroyBody(body);
|
||||
}
|
||||
|
||||
//It told me I was removing a lot of objects, and I didn't need that information, so I commented it out.
|
||||
//LOG_INFO("Removing entity %i", entity);
|
||||
it->second->GetWorld()->DestroyBody(it->second);
|
||||
m_BodiesToEntities.erase(it->second);
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
//delete body;
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
@@ -292,7 +331,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
@@ -305,34 +343,28 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
if (physicsComponent->CollisionType == CollisionType::Type::Static) {
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
} else if (physicsComponent->CollisionType == CollisionType::Type::Dynamic) {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
} else if (physicsComponent->CollisionType == CollisionType::Type::Kinematic) {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
auto rectangleComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (rectangleComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
|
||||
bShape->SetAsBox(rectangleComponent->Dimensions.x/2.f, rectangleComponent->Dimensions.y/2.f);
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
if (circleComponent) {
|
||||
pShape = new b2CircleShape();
|
||||
pShape->m_radius = absoluteTransform.Scale.x;
|
||||
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2;
|
||||
|
||||
pShape->m_radius = circleComponent->Radius;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -342,26 +374,28 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
||||
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 p� statiska kroppar
|
||||
}
|
||||
else {
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 10.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 10.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
|
||||
delete pShape;
|
||||
|
||||
/* if(physicsComponent->Static) {
|
||||
body->SetType(b2BodyType::b2_staticBody);
|
||||
} else if (! physicsComponent->Static) {
|
||||
body->SetType(b2BodyType::b2_dynamicBody);
|
||||
}*/
|
||||
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
@@ -397,6 +431,7 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
|
||||
{
|
||||
std::vector<EntityID> emittersToDelete;
|
||||
@@ -584,10 +619,28 @@ b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius,
|
||||
return m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
}
|
||||
|
||||
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
for (auto i = m_BodiesToEntities.begin(); i != m_BodiesToEntities.end(); i++) {
|
||||
b2Body* body = i->first;
|
||||
body->GetWorld()->DestroyBody(body);
|
||||
//delete body;
|
||||
}
|
||||
m_BodiesToEntities.clear();
|
||||
m_EntitiesToBodies.clear();
|
||||
m_Impulses.clear();
|
||||
|
||||
//TODO:REMOVE PARTICLE SYSTEMS
|
||||
|
||||
if (m_ContactListener != nullptr) {
|
||||
delete m_ContactListener;
|
||||
m_ContactListener = nullptr;
|
||||
}
|
||||
|
||||
if (m_PhysicsWorld != nullptr) {
|
||||
delete m_PhysicsWorld;
|
||||
m_PhysicsWorld = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,363 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
m_ContactListener = new ContactListener(this);
|
||||
|
||||
m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_Accumulator = 0.f;
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
|
||||
InitializeWater();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.13f;
|
||||
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
||||
|
||||
b2Vec2 impulse;
|
||||
impulse.x = event.Impulse.x;
|
||||
impulse.y = event.Impulse.y;
|
||||
|
||||
b2Vec2 point;
|
||||
point.x = event.Point.x;
|
||||
point.y = event.Point.y;
|
||||
|
||||
|
||||
Impulse i;
|
||||
i.Body = body;
|
||||
i.Impulse = impulse;
|
||||
i.Point = point;
|
||||
|
||||
m_Impulses.push_back(i);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (! physicsComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||
}
|
||||
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
||||
body->SetTransform(position, angle);
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
|
||||
<<<<<<< HEAD
|
||||
|
||||
b2Filter filter;
|
||||
filter.categoryBits = physicsComponent->Category;
|
||||
filter.maskBits = physicsComponent->Mask;
|
||||
body->GetFixtureList()->SetFilterData(filter);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
=======
|
||||
>>>>>>> origin/master
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
<<<<<<< HEAD
|
||||
|
||||
|
||||
=======
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
>>>>>>> origin/master
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
m_Accumulator -= dt;
|
||||
|
||||
<<<<<<< HEAD
|
||||
|
||||
=======
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
>>>>>>> origin/master
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
=======
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if (parent == 0) {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
>>>>>>> origin/master
|
||||
|
||||
float angle = body->GetAngle();
|
||||
|
||||
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
|
||||
<<<<<<< HEAD
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
|
||||
}
|
||||
=======
|
||||
>>>>>>> origin/master
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle* particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||
|
||||
if (physicsComponent && waterComponent) {
|
||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physics == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
m_PhysicsWorld->DestroyBody(body);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if(!physicsComponent){
|
||||
LOG_ERROR("No PhysicsComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
if (circleComponent) {
|
||||
pShape = new b2CircleShape();
|
||||
pShape->m_radius = absoluteTransform.Scale.x;
|
||||
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.filter.categoryBits = physicsComponent->Category;
|
||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
||||
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
|
||||
delete pShape;
|
||||
|
||||
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
//sprite->SpriteFile = "Textures/Ball.png";
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
if (m_ContactListener != nullptr) {
|
||||
delete m_ContactListener;
|
||||
m_ContactListener = nullptr;
|
||||
}
|
||||
}
|
||||
+10
-10
@@ -26,7 +26,7 @@ ALuint dd::Sound::LoadFile(std::string path)
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_Size, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_Size, 4*sizeof(char), 1, fp);
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3]!= 'E') {
|
||||
LOG_ERROR("ERROR: Not WAVE-file");
|
||||
@@ -40,13 +40,13 @@ ALuint dd::Sound::LoadFile(std::string path)
|
||||
}
|
||||
|
||||
//READ THE DATA FROM WAVE-FILE
|
||||
fread(&m_ChunkSize, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_FormatType, sizeof(short), 1, fp);
|
||||
fread(&m_Channels, sizeof(short), 1, fp);
|
||||
fread(&m_SampleRate, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_AvgBytesPerSec, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_BytesPerSample, sizeof(short), 1, fp);
|
||||
fread(&m_BitsPerSample, sizeof(short), 1, fp);
|
||||
fread(&m_ChunkSize, 4*sizeof(char), 1, fp);
|
||||
fread(&m_FormatType, 2*sizeof(char), 1, fp);
|
||||
fread(&m_Channels, 2*sizeof(char), 1, fp);
|
||||
fread(&m_SampleRate, 4*sizeof(char), 1, fp);
|
||||
fread(&m_AvgBytesPerSec, 4*sizeof(char), 1, fp);
|
||||
fread(&m_BytesPerSample, 2*sizeof(char), 1, fp);
|
||||
fread(&m_BitsPerSample, 2*sizeof(char), 1, fp);
|
||||
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] !='d' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
|
||||
@@ -54,10 +54,10 @@ ALuint dd::Sound::LoadFile(std::string path)
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_DataSize, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_DataSize, 4*sizeof(char), 1, fp);
|
||||
|
||||
unsigned char* buf = new unsigned char[m_DataSize];
|
||||
fread(buf, sizeof(unsigned char), m_DataSize, fp);
|
||||
fread(buf, sizeof(char), m_DataSize, fp);
|
||||
fclose(fp);
|
||||
|
||||
// Create buffer
|
||||
|
||||
@@ -19,22 +19,28 @@ void dd::Systems::SoundSystem::Initialize()
|
||||
else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
|
||||
alGetError();
|
||||
|
||||
//Probably unnecessary. vec3(0) probably default.
|
||||
const ALfloat pos[3] = {0, 0, 0};
|
||||
//alListenerfv(AL_POSITION, pos);
|
||||
|
||||
m_SFXMasterVolume = 1.f;
|
||||
m_BGMMasterVolume = 1.f;
|
||||
|
||||
//Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
|
||||
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.IsAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = "Sounds/BGM/water-flowing.wav";
|
||||
e.Gain = 0.3f;
|
||||
e.IsAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -44,7 +50,7 @@ void dd::Systems::SoundSystem::Update(double dt)
|
||||
//Clean up none-active sources
|
||||
//Only used for SFX's. BGM's are handled on stop sound.
|
||||
std::vector<ALuint> deleteList;
|
||||
for (auto item : m_SFXSourcesToBuffers) {
|
||||
for (auto& item : m_SFXSourcesToBuffers) {
|
||||
ALint sourceState;
|
||||
alGetSourcei(item.first, AL_SOURCE_STATE, &sourceState);
|
||||
if (sourceState == AL_STOPPED) {
|
||||
@@ -70,32 +76,32 @@ ALuint dd::Systems::SoundSystem::CreateSource()
|
||||
bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
|
||||
{
|
||||
//Loading and binding sound buffer to source
|
||||
Sound *sound = ResourceManager::Load<Sound>(event.path);
|
||||
Sound *sound = ResourceManager::Load<Sound>(event.FilePath);
|
||||
if (sound == nullptr) {
|
||||
return false;
|
||||
}
|
||||
ALuint source = CreateSource();
|
||||
ALuint buffer = sound->Buffer();
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
sound->SetGain(event.Gain);
|
||||
|
||||
//Sound settings
|
||||
float relativeVolume = 1.f;
|
||||
if (event.isAmbient) {
|
||||
if (event.IsAmbient) {
|
||||
alSourcei(source, AL_LOOPING, AL_TRUE);
|
||||
relativeVolume = m_BGMMasterVolume;
|
||||
m_BGMSourcesToBuffers[source] = sound;
|
||||
|
||||
}
|
||||
else if (!event.isAmbient)
|
||||
else if (!event.IsAmbient)
|
||||
{
|
||||
m_SFXSourcesToBuffers[source] = sound;
|
||||
alSourcei(source, AL_LOOPING, AL_FALSE);
|
||||
relativeVolume = m_SFXMasterVolume;
|
||||
}
|
||||
|
||||
alSourcef(source, AL_GAIN, (event.volume * relativeVolume));
|
||||
alSourcef(source, AL_PITCH, event.pitch);
|
||||
|
||||
alSourcef(source, AL_GAIN, (sound->Gain() * relativeVolume));
|
||||
alSourcef(source, AL_PITCH, event.Pitch);
|
||||
|
||||
//Play
|
||||
alSourcePlay(source);
|
||||
@@ -104,53 +110,50 @@ bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
|
||||
|
||||
bool dd::Systems::SoundSystem::OnStopSound(const dd::Events::StopSound &event)
|
||||
{
|
||||
|
||||
//TODO: Delete sources for bgms
|
||||
ALuint itemToDelete;
|
||||
for (auto item : m_BGMSourcesToBuffers)
|
||||
ALuint itemToDeleted;
|
||||
for (auto& item : m_BGMSourcesToBuffers)
|
||||
{
|
||||
if (item.second->Path() == event.path) {
|
||||
itemToDelete = item.first;
|
||||
if (item.second->Path() == event.FilePath) {
|
||||
itemToDeleted = item.first;
|
||||
break;
|
||||
}
|
||||
}
|
||||
alSourceStop(itemToDelete);
|
||||
alDeleteSources(1, &itemToDelete);
|
||||
m_BGMSourcesToBuffers.erase(itemToDelete);
|
||||
alSourceStop(itemToDeleted);
|
||||
alDeleteSources(1, &itemToDeleted);
|
||||
m_BGMSourcesToBuffers.erase(itemToDeleted);
|
||||
|
||||
//Should not because SFX's should be very short.
|
||||
//Should not happen because SFX's should be very short.
|
||||
for (auto item : m_SFXSourcesToBuffers)
|
||||
{
|
||||
if (item.second->Path() == event.path) {
|
||||
if (item.second->Path() == event.FilePath) {
|
||||
alSourceStop(item.first);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool dd::Systems::SoundSystem::OnMasterVolume(const dd::Events::MasterVolume &event)
|
||||
{
|
||||
//TODO: Make the volume depend on the value given when stored.
|
||||
//TODO: .. now it ONLY uses the master volume
|
||||
if (event.isAmbient) {
|
||||
m_BGMMasterVolume = event.gain;
|
||||
for (auto item : m_BGMSourcesToBuffers)
|
||||
if (event.IsAmbient) {
|
||||
m_BGMMasterVolume = event.Gain;
|
||||
for (auto& item : m_BGMSourcesToBuffers)
|
||||
{
|
||||
alSourcef(item.first, AL_GAIN, event.gain);
|
||||
alSourcef(item.first, AL_GAIN, (item.second->Gain() * m_BGMMasterVolume));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (!event.isAmbient) {
|
||||
m_SFXMasterVolume = event.gain;
|
||||
for (auto item : m_SFXSourcesToBuffers)
|
||||
else if (!event.IsAmbient) {
|
||||
m_SFXMasterVolume = event.Gain;
|
||||
for (auto& item : m_SFXSourcesToBuffers)
|
||||
{
|
||||
alSourcef(item.first, AL_GAIN, event.gain);
|
||||
alSourcef(item.first, AL_GAIN, (item.second->Gain() * m_SFXMasterVolume));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//On contact: play the sound given in the CCOllisionSound.
|
||||
bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
//Check which entity has the collisionSound component.
|
||||
@@ -167,8 +170,8 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = collisionSound->filePath;
|
||||
e.isAmbient = false;
|
||||
e.FilePath = collisionSound->FilePath;
|
||||
e.IsAmbient = false;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
@@ -187,7 +190,8 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
e.ParticleLifeTime = 3.f;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
//return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,18 +1,17 @@
|
||||
project(tests)
|
||||
|
||||
find_package(PNG REQUIRED)
|
||||
find_package(Boost REQUIRED COMPONENTS chrono thread unit_test_framework)
|
||||
|
||||
include_directories(
|
||||
${CMAKE_SOURCE_DIR}/include
|
||||
${PNG_INCLUDE_DIRS}
|
||||
${Boost_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
set(SOURCE_FILES
|
||||
main.cpp
|
||||
FileWatcherTest.cpp
|
||||
EventTest.cpp
|
||||
ComponentCopyTest.cpp
|
||||
EntityCloneTest.cpp
|
||||
|
||||
file(GLOB SOURCE_FILES
|
||||
"*.cpp"
|
||||
)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
|
||||
@@ -10,7 +10,7 @@ struct EventFixture
|
||||
EventFixture()
|
||||
{
|
||||
this->EventBroker = new dd::EventBroker();
|
||||
m_EEventType = decltype(m_EEventType)(std::bind(&OnEvent, this, std::placeholders::_1));
|
||||
m_EEventType = decltype(m_EEventType)(std::bind(&EventFixture::OnEvent, this, std::placeholders::_1));
|
||||
this->EventBroker->Subscribe(m_EEventType);
|
||||
Run();
|
||||
Check();
|
||||
@@ -40,7 +40,7 @@ struct EventFixture
|
||||
// Publish the event
|
||||
this->EventBroker->Publish(Before);
|
||||
// Clear to swap buffers
|
||||
this->EventBroker->Clear();
|
||||
this->EventBroker->Swap();
|
||||
// Process the event
|
||||
this->EventBroker->template Process<EventFixture>();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "GUI/Frame.h"
|
||||
|
||||
using namespace dd;
|
||||
|
||||
BOOST_AUTO_TEST_CASE(FrameTest)
|
||||
{
|
||||
EventBroker eb;
|
||||
|
||||
GUI::Frame baseFrame(&eb);
|
||||
baseFrame.X = 100;
|
||||
baseFrame.Y = 100;
|
||||
|
||||
// Create a frame with a relative position to baseFrame
|
||||
GUI::Frame f1(&baseFrame, "f1");
|
||||
f1.X = 50;
|
||||
f1.Y = 50;
|
||||
f1.Width = 50;
|
||||
f1.Height = 50;
|
||||
|
||||
BOOST_CHECK(f1.Left() == 150); BOOST_CHECK(baseFrame.X + f1.X == 150);
|
||||
BOOST_CHECK(f1.Top() == 150); BOOST_CHECK(baseFrame.Y + f1.Y == 150);
|
||||
BOOST_CHECK(f1.Right() == 200); BOOST_CHECK(baseFrame.X + f1.X + f1.Width == 200);
|
||||
BOOST_CHECK(f1.Bottom() == 200); BOOST_CHECK(baseFrame.Y + f1.Y + f1.Height == 200);
|
||||
|
||||
// Create a frame to the right of f1
|
||||
GUI::Frame f2(&baseFrame, "f2");
|
||||
f2.SetLeft(f1.Right());
|
||||
f2.SetTop(f1.Bottom());
|
||||
f2.Width = 50;
|
||||
f2.Height = 50;
|
||||
|
||||
BOOST_CHECK(f2.X == 100); BOOST_CHECK(f2.X == f1.X + f1.Width);
|
||||
BOOST_CHECK(f2.Left() == 200); BOOST_CHECK(f2.Left() == f1.Right());
|
||||
BOOST_CHECK(f2.Y == 100); BOOST_CHECK(f2.Y == f1.Y + f1.Height);
|
||||
BOOST_CHECK(f2.Top() == 200); BOOST_CHECK(f2.Top() == f1.Bottom());
|
||||
BOOST_CHECK(f2.Right() == 250); BOOST_CHECK(f2.Right() == f1.Right() + f2.Width);
|
||||
BOOST_CHECK(f2.Bottom() == 250); BOOST_CHECK(f2.Bottom() == f1.Bottom() + f2.Height);
|
||||
}
|
||||
@@ -1,6 +1,12 @@
|
||||
#ifndef NAMESPACE_FILENAME_H__
|
||||
#define NAMESPACE_FILENAME_H__
|
||||
|
||||
#include <standard_library>
|
||||
|
||||
#include <external_dependency>
|
||||
|
||||
#include "Internal/Header.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
|
||||
Reference in New Issue
Block a user