Merge remote-tracking branch 'origin/master' into water
This commit is contained in:
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Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 31 KiB |
+20
-2
@@ -37,6 +37,7 @@
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#include "Rendering/CModel.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CPointLight.h"
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#include "Rendering/CPointLight.h"
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||||||
|
#include "Rendering/CCamera.h"
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#include "Transform/TransformSystem.h"
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#include "Transform/TransformSystem.h"
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#include "Sound/SoundSystem.h"
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#include "Sound/SoundSystem.h"
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#include "Sound/CCollisionSound.h"
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#include "Sound/CCollisionSound.h"
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@@ -67,6 +68,7 @@
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|
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#include "Game/BrickComponents.h"
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#include "Game/BrickComponents.h"
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#include "Game/ScreenShakeSystem.h"
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#include "Game/EScreenShake.h"
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#include "Game/EScreenShake.h"
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|
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#include "Physics/PhysicsSystem.h"
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#include "Physics/PhysicsSystem.h"
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@@ -147,6 +149,7 @@ public:
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|
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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|
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m_World->ComponentFactory.Register<Components::Camera>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Ball>();
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@@ -209,6 +212,9 @@ public:
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m_World->SystemFactory.Register<Systems::LifeSystem>(
|
m_World->SystemFactory.Register<Systems::LifeSystem>(
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[this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); });
|
[this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LifeSystem>();
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m_World->AddSystem<Systems::LifeSystem>();
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|
m_World->SystemFactory.Register<Systems::ScreenShakeSystem>(
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|
[this]() { return new Systems::ScreenShakeSystem(m_World.get(), m_EventBroker); });
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|
m_World->AddSystem<Systems::ScreenShakeSystem>();
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|
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::Template>();
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@@ -271,8 +277,6 @@ public:
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TEMPAddToRenderQueue();
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TEMPAddToRenderQueue();
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}
|
}
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|
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||||||
std::unique_ptr<dd::Camera> defaultCamera = nullptr;
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|
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|
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// Render scene
|
// Render scene
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//TODO send renderqueue to draw.
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
|
m_Renderer->Draw(m_RendererQueue);
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@@ -292,6 +296,20 @@ public:
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{
|
{
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if (!m_TransformSystem)
|
if (!m_TransformSystem)
|
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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|
|
||||||
|
// HACK: How do we handle multiple cameras? Maybe view and projection matrices in render queue...
|
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|
auto cameras = m_World->GetComponentsOfType<Components::Camera>();
|
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|
if (cameras != nullptr) {
|
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|
for (auto& component : *cameras) {
|
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|
auto camera = static_cast<Components::Camera*>(component.get());
|
||||||
|
auto transform = m_World->GetComponent<Components::Transform>(camera->Entity);
|
||||||
|
m_Renderer->Camera()->SetPosition(transform->Position);
|
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|
m_Renderer->Camera()->SetOrientation(transform->Orientation);
|
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|
m_Renderer->Camera()->SetFOV(camera->FOV);
|
||||||
|
m_Renderer->Camera()->SetNearClip(camera->NearClip);
|
||||||
|
m_Renderer->Camera()->SetFarClip(camera->FarClip);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for (auto &pair : *m_World->GetEntities())
|
for (auto &pair : *m_World->GetEntities())
|
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{
|
{
|
||||||
|
|||||||
@@ -50,6 +50,7 @@
|
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#include "Physics/ECreateParticleSequence.h"
|
#include "Physics/ECreateParticleSequence.h"
|
||||||
#include "Sound/CCollisionSound.h"
|
#include "Sound/CCollisionSound.h"
|
||||||
#include "Sound/EPlaySound.h"
|
#include "Sound/EPlaySound.h"
|
||||||
|
#include "Rendering/EAnimationComplete.h"
|
||||||
|
|
||||||
namespace dd
|
namespace dd
|
||||||
{
|
{
|
||||||
@@ -145,6 +146,7 @@ private:
|
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dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
|
dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
|
||||||
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
|
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||||
dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
|
dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
|
||||||
|
dd::EventRelay<BallSystem, dd::Events::AnimationComplete> m_EAnimationComplete;
|
||||||
|
|
||||||
bool Contact(const Events::Contact &event);
|
bool Contact(const Events::Contact &event);
|
||||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||||
@@ -160,6 +162,7 @@ private:
|
|||||||
bool OnActionButton(const dd::Events::ActionButton &event);
|
bool OnActionButton(const dd::Events::ActionButton &event);
|
||||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||||
bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event);
|
bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event);
|
||||||
|
bool OnAnimationComplete(const dd::Events::AnimationComplete &event);
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,6 +22,7 @@ struct Ball : Component
|
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bool Waiting = true;
|
bool Waiting = true;
|
||||||
bool InkBlaster = false;
|
bool InkBlaster = false;
|
||||||
bool Sticky = false;
|
bool Sticky = false;
|
||||||
|
bool Loaded = false;
|
||||||
glm::vec3 StickyPlacement = glm::vec3(0, 0, 0);
|
glm::vec3 StickyPlacement = glm::vec3(0, 0, 0);
|
||||||
glm::vec3 SavedSpeed = glm::vec3(0, 1, 0);
|
glm::vec3 SavedSpeed = glm::vec3(0, 1, 0);
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ namespace Components
|
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|
|
||||||
struct Kraken : Component {
|
struct Kraken : Component {
|
||||||
|
|
||||||
int MaxHealth = 30;
|
int MaxHealth = 18;
|
||||||
int Health = MaxHealth;
|
int Health = MaxHealth;
|
||||||
int CurrentAction = 3;
|
int CurrentAction = 3;
|
||||||
float RetreatSpeed = 0.2;
|
float RetreatSpeed = 0.2;
|
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|
|||||||
@@ -20,6 +20,7 @@ struct BrickGenerating : Event
|
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int TargetLine;
|
int TargetLine;
|
||||||
int Set;
|
int Set;
|
||||||
int SetCluster;
|
int SetCluster;
|
||||||
|
int Speed = 6;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,9 +15,9 @@ namespace Events
|
|||||||
|
|
||||||
struct ScreenShake : Event
|
struct ScreenShake : Event
|
||||||
{
|
{
|
||||||
float Time;
|
float Time = 1.f;
|
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int Intensity;
|
float Intensity = 1.f;
|
||||||
float TimeTakenToCoolDown;
|
float TimeTakenToCoolDown = 1.f;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -33,6 +33,7 @@
|
|||||||
#include "Game/CKraken.h"
|
#include "Game/CKraken.h"
|
||||||
#include "Game/CBall.h"
|
#include "Game/CBall.h"
|
||||||
#include "Game/CProjectile.h"
|
#include "Game/CProjectile.h"
|
||||||
|
#include "Game/EScreenShake.h"
|
||||||
#include "Sound/CCollisionSound.h"
|
#include "Sound/CCollisionSound.h"
|
||||||
#include "Rendering/CAnimation.h"
|
#include "Rendering/CAnimation.h"
|
||||||
#include "Rendering/CSprite.h"
|
#include "Rendering/CSprite.h"
|
||||||
@@ -67,6 +68,7 @@ private:
|
|||||||
bool m_KrakenBattle = false;
|
bool m_KrakenBattle = false;
|
||||||
bool m_KrakenHasArrived = false;
|
bool m_KrakenHasArrived = false;
|
||||||
bool m_ReturnToIdle = false;
|
bool m_ReturnToIdle = false;
|
||||||
|
bool m_RandomKraken = false;
|
||||||
EntityID m_KrakenTemplate;
|
EntityID m_KrakenTemplate;
|
||||||
std::string m_Action = "Idle";
|
std::string m_Action = "Idle";
|
||||||
int m_NumberOfActions;
|
int m_NumberOfActions;
|
||||||
@@ -76,6 +78,9 @@ private:
|
|||||||
float m_KrakenCurrentSecondsToAction = 15;
|
float m_KrakenCurrentSecondsToAction = 15;
|
||||||
const int Idle = 1;
|
const int Idle = 1;
|
||||||
|
|
||||||
|
int m_Set = 0;
|
||||||
|
int m_SetCluster = 0;
|
||||||
|
|
||||||
std::array<int, 42> m_Bricks;
|
std::array<int, 42> m_Bricks;
|
||||||
std::array<int, 42> m_Colors;
|
std::array<int, 42> m_Colors;
|
||||||
|
|
||||||
|
|||||||
@@ -19,6 +19,7 @@
|
|||||||
#include "Rendering/CSprite.h"
|
#include "Rendering/CSprite.h"
|
||||||
#include "Rendering/CModel.h"
|
#include "Rendering/CModel.h"
|
||||||
#include "Rendering/CPointLight.h"
|
#include "Rendering/CPointLight.h"
|
||||||
|
#include "Rendering/CCamera.h"
|
||||||
|
|
||||||
#include "Transform/EMove.h"
|
#include "Transform/EMove.h"
|
||||||
|
|
||||||
@@ -59,6 +60,7 @@
|
|||||||
#include "Game/EKrakenAppear.h"
|
#include "Game/EKrakenAppear.h"
|
||||||
#include "Game/EKrakenDefeated.h"
|
#include "Game/EKrakenDefeated.h"
|
||||||
#include "Game/EBrickGenerating.h"
|
#include "Game/EBrickGenerating.h"
|
||||||
|
#include "Game/EBreakAllBricks.h"
|
||||||
|
|
||||||
#include "Physics/CPhysics.h"
|
#include "Physics/CPhysics.h"
|
||||||
#include "Physics/CCircleShape.h"
|
#include "Physics/CCircleShape.h"
|
||||||
@@ -101,7 +103,7 @@ public:
|
|||||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||||
void CreateLevel(int);
|
void CreateLevel(int);
|
||||||
EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
|
EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
|
||||||
void BrickHit(EntityID, EntityID, int);
|
void BrickHit(EntityID, EntityID, int, bool);
|
||||||
|
|
||||||
void OnEntityRemoved(EntityID entity);
|
void OnEntityRemoved(EntityID entity);
|
||||||
|
|
||||||
@@ -180,6 +182,7 @@ private:
|
|||||||
bool m_BrickGenerating = false;
|
bool m_BrickGenerating = false;
|
||||||
dd::Events::BrickGenerating m_BrickGeneratingEvent;
|
dd::Events::BrickGenerating m_BrickGeneratingEvent;
|
||||||
|
|
||||||
|
bool m_KrakenBattle = false;
|
||||||
bool m_BreakAllBricks = false;
|
bool m_BreakAllBricks = false;
|
||||||
|
|
||||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||||
@@ -194,6 +197,7 @@ private:
|
|||||||
dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume;
|
dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
|
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
|
dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
|
||||||
|
dd::EventRelay<LevelSystem, dd::Events::BreakAllBricks> m_EBreakAllBricks;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated;
|
dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated;
|
||||||
|
|
||||||
bool OnContact(const dd::Events::Contact &event);
|
bool OnContact(const dd::Events::Contact &event);
|
||||||
@@ -209,6 +213,7 @@ private:
|
|||||||
bool OnHitPad(const dd::Events::HitPad &event);
|
bool OnHitPad(const dd::Events::HitPad &event);
|
||||||
bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
|
bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
|
||||||
bool BrickGenerating(const dd::Events::BrickGenerating &event);
|
bool BrickGenerating(const dd::Events::BrickGenerating &event);
|
||||||
|
bool OnBreakAllBricks(const dd::Events::BreakAllBricks &event);
|
||||||
void GetBrickSet(int Set, int SetCluster);
|
void GetBrickSet(int Set, int SetCluster);
|
||||||
bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
|
bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
|
||||||
|
|
||||||
|
|||||||
@@ -54,6 +54,7 @@
|
|||||||
#include "Rendering/CAnimation.h"
|
#include "Rendering/CAnimation.h"
|
||||||
|
|
||||||
#include "Game/EBrickGenerating.h"
|
#include "Game/EBrickGenerating.h"
|
||||||
|
#include "Game/EBreakAllBricks.h"
|
||||||
|
|
||||||
|
|
||||||
namespace dd
|
namespace dd
|
||||||
|
|||||||
@@ -30,6 +30,7 @@
|
|||||||
#include "Game/CProjectile.h"
|
#include "Game/CProjectile.h"
|
||||||
#include "Game/CBall.h"
|
#include "Game/CBall.h"
|
||||||
#include "Rendering/CSprite.h"
|
#include "Rendering/CSprite.h"
|
||||||
|
#include "Rendering/CAnimation.h"
|
||||||
|
|
||||||
namespace dd
|
namespace dd
|
||||||
{
|
{
|
||||||
@@ -60,7 +61,7 @@ private:
|
|||||||
int m_Shots = 0;
|
int m_Shots = 0;
|
||||||
float m_InkBlasterSpeed = 5;
|
float m_InkBlasterSpeed = 5;
|
||||||
EntityID m_InkBlastTemplate;
|
EntityID m_InkBlastTemplate;
|
||||||
EntityID m_AttachedSquid;
|
EntityID m_AttachedSquid = 0;
|
||||||
|
|
||||||
dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact;
|
dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact;
|
||||||
dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause;
|
dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause;
|
||||||
|
|||||||
@@ -37,8 +37,8 @@ public:
|
|||||||
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||||
bool VSYNC() const { return m_VSYNC; }
|
bool VSYNC() const { return m_VSYNC; }
|
||||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||||
const dd::Camera* Camera() const { return m_Camera; }
|
dd::Camera* Camera() const { return m_Camera; }
|
||||||
void SetCamera(const dd::Camera* camera)
|
void SetCamera(dd::Camera* camera)
|
||||||
{
|
{
|
||||||
if (camera == nullptr) {
|
if (camera == nullptr) {
|
||||||
m_Camera = m_DefaultCamera.get();
|
m_Camera = m_DefaultCamera.get();
|
||||||
@@ -55,7 +55,7 @@ protected:
|
|||||||
bool m_Fullscreen = false;
|
bool m_Fullscreen = false;
|
||||||
bool m_VSYNC = false;
|
bool m_VSYNC = false;
|
||||||
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
||||||
const dd::Camera* m_Camera = nullptr;
|
dd::Camera* m_Camera = nullptr;
|
||||||
GLFWwindow* m_Window = nullptr;
|
GLFWwindow* m_Window = nullptr;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -30,14 +30,9 @@ namespace Components
|
|||||||
|
|
||||||
struct Camera : Component
|
struct Camera : Component
|
||||||
{
|
{
|
||||||
Camera()
|
float FOV = glm::radians(45.f);
|
||||||
: FOV(glm::radians(45.f))
|
float NearClip = 0.01f;
|
||||||
, NearClip(0.1f)
|
float FarClip = 100.f;
|
||||||
, FarClip(100.f) { }
|
|
||||||
|
|
||||||
float FOV;
|
|
||||||
float NearClip;
|
|
||||||
float FarClip;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ namespace dd
|
|||||||
namespace Events
|
namespace Events
|
||||||
{
|
{
|
||||||
|
|
||||||
struct AnimationComplete
|
struct AnimationComplete : Event
|
||||||
{
|
{
|
||||||
EntityID Entity;
|
EntityID Entity;
|
||||||
std::string Animation;
|
std::string Animation;
|
||||||
|
|||||||
@@ -43,7 +43,6 @@ class Renderer : public BaseRenderer
|
|||||||
public:
|
public:
|
||||||
void Initialize() override;
|
void Initialize() override;
|
||||||
void Draw(RenderQueueCollection& rq) override;
|
void Draw(RenderQueueCollection& rq) override;
|
||||||
void PlaceCamera(glm::vec3 position);
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int m_GLVersion[2];
|
int m_GLVersion[2];
|
||||||
@@ -97,12 +96,6 @@ private:
|
|||||||
void DrawWater(RenderQueue &objects);
|
void DrawWater(RenderQueue &objects);
|
||||||
void DrawGUI(RenderQueue& rq);
|
void DrawGUI(RenderQueue& rq);
|
||||||
void DebugKeys();
|
void DebugKeys();
|
||||||
|
|
||||||
dd::EventRelay<Renderer, dd::Events::ScreenShake> m_EScreenShake;
|
|
||||||
bool OnScreenShake(dd::Events::ScreenShake &event);
|
|
||||||
bool m_ScreenShake = false;
|
|
||||||
float m_ShakeIntensity = 0;
|
|
||||||
float m_ShakeTimer = 0;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ void dd::Systems::BallSystem::Initialize()
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
|
EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &BallSystem::OnStageCleared);
|
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &BallSystem::OnStageCleared);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &BallSystem::OnArrivedToNewStage);
|
EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &BallSystem::OnArrivedToNewStage);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &BallSystem::OnAnimationComplete);
|
||||||
|
|
||||||
|
|
||||||
//OctoBall
|
//OctoBall
|
||||||
@@ -39,7 +40,7 @@ void dd::Systems::BallSystem::Initialize()
|
|||||||
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
||||||
transform->Orientation = glm::quat();
|
transform->Orientation = glm::quat();
|
||||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||||
model->ModelFile = "Models/Sid/Sid.dae";
|
model->ModelFile = "Models/Sid/Sid_Flying.dae";
|
||||||
auto animation = m_World->AddComponent<Components::Animation>(ent);
|
auto animation = m_World->AddComponent<Components::Animation>(ent);
|
||||||
animation->Speed = 1.0;
|
animation->Speed = 1.0;
|
||||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||||
@@ -118,13 +119,32 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
/*std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
|
/*std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
|
||||||
float random = dist(m_RandomGenerator);*/
|
float random = dist(m_RandomGenerator);*/
|
||||||
transformBall->Velocity = glm::normalize(ballComponent->SavedSpeed) * ballComponent->Speed;
|
transformBall->Velocity = glm::normalize(ballComponent->SavedSpeed) * ballComponent->Speed;
|
||||||
|
|
||||||
|
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
|
||||||
|
cAnim->Loop = false;
|
||||||
|
cAnim->Speed = 2.f;
|
||||||
|
cAnim->Time = 0.f;
|
||||||
//transform->Velocity = glm::normalize(glm::vec3(0, 1, 0)) * ballComponent->Speed;
|
//transform->Velocity = glm::normalize(glm::vec3(0, 1, 0)) * ballComponent->Speed;
|
||||||
} else if (!ballComponent->Sticky) {
|
} else {
|
||||||
transformBall->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
transformBall->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
||||||
//transform->Position = glm::vec3(0.0f, -3.f, -10.f);
|
|
||||||
if (m_First) {
|
auto cModel = m_World->GetComponent<Components::Model>(entity);
|
||||||
transformBall->Orientation = glm::quat();
|
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
|
||||||
m_First = false;
|
|
||||||
|
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
|
||||||
|
cAnim->Speed = 0.f;
|
||||||
|
cAnim->Time = 0.f;
|
||||||
|
cAnim->Loop = false;
|
||||||
|
|
||||||
|
if (!ballComponent->Sticky) {
|
||||||
|
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
|
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
||||||
|
//transform->Position = glm::vec3(0.0f, -3.f, -10.f);
|
||||||
|
|
||||||
|
if (m_First) {
|
||||||
|
transform->Orientation = glm::quat();
|
||||||
|
m_First = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -138,6 +158,12 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
if (m_StickyCounter > 0) {
|
if (m_StickyCounter > 0) {
|
||||||
m_Sticky = true;
|
m_Sticky = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
|
||||||
|
cAnim->Speed = 2.f;
|
||||||
|
cAnim->Time = 0.f;
|
||||||
|
cAnim->Loop = false;
|
||||||
|
|
||||||
ballComponent->Sticky = false;
|
ballComponent->Sticky = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -330,7 +356,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
|||||||
m_Waiting = true;
|
m_Waiting = true;
|
||||||
m_InkBlockedWaiting = true;
|
m_InkBlockedWaiting = true;
|
||||||
ballComponent->Sticky = true;
|
ballComponent->Sticky = true;
|
||||||
ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0);
|
ballComponent->StickyPlacement = glm::vec3(0, 0.25f, 0);
|
||||||
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
|
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
|
||||||
ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
||||||
}
|
}
|
||||||
@@ -340,11 +366,19 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
|||||||
m_Waiting = true;
|
m_Waiting = true;
|
||||||
ballComponent->Sticky = true;
|
ballComponent->Sticky = true;
|
||||||
//ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
|
//ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
|
||||||
ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0);
|
ballComponent->StickyPlacement = glm::vec3(0, 0.25f, 0);
|
||||||
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
|
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
|
||||||
ballTransform->Velocity *= -1;
|
ballTransform->Velocity *= -1;
|
||||||
Events::StickyAttachedToPad e;
|
Events::StickyAttachedToPad e;
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
|
|
||||||
|
|
||||||
|
auto cModel = m_World->GetComponent<Components::Model>(ballEntity);
|
||||||
|
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
|
||||||
|
auto cAnim = m_World->GetComponent<Components::Animation>(ballEntity);
|
||||||
|
cAnim->Loop = false;
|
||||||
|
cAnim->Speed = 0.f;
|
||||||
|
cAnim->Time = 0.f;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -395,10 +429,7 @@ void dd::Systems::BallSystem::ResolveContacts()
|
|||||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||||
reflectedVelocity = glm::normalize(reflectedVelocity) * ballComponent->Speed;
|
reflectedVelocity = glm::normalize(reflectedVelocity) * ballComponent->Speed;
|
||||||
transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
m_Contacts.clear();
|
m_Contacts.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -474,6 +505,14 @@ bool dd::Systems::BallSystem::OnInkBlasterOver(const dd::Events::InkBlasterOver
|
|||||||
auto ballComponent = m_World->GetComponent<Components::Ball>(event.Ball);
|
auto ballComponent = m_World->GetComponent<Components::Ball>(event.Ball);
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(event.Ball);
|
auto transform = m_World->GetComponent<Components::Transform>(event.Ball);
|
||||||
|
|
||||||
|
|
||||||
|
auto cModel = m_World->GetComponent<Components::Model>(event.Ball);
|
||||||
|
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
|
||||||
|
|
||||||
|
auto cAnim = m_World->GetComponent<Components::Animation>(event.Ball);
|
||||||
|
cAnim->Speed = 2.f;
|
||||||
|
cAnim->Loop = false;
|
||||||
|
|
||||||
m_InkBlaster = false;
|
m_InkBlaster = false;
|
||||||
m_InkAttached = false;
|
m_InkAttached = false;
|
||||||
m_InkBlockedWaiting = false;
|
m_InkBlockedWaiting = false;
|
||||||
@@ -520,3 +559,20 @@ bool dd::Systems::BallSystem::OnArrivedToNewStage(const dd::Events::ArrivedAtNew
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::BallSystem::OnAnimationComplete(const dd::Events::AnimationComplete &event)
|
||||||
|
{
|
||||||
|
auto model = m_World->GetComponent<Components::Model>(event.Entity);
|
||||||
|
if (model) {
|
||||||
|
if (model->ModelFile == "Models/Sid/Sid_Jump.dae") {
|
||||||
|
model->ModelFile = "Models/Sid/Sid_Flying.dae";
|
||||||
|
|
||||||
|
auto anim = m_World->GetComponent<Components::Animation>(event.Entity);
|
||||||
|
anim->Speed = 1.f;
|
||||||
|
anim->Loop = true;
|
||||||
|
anim->Time = 0.f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -93,12 +93,14 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Events::KrakenAttack krakenAttack;
|
Events::KrakenAttack krakenAttack;
|
||||||
switch (kraken->CurrentAction)
|
switch (kraken->CurrentAction) {
|
||||||
{
|
|
||||||
case 1: // Idle
|
case 1: // Idle
|
||||||
m_KrakenTimer += dt;
|
if (m_RandomKraken) {
|
||||||
|
m_KrakenTimer += dt;
|
||||||
|
}
|
||||||
if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) {
|
if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) {
|
||||||
m_KrakenTimer = 0;
|
m_KrakenTimer = 0;
|
||||||
|
kraken->CurrentAction = 3;
|
||||||
if (m_NumberOfActions == 0) {
|
if (m_NumberOfActions == 0) {
|
||||||
kraken->CurrentAction = 3;
|
kraken->CurrentAction = 3;
|
||||||
} else {
|
} else {
|
||||||
@@ -112,11 +114,12 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
|
|||||||
break;
|
break;
|
||||||
case 2: // Grabbing
|
case 2: // Grabbing
|
||||||
m_NumberOfActions++;
|
m_NumberOfActions++;
|
||||||
kraken->CurrentAction = 5;
|
kraken->CurrentAction = 3;
|
||||||
krakenAttack.ChargeUpdate = 0;
|
/*krakenAttack.ChargeUpdate = 0;
|
||||||
krakenAttack.KrakenStrength = 0.1;
|
krakenAttack.KrakenStrength = 0.1;
|
||||||
krakenAttack.PlayerStrength = 0.05;
|
krakenAttack.PlayerStrength = 0.05;
|
||||||
EventBroker->Publish(krakenAttack);
|
EventBroker->Publish(krakenAttack);*/
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case 3: // Brick Generating
|
case 3: // Brick Generating
|
||||||
{
|
{
|
||||||
@@ -125,35 +128,60 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
|
|||||||
Events::BrickGenerating e;
|
Events::BrickGenerating e;
|
||||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||||
e.Origin2 = glm::vec3(5, 7, -10);
|
e.Origin2 = glm::vec3(5, 7, -10);
|
||||||
if (kraken->Health > 20) {
|
e.Speed = 10;
|
||||||
|
if (m_RandomKraken) {
|
||||||
|
if (kraken->Health > 20) {
|
||||||
e.SetCluster = 0;
|
e.SetCluster = 0;
|
||||||
} else if (kraken->Health > 10) {
|
} else if (kraken->Health > 10) {
|
||||||
e.SetCluster = 1;
|
e.SetCluster = 1;
|
||||||
} else {
|
} else {
|
||||||
e.SetCluster = 2;
|
e.SetCluster = 2;
|
||||||
|
}
|
||||||
|
std::uniform_real_distribution<float> dist(1, 6.999f);
|
||||||
|
float random = dist(m_RandomGenerator);
|
||||||
|
e.Set = random;
|
||||||
|
} else {
|
||||||
|
e.Set = m_Set;
|
||||||
|
e.SetCluster = m_SetCluster;
|
||||||
|
m_Set++;
|
||||||
|
if (m_Set > 6) {
|
||||||
|
m_SetCluster++;
|
||||||
|
m_Set = 1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
std::uniform_real_distribution<float> dist(1, 6.999f);
|
|
||||||
float random = dist(m_RandomGenerator);
|
|
||||||
e.Set = random;
|
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 4: // Brick Generating second case
|
case 4: // Brick Generating second case
|
||||||
{
|
{
|
||||||
|
m_NumberOfActions++;
|
||||||
kraken->CurrentAction = 1;
|
kraken->CurrentAction = 1;
|
||||||
Events::BrickGenerating e;
|
Events::BrickGenerating e;
|
||||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||||
e.Origin2 = glm::vec3(5, 7, -10);
|
e.Origin2 = glm::vec3(5, 7, -10);
|
||||||
if (kraken->Health > 20) {
|
e.Speed = 10;
|
||||||
e.SetCluster = 0;
|
if (m_RandomKraken) {
|
||||||
} else if (kraken->Health > 10) {
|
if (kraken->Health > 20) {
|
||||||
e.SetCluster = 1;
|
e.SetCluster = 0;
|
||||||
|
} else if (kraken->Health > 10) {
|
||||||
|
e.SetCluster = 1;
|
||||||
|
} else {
|
||||||
|
e.SetCluster = 2;
|
||||||
|
}
|
||||||
|
std::uniform_real_distribution<float> dist(1, 6.999f);
|
||||||
|
float random = dist(m_RandomGenerator);
|
||||||
|
e.Set = random;
|
||||||
} else {
|
} else {
|
||||||
e.SetCluster = 2;
|
e.Set = m_Set;
|
||||||
|
e.SetCluster = m_SetCluster;
|
||||||
|
m_Set++;
|
||||||
|
if (m_Set > 6) {
|
||||||
|
m_SetCluster++;
|
||||||
|
m_Set = 1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
std::uniform_real_distribution<float> dist(1, 6.999f);
|
|
||||||
float random = dist(m_RandomGenerator);
|
|
||||||
e.Set = random;
|
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -261,6 +289,13 @@ bool dd::Systems::KrakenSystem::OnKrakenAppear(const dd::Events::KrakenAppear &e
|
|||||||
transform->Position = event.Position;
|
transform->Position = event.Position;
|
||||||
transform->Position.y += 3.f;
|
transform->Position.y += 3.f;
|
||||||
m_KrakenBattle = true;
|
m_KrakenBattle = true;
|
||||||
|
|
||||||
|
Events::ScreenShake e;
|
||||||
|
e.Intensity = 10;
|
||||||
|
e.Time = 2;
|
||||||
|
e.TimeTakenToCoolDown = 6;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -269,6 +304,13 @@ bool dd::Systems::KrakenSystem::OnKrakenAttack(const dd::Events::KrakenAttack &e
|
|||||||
if (event.ChargeUpdate >= 1) {
|
if (event.ChargeUpdate >= 1) {
|
||||||
m_ReturnToIdle = true;
|
m_ReturnToIdle = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Events::ScreenShake e;
|
||||||
|
e.Intensity = 2;
|
||||||
|
e.Time = 0.5f;
|
||||||
|
e.TimeTakenToCoolDown = 3.f;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -277,6 +319,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
|
|||||||
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
|
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(event.Hitter);
|
auto transform = m_World->GetComponent<Components::Transform>(event.Hitter);
|
||||||
kraken->Health--;
|
kraken->Health--;
|
||||||
|
kraken->CurrentAction = 3;
|
||||||
//kraken->Health -= 15;
|
//kraken->Health -= 15;
|
||||||
//kraken->Health = -1; //To defeat the kraken instantly.
|
//kraken->Health = -1; //To defeat the kraken instantly.
|
||||||
|
|
||||||
@@ -299,12 +342,21 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
|
|||||||
e.Hitter = event.Hitter;
|
e.Hitter = event.Hitter;
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Events::ScreenShake e;
|
||||||
|
e.Intensity = 2;
|
||||||
|
e.Time = 0.2f;
|
||||||
|
e.TimeTakenToCoolDown = 1.5f;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
|
bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
|
||||||
{
|
{
|
||||||
m_KrakenBattle = false;
|
m_KrakenBattle = false;
|
||||||
|
m_Set = 0;
|
||||||
|
m_SetCluster = 0;
|
||||||
|
|
||||||
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
|
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
|
||||||
|
|||||||
+109
-70
@@ -23,10 +23,20 @@ void dd::Systems::LevelSystem::Initialize()
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume);
|
EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
|
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
|
EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EBreakAllBricks, &LevelSystem::OnBreakAllBricks);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated);
|
EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated);
|
||||||
|
|
||||||
m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
|
m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
{
|
||||||
|
auto ent = m_World->CreateEntity();
|
||||||
|
auto transform = m_World->AddComponent<Components::Transform>(ent);
|
||||||
|
auto camera = m_World->AddComponent<Components::Camera>(ent);
|
||||||
|
camera->FOV = glm::radians(58.31f);
|
||||||
|
m_World->CommitEntity(ent);
|
||||||
|
}
|
||||||
|
|
||||||
//PointLightTest
|
//PointLightTest
|
||||||
{
|
{
|
||||||
auto t_Light = m_World->CreateEntity();
|
auto t_Light = m_World->CreateEntity();
|
||||||
@@ -68,8 +78,20 @@ void dd::Systems::LevelSystem::Initialize()
|
|||||||
auto t_halfPipe2 = m_World->CloneEntity(t_halfPipe);
|
auto t_halfPipe2 = m_World->CloneEntity(t_halfPipe);
|
||||||
auto transform2 = m_World->GetComponent<Components::Transform>(t_halfPipe);
|
auto transform2 = m_World->GetComponent<Components::Transform>(t_halfPipe);
|
||||||
transform2->Position = glm::vec3(0.f, 34.6f, -15.f); //Halfpipe Value
|
transform2->Position = glm::vec3(0.f, 34.6f, -15.f); //Halfpipe Value
|
||||||
|
|
||||||
|
// Added to prevent white borders around screen shake
|
||||||
|
{
|
||||||
|
auto halfPipeBackground = m_World->CreateEntity();
|
||||||
|
auto transform = m_World->AddComponent<Components::Transform>(halfPipeBackground);
|
||||||
|
transform->Position = glm::vec3(0.f, 0.f, -15.f);
|
||||||
|
transform->Scale = glm::vec3(6.f, 6.f, 10.f) * 2.f;
|
||||||
|
auto model = m_World->AddComponent<Components::Model>(halfPipeBackground);
|
||||||
|
model->ModelFile = "Models/Halfpipe.obj";
|
||||||
|
m_World->CommitEntity(halfPipeBackground);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//Background
|
//Background
|
||||||
|
|
||||||
/*{
|
/*{
|
||||||
@@ -132,8 +154,8 @@ void dd::Systems::LevelSystem::Initialize()
|
|||||||
auto wall = m_World->AddComponent<Components::Wall>(BottomWall);
|
auto wall = m_World->AddComponent<Components::Wall>(BottomWall);
|
||||||
transform->Position = glm::vec3(0.f, -6.f, -10.f);
|
transform->Position = glm::vec3(0.f, -6.f, -10.f);
|
||||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
|
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
|
||||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||||
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
|
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
|
||||||
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
|
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
|
||||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
|
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
|
||||||
@@ -279,12 +301,18 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m_BreakAllBricks) {
|
||||||
|
if (m_LooseBricks == 1 && m_KrakenBattle) {
|
||||||
|
m_BreakAllBricks = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||||
if (brick != nullptr) {
|
if (brick != nullptr) {
|
||||||
if (m_BreakAllBricks) {
|
if (m_BreakAllBricks) {
|
||||||
if (!brick->Removed) {
|
if (!brick->Removed) {
|
||||||
brick->Removed = true;
|
brick->Removed = true;
|
||||||
BrickHit(entity, entity, 1);
|
BrickHit(entity, entity, 0, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -336,7 +364,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||||
|
|
||||||
if (ball != nullptr) {
|
if (ball != nullptr) {
|
||||||
if (m_BrickGenerating) {
|
if (m_BrickGenerating && !m_BreakAllBricks) {
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
if (transform->Position.y < 0 && transform->Velocity.y < 0) {
|
if (transform->Position.y < 0 && transform->Velocity.y < 0) {
|
||||||
m_BrickGenerating = false;
|
m_BrickGenerating = false;
|
||||||
@@ -477,6 +505,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
|
|||||||
model->ModelFile = "Models/Brick/KrakenBrick.obj";
|
model->ModelFile = "Models/Brick/KrakenBrick.obj";
|
||||||
|
|
||||||
} else if (typeInt == Kraken) {
|
} else if (typeInt == Kraken) {
|
||||||
|
m_KrakenBattle = true;
|
||||||
Events::KrakenAppear e;
|
Events::KrakenAppear e;
|
||||||
e.Position = transform->Position;
|
e.Position = transform->Position;
|
||||||
e.Health = 10;
|
e.Health = 10;
|
||||||
@@ -491,6 +520,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
|
|||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
|
bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
|
||||||
{
|
{
|
||||||
|
m_BreakAllBricks = true;
|
||||||
m_BrickGenerating = true;
|
m_BrickGenerating = true;
|
||||||
m_BrickGeneratingEvent = event;
|
m_BrickGeneratingEvent = event;
|
||||||
return true;
|
return true;
|
||||||
@@ -523,7 +553,7 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
|
|||||||
}
|
}
|
||||||
brick->GenerationGoal = e.GoalPosition;
|
brick->GenerationGoal = e.GoalPosition;
|
||||||
e.Entity = ent;
|
e.Entity = ent;
|
||||||
e.Speed = 6;
|
e.Speed = event.Speed;
|
||||||
e.Queue = false;
|
e.Queue = false;
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
m_LooseBricks++;
|
m_LooseBricks++;
|
||||||
@@ -536,6 +566,12 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::LevelSystem::OnBreakAllBricks(const dd::Events::BreakAllBricks &event)
|
||||||
|
{
|
||||||
|
m_BreakAllBricks = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets!
|
void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets!
|
||||||
{
|
{
|
||||||
std::array<int, 42> level;
|
std::array<int, 42> level;
|
||||||
@@ -587,10 +623,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 2) {
|
} else if (set == 2) {
|
||||||
level = // The Audience
|
level = // The Audience
|
||||||
{0, 0, 0, 0, 0, 0, 0,
|
{0, 0, 0, 0, 0, 0, 0,
|
||||||
|
4, 0, 0, 0, 0, 0, 1,
|
||||||
1, 0, 0, 0, 0, 0, 1,
|
1, 0, 0, 0, 0, 0, 1,
|
||||||
1, 0, 0, 0, 0, 0, 1,
|
1, 0, 0, 0, 0, 0, 1,
|
||||||
1, 0, 0, 0, 0, 0, 1,
|
1, 0, 0, 0, 0, 0, 6,
|
||||||
1, 0, 0, 0, 0, 0, 1,
|
|
||||||
0, 0, 0, 0, 0, 0, 0 };
|
0, 0, 0, 0, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
{y, y, y, y, y, y, y,
|
{y, y, y, y, y, y, y,
|
||||||
@@ -604,8 +640,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
{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, 0,
|
||||||
0, 1, 0, 0, 0, 1, 0,
|
0, 3, 0, 0, 0, 1, 0,
|
||||||
1, 1, 1, 0, 1, 1, 1,
|
1, 1, 6, 0, 1, 1, 1,
|
||||||
0, 0, 0, 0, 0, 0, 0 };
|
0, 0, 0, 0, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
{b, b, b, b, b, b, b,
|
{b, b, b, b, b, b, b,
|
||||||
@@ -617,11 +653,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 4) {
|
} else if (set == 4) {
|
||||||
level = // The Scales (right)
|
level = // The Scales (right)
|
||||||
{1, 1, 1, 0, 0, 0, 0,
|
{1, 1, 1, 0, 0, 0, 0,
|
||||||
1, 1, 1, 0, 0, 0, 0,
|
1, 1, 6, 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, 1, 1,
|
0, 0, 0, 0, 1, 1, 1,
|
||||||
0, 0, 0, 0, 1, 1, 1 };
|
0, 0, 0, 0, 1, 4, 1 };
|
||||||
color =
|
color =
|
||||||
{m, m, m, m, m, m, m,
|
{m, m, m, m, m, m, m,
|
||||||
m, m, m, m, m, m, m,
|
m, m, m, m, m, m, m,
|
||||||
@@ -632,11 +668,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 5) {
|
} else if (set == 5) {
|
||||||
level = // The Scales (left)
|
level = // The Scales (left)
|
||||||
{0, 0, 0, 0, 1, 1, 1,
|
{0, 0, 0, 0, 1, 1, 1,
|
||||||
0, 0, 0, 0, 1, 1, 1,
|
0, 0, 0, 0, 1, 3, 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,
|
||||||
1, 1, 1, 0, 0, 0, 0,
|
1, 1, 1, 0, 0, 0, 0,
|
||||||
1, 1, 1, 0, 0, 0, 0 };
|
1, 6, 1, 0, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
{g, g, g, g, g, g, g,
|
{g, g, g, g, g, g, g,
|
||||||
g, g, g, g, g, g, g,
|
g, g, g, g, g, g, g,
|
||||||
@@ -647,7 +683,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 6) {
|
} else if (set == 6) {
|
||||||
level = // The Sword
|
level = // The Sword
|
||||||
{0, 0, 0, 1, 0, 0, 0,
|
{0, 0, 0, 1, 0, 0, 0,
|
||||||
0, 0, 1, 1, 1, 0, 0,
|
0, 0, 6, 2, 6, 0, 0,
|
||||||
0, 0, 0, 1, 0, 0, 0,
|
0, 0, 0, 1, 0, 0, 0,
|
||||||
0, 0, 0, 1, 0, 0, 0,
|
0, 0, 0, 1, 0, 0, 0,
|
||||||
0, 0, 0, 1, 0, 0, 0,
|
0, 0, 0, 1, 0, 0, 0,
|
||||||
@@ -665,8 +701,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
level = // The Wall
|
level = // The Wall
|
||||||
{1, 0, 0, 0, 0, 0, 1,
|
{1, 0, 0, 0, 0, 0, 1,
|
||||||
1, 0, 0, 0, 0, 0, 1,
|
1, 0, 0, 0, 0, 0, 1,
|
||||||
1, 0, 0, 0, 0, 0, 1,
|
6, 0, 0, 0, 0, 0, 6,
|
||||||
1, 1, 1, 1, 1, 1, 2,
|
1, 1, 1, 1, 1, 1, 1,
|
||||||
1, 1, 1, 1, 1, 1, 1,
|
1, 1, 1, 1, 1, 1, 1,
|
||||||
0, 0, 0, 0, 0, 0, 0 };
|
0, 0, 0, 0, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
@@ -680,7 +716,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
level = // The Checkerboard
|
level = // The Checkerboard
|
||||||
{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,
|
||||||
3, 0, 1, 0, 1, 0, 1,
|
3, 0, 1, 0, 6, 0, 1,
|
||||||
0, 1, 0, 1, 0, 1, 0,
|
0, 1, 0, 1, 0, 1, 0,
|
||||||
1, 0, 1, 0, 1, 0, 1,
|
1, 0, 1, 0, 1, 0, 1,
|
||||||
0, 0, 0, 0, 0, 0, 0 };
|
0, 0, 0, 0, 0, 0, 0 };
|
||||||
@@ -695,7 +731,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
level = // The Fighter Jet
|
level = // The Fighter Jet
|
||||||
{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, 1, 0, 1, 0, 1,
|
6, 0, 1, 0, 1, 0, 6,
|
||||||
0, 1, 1, 1, 1, 1, 0,
|
0, 1, 1, 1, 1, 1, 0,
|
||||||
0, 0, 4, 1, 1, 0, 0,
|
0, 0, 4, 1, 1, 0, 0,
|
||||||
0, 0, 0, 1, 0, 0, 0 };
|
0, 0, 0, 1, 0, 0, 0 };
|
||||||
@@ -709,9 +745,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 4) {
|
} else if (set == 4) {
|
||||||
level = // The Formation
|
level = // The Formation
|
||||||
{0, 0, 0, 0, 0, 0, 0,
|
{0, 0, 0, 0, 0, 0, 0,
|
||||||
1, 1, 1, 1, 1, 3, 1,
|
1, 1, 4, 1, 1, 3, 1,
|
||||||
0, 0, 0, 0, 0, 0, 0,
|
0, 0, 0, 0, 0, 0, 0,
|
||||||
1, 1, 1, 1, 1, 1, 1,
|
1, 1, 6, 1, 1, 1, 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 };
|
||||||
color =
|
color =
|
||||||
@@ -725,9 +761,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
level = // The Pillars
|
level = // The Pillars
|
||||||
{0, 0, 0, 0, 0, 0, 0,
|
{0, 0, 0, 0, 0, 0, 0,
|
||||||
0, 1, 1, 0, 1, 1, 0,
|
0, 1, 1, 0, 1, 1, 0,
|
||||||
0, 1, 2, 0, 1, 1, 0,
|
0, 6, 1, 0, 1, 6, 0,
|
||||||
0, 1, 1, 0, 1, 1, 0,
|
|
||||||
0, 1, 1, 0, 1, 1, 0,
|
0, 1, 1, 0, 1, 1, 0,
|
||||||
|
0, 1, 3, 0, 3, 1, 0,
|
||||||
0, 0, 0, 0, 0, 0, 0 };
|
0, 0, 0, 0, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
{g, g, g, g, g, g, g,
|
{g, g, g, g, g, g, g,
|
||||||
@@ -740,8 +776,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
level = // The Treasure Chest
|
level = // The Treasure Chest
|
||||||
{0, 0, 0, 1, 0, 0, 0,
|
{0, 0, 0, 1, 0, 0, 0,
|
||||||
0, 0, 1, 1, 1, 0, 0,
|
0, 0, 1, 1, 1, 0, 0,
|
||||||
0, 1, 1, 5, 1, 1, 0,
|
0, 1, 1, 2, 1, 1, 0,
|
||||||
0, 0, 1, 1, 1, 0, 0,
|
0, 0, 1, 6, 1, 0, 0,
|
||||||
0, 0, 0, 1, 0, 0, 0,
|
0, 0, 0, 1, 0, 0, 0,
|
||||||
0, 0, 0, 0, 0, 0, 0 };
|
0, 0, 0, 0, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
@@ -755,11 +791,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (setCluster == 2) {
|
} else if (setCluster == 2) {
|
||||||
if (set == 1) {
|
if (set == 1) {
|
||||||
level = // The Butterfly
|
level = // The Butterfly
|
||||||
{1, 0, 0, 1, 0, 0, 1,
|
{4, 0, 0, 1, 0, 0, 1,
|
||||||
1, 1, 0, 1, 0, 1, 1,
|
1, 6, 0, 1, 0, 6, 1,
|
||||||
1, 1, 1, 1, 1, 1, 1,
|
1, 1, 1, 6, 1, 1, 1,
|
||||||
1, 1, 0, 1, 0, 1, 1,
|
1, 1, 0, 1, 0, 1, 1,
|
||||||
1, 0, 0, 2, 0, 0, 1,
|
1, 0, 0, 1, 0, 0, 1,
|
||||||
1, 0, 0, 1, 0, 0, 3 };
|
1, 0, 0, 1, 0, 0, 3 };
|
||||||
color =
|
color =
|
||||||
{r, r, r, r, r, r, r,
|
{r, r, r, r, r, r, r,
|
||||||
@@ -771,7 +807,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 2) {
|
} else if (set == 2) {
|
||||||
level = // The Cross
|
level = // The Cross
|
||||||
{1, 1, 0, 0, 0, 1, 1,
|
{1, 1, 0, 0, 0, 1, 1,
|
||||||
0, 4, 1, 0, 1, 1, 0,
|
0, 4, 1, 0, 1, 6, 0,
|
||||||
0, 0, 1, 1, 1, 0, 0,
|
0, 0, 1, 1, 1, 0, 0,
|
||||||
0, 0, 1, 3, 1, 0, 0,
|
0, 0, 1, 3, 1, 0, 0,
|
||||||
0, 1, 1, 0, 1, 1, 0,
|
0, 1, 1, 0, 1, 1, 0,
|
||||||
@@ -785,11 +821,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
y, y, y, y, y, y, y };
|
y, y, y, y, y, y, y };
|
||||||
} else if (set == 3) {
|
} else if (set == 3) {
|
||||||
level = // The Inverted Cross
|
level = // The Inverted Cross
|
||||||
{0, 0, 1, 6, 1, 0, 0,
|
{0, 0, 1, 1, 1, 0, 0,
|
||||||
1, 0, 0, 1, 0, 0, 1,
|
1, 0, 0, 6, 0, 0, 1,
|
||||||
1, 1, 0, 0, 0, 1, 3,
|
4, 1, 0, 0, 0, 1, 3,
|
||||||
1, 1, 0, 0, 0, 1, 1,
|
1, 1, 0, 0, 0, 1, 1,
|
||||||
1, 0, 0, 1, 0, 0, 1,
|
1, 0, 0, 6, 0, 0, 1,
|
||||||
0, 0, 1, 1, 1, 0, 0 };
|
0, 0, 1, 1, 1, 0, 0 };
|
||||||
color =
|
color =
|
||||||
{b, b, b, b, b, b, b,
|
{b, b, b, b, b, b, b,
|
||||||
@@ -801,11 +837,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 4) {
|
} else if (set == 4) {
|
||||||
level = // The Great Wall
|
level = // The Great Wall
|
||||||
{1, 1, 1, 1, 1, 1, 1,
|
{1, 1, 1, 1, 1, 1, 1,
|
||||||
1, 1, 1, 1, 1, 1, 1,
|
1, 1, 6, 1, 1, 1, 1,
|
||||||
0, 0, 0, 0, 0, 0, 0,
|
0, 0, 0, 0, 0, 0, 0,
|
||||||
1, 1, 1, 1, 1, 5, 1,
|
1, 6, 1, 1, 1, 1, 1,
|
||||||
0, 0, 0, 0, 0, 0, 0,
|
0, 0, 0, 0, 0, 0, 0,
|
||||||
1, 3, 1, 1, 1, 1, 1 };
|
1, 3, 1, 1, 1, 1, 5 };
|
||||||
color =
|
color =
|
||||||
{m, m, m, m, m, m, m,
|
{m, m, m, m, m, m, m,
|
||||||
m, m, m, m, m, m, m,
|
m, m, m, m, m, m, m,
|
||||||
@@ -816,10 +852,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
} else if (set == 5) {
|
} else if (set == 5) {
|
||||||
level = // The Champion
|
level = // The Champion
|
||||||
{0, 0, 1, 1, 1, 0, 0,
|
{0, 0, 1, 1, 1, 0, 0,
|
||||||
0, 0, 1, 1, 2, 0, 0,
|
0, 0, 1, 1, 1, 0, 0,
|
||||||
0, 0, 1, 1, 1, 0, 0,
|
0, 0, 1, 1, 1, 0, 0,
|
||||||
1, 1, 1, 0, 1, 1, 1,
|
1, 1, 1, 0, 1, 1, 1,
|
||||||
5, 1, 1, 0, 1, 1, 1,
|
3, 6, 1, 0, 1, 6, 1,
|
||||||
1, 1, 1, 0, 1, 1, 1 };
|
1, 1, 1, 0, 1, 1, 1 };
|
||||||
color =
|
color =
|
||||||
{g, g, g, g, g, g, g,
|
{g, g, g, g, g, g, g,
|
||||||
@@ -830,10 +866,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
|
|||||||
g, g, g, g, g, g, g };
|
g, g, g, g, g, g, g };
|
||||||
} else if (set == 6) {
|
} else if (set == 6) {
|
||||||
level = // The Dog. What, you can't see it? XD
|
level = // The Dog. What, you can't see it? XD
|
||||||
{0, 1, 1, 1, 1, 1, 0,
|
{0, 1, 1, 6, 1, 1, 0,
|
||||||
1, 1, 2, 1, 2, 1, 1,
|
1, 1, 4, 5, 4, 1, 1,
|
||||||
1, 1, 1, 1, 1, 1, 1,
|
1, 1, 1, 1, 1, 1, 1,
|
||||||
1, 0, 1, 1, 1, 0, 1,
|
6, 0, 1, 1, 1, 0, 6,
|
||||||
1, 0, 1, 1, 1, 0, 1,
|
1, 0, 1, 1, 1, 0, 1,
|
||||||
0, 0, 0, 3, 0, 0, 0 };
|
0, 0, 0, 3, 0, 0, 0 };
|
||||||
color =
|
color =
|
||||||
@@ -912,7 +948,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
|||||||
// For when a brick gets shot.
|
// For when a brick gets shot.
|
||||||
brick->Removed = true;
|
brick->Removed = true;
|
||||||
m_World->RemoveEntity(entityShot);
|
m_World->RemoveEntity(entityShot);
|
||||||
BrickHit(entityShot, entityBrick, 1);
|
BrickHit(entityShot, entityBrick, 1, true);
|
||||||
//ep.Radius = 0.05;
|
//ep.Radius = 0.05;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@@ -928,13 +964,13 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
|||||||
ec.Ball = entityBall;
|
ec.Ball = entityBall;
|
||||||
EventBroker->Publish(ec);
|
EventBroker->Publish(ec);
|
||||||
|
|
||||||
BrickHit(entityBall, entityBrick, ball->Combo);
|
BrickHit(entityBall, entityBrick, ball->Combo, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo)
|
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo, bool activatePowerUps)
|
||||||
{
|
{
|
||||||
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
|
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||||
@@ -951,47 +987,49 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Check if the brick is any kind of special.
|
// Check if the brick is any kind of special.
|
||||||
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
|
if (activatePowerUps) {
|
||||||
if (multi != nullptr) {
|
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
|
||||||
Events::MultiBall e;
|
if (multi != nullptr) {
|
||||||
e.padTransform = transformComponentBrick;
|
Events::MultiBall e;
|
||||||
EventBroker->Publish(e);
|
e.padTransform = transformComponentBrick;
|
||||||
}
|
|
||||||
else {
|
|
||||||
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
|
|
||||||
if (buoy != nullptr) {
|
|
||||||
Events::Lifebuoy e;
|
|
||||||
e.Transform = transformComponentBrick;
|
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
|
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
|
||||||
if (sticky != nullptr) {
|
if (buoy != nullptr) {
|
||||||
Events::StickyPad e;
|
Events::Lifebuoy e;
|
||||||
e.Transform = transformComponentBrick;
|
e.Transform = transformComponentBrick;
|
||||||
e.Times = 3;
|
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
|
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
|
||||||
if (ink != nullptr) {
|
if (sticky != nullptr) {
|
||||||
Events::InkBlaster e;
|
Events::StickyPad e;
|
||||||
e.Transform = transformComponentBrick;
|
e.Transform = transformComponentBrick;
|
||||||
e.Shots = 5;
|
e.Times = 3;
|
||||||
e.Speed = 7;
|
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
|
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
|
||||||
if (kraken != nullptr) {
|
if (ink != nullptr) {
|
||||||
Events::KrakenAttack e;
|
Events::InkBlaster e;
|
||||||
e.ChargeUpdate = 0;
|
e.Transform = transformComponentBrick;
|
||||||
e.KrakenStrength = 0.1;
|
e.Shots = 5;
|
||||||
e.PlayerStrength = 0.05;
|
e.Speed = 7;
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
|
||||||
|
if (kraken != nullptr) {
|
||||||
|
Events::KrakenAttack e;
|
||||||
|
e.ChargeUpdate = 0;
|
||||||
|
e.KrakenStrength = 0.1;
|
||||||
|
e.PlayerStrength = 0.05;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1128,6 +1166,7 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
|
|||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
|
bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
|
||||||
{
|
{
|
||||||
|
m_KrakenBattle = false;
|
||||||
m_BrickGenerating = false;
|
m_BrickGenerating = false;
|
||||||
m_BreakAllBricks = true;
|
m_BreakAllBricks = true;
|
||||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||||
|
|||||||
@@ -123,20 +123,25 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
|||||||
if (ball->Waiting || ball->Sticky) {
|
if (ball->Waiting || ball->Sticky) {
|
||||||
if (m_ResetBall && ball->Waiting) {
|
if (m_ResetBall && ball->Waiting) {
|
||||||
ball->StickyPlacement = glm::vec3(0.f, 0.f, 0.f);
|
ball->StickyPlacement = glm::vec3(0.f, 0.f, 0.f);
|
||||||
ball->StickyPlacement.y += 0.45f;
|
ball->StickyPlacement.y += 0.25f;
|
||||||
m_ResetBall = false;
|
m_ResetBall = false;
|
||||||
}
|
}
|
||||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entity);
|
auto ballTransform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
ballTransform->Position = m_PadTransform->Position;
|
ballTransform->Position = m_PadTransform->Position;
|
||||||
ballTransform->Position += ball->StickyPlacement;
|
ballTransform->Position += ball->StickyPlacement;
|
||||||
glm::vec2 dir = glm::normalize(glm::vec2(ball->SavedSpeed.x, ball->SavedSpeed.y));
|
if (ball->Loaded) {
|
||||||
glm::vec2 up = glm::vec2(0.f, 1.f);
|
ballTransform->Orientation = glm::quat();
|
||||||
float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
|
} else {
|
||||||
ballTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
|
glm::vec2 dir = glm::normalize(glm::vec2(ball->SavedSpeed.x, ball->SavedSpeed.y));
|
||||||
if (ball->Sticky) {
|
glm::vec2 up = glm::vec2(0.f, 1.f);
|
||||||
m_StickTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, 1.f));
|
float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
|
||||||
m_StickTransform->Position = ballTransform->Position;
|
ballTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
|
||||||
|
if (ball->Sticky) {
|
||||||
|
m_StickTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, 1.f));
|
||||||
|
m_StickTransform->Position = ballTransform->Position;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
if (!m_StickyAim->Aiming) {
|
if (!m_StickyAim->Aiming) {
|
||||||
m_StickTransform->Position = glm::vec3(30.f, 0.f, 0.f);
|
m_StickTransform->Position = glm::vec3(30.f, 0.f, 0.f);
|
||||||
@@ -287,6 +292,10 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
|
|||||||
e.Origin1 = glm::vec3(-5, 7, -10);
|
e.Origin1 = glm::vec3(-5, 7, -10);
|
||||||
e.Origin2 = glm::vec3(5, 7, -10);
|
e.Origin2 = glm::vec3(5, 7, -10);
|
||||||
e.Set = 1;
|
e.Set = 1;
|
||||||
|
e.SetCluster = 1;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
} else if (val == GLFW_KEY_C) {
|
||||||
|
Events::BreakAllBricks e;
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
} else if (val == GLFW_KEY_L) {
|
} else if (val == GLFW_KEY_L) {
|
||||||
Events::Lifebuoy e;
|
Events::Lifebuoy e;
|
||||||
|
|||||||
@@ -108,9 +108,20 @@ bool dd::Systems::ProjectileSystem::OnInkBlaster(const dd::Events::InkBlaster &e
|
|||||||
|
|
||||||
bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event)
|
bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event)
|
||||||
{
|
{
|
||||||
if (m_InkBlaster) {
|
if (m_InkBlaster && m_AttachedSquid == 0) {
|
||||||
|
auto ball = m_World->GetComponent<Components::Ball>(event.Ball);
|
||||||
|
ball->Loaded = true;
|
||||||
m_SquidLoaded = true;
|
m_SquidLoaded = true;
|
||||||
m_AttachedSquid = event.Ball;
|
m_AttachedSquid = event.Ball;
|
||||||
|
|
||||||
|
|
||||||
|
auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid);
|
||||||
|
model->ModelFile = "Models/Sid/Sid_Shoot.dae";
|
||||||
|
|
||||||
|
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
|
||||||
|
anim->Loop = false;
|
||||||
|
anim->Speed = 0.f;
|
||||||
|
anim->Time = 0.f;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -139,19 +150,34 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
|
|||||||
transform->Position = event.Position;
|
transform->Position = event.Position;
|
||||||
transform->Velocity = glm::vec3(0, projectile->Speed, 0);
|
transform->Velocity = glm::vec3(0, projectile->Speed, 0);
|
||||||
m_Shots--;
|
m_Shots--;
|
||||||
|
|
||||||
|
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
|
||||||
|
anim->Loop = false;
|
||||||
|
anim->Speed = 2.f;
|
||||||
|
anim->Time = 0.f;
|
||||||
|
|
||||||
if (m_Shots <= 0) {
|
if (m_Shots <= 0) {
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
|
auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
|
||||||
m_InkBlaster = false;
|
m_InkBlaster = false;
|
||||||
m_SquidLoaded = false;
|
m_SquidLoaded = false;
|
||||||
ball->InkBlaster = false;
|
ball->InkBlaster = false;
|
||||||
ball->Sticky = false;
|
ball->Sticky = false;
|
||||||
|
ball->Loaded = false;
|
||||||
ball->Waiting = true;
|
ball->Waiting = true;
|
||||||
|
|
||||||
{
|
{
|
||||||
Events::InkBlasterOver e;
|
Events::InkBlasterOver e;
|
||||||
e.Ball = m_AttachedSquid;
|
e.Ball = m_AttachedSquid;
|
||||||
|
|
||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
|
|
||||||
|
auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid);
|
||||||
|
model->ModelFile = "Models/Sid/Sid_Flying.dae";
|
||||||
|
|
||||||
|
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
|
||||||
|
anim->Loop = true;
|
||||||
|
anim->Speed = 1.f;
|
||||||
|
m_AttachedSquid = 0;
|
||||||
}
|
}
|
||||||
{
|
{
|
||||||
Events::ActionButton e;
|
Events::ActionButton e;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@
|
|||||||
#include "PrecompiledHeader.h"
|
#include "PrecompiledHeader.h"
|
||||||
#include "Game/ScreenShakeSystem.h"
|
#include "Game/ScreenShakeSystem.h"
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::ScreenShakeSystem::Initialize()
|
void dd::Systems::ScreenShakeSystem::Initialize()
|
||||||
{
|
{
|
||||||
std::random_device rd;
|
std::random_device rd;
|
||||||
|
|||||||
@@ -57,7 +57,7 @@ void dd::Systems::WaterSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
if (transform->Position.y < m_SubmergedHeight) {
|
if (transform->Position.y < m_SubmergedHeight) {
|
||||||
brickPart->Submerged = true;
|
brickPart->Submerged = true;
|
||||||
m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++;
|
m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++;
|
||||||
std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl;
|
//std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl;
|
||||||
if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) {
|
if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) {
|
||||||
m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0;
|
m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0;
|
||||||
Events::RaiseWater e;
|
Events::RaiseWater e;
|
||||||
|
|||||||
@@ -42,6 +42,7 @@ void dd::Systems::AnimationSystem::Update(double dt)
|
|||||||
Events::AnimationComplete e;
|
Events::AnimationComplete e;
|
||||||
e.Entity = ent;
|
e.Entity = ent;
|
||||||
e.Animation = animationComponent->Name;
|
e.Animation = animationComponent->Name;
|
||||||
|
EventBroker->Publish(e);
|
||||||
} else {
|
} else {
|
||||||
animationComponent->Time = nextTime;
|
animationComponent->Time = nextTime;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -63,7 +63,7 @@ void dd::Renderer::Initialize()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Create default camera
|
// Create default camera
|
||||||
m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, 45.f, 0.01f, 5000.f));
|
m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f));
|
||||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
|
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
|
||||||
if (m_Camera == nullptr) {
|
if (m_Camera == nullptr) {
|
||||||
m_Camera = m_DefaultCamera.get();
|
m_Camera = m_DefaultCamera.get();
|
||||||
@@ -391,11 +391,6 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
|||||||
DrawWater(objects);
|
DrawWater(objects);
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Renderer::PlaceCamera(glm::vec3 position)
|
|
||||||
{
|
|
||||||
m_DefaultCamera->SetPosition(position);
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||||
{
|
{
|
||||||
GLuint shaderProgramHandle = program;
|
GLuint shaderProgramHandle = program;
|
||||||
|
|||||||
Reference in New Issue
Block a user