Merge branch 'master' of github.com:teamfisk/AgileBreakOut
This commit is contained in:
Executable → Regular
+58
-22
@@ -53,6 +53,13 @@
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "GUI/Frame.h"
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#include "GUI/Button.h"
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#include "Game/MainMenu.h"
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#include "Game/HUD.h"
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namespace dd
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{
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@@ -70,12 +77,16 @@ public:
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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auto hud = new GUI::HUD(m_FrameStack, "HUD");
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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@@ -123,7 +134,7 @@ public:
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//OctoBall
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{
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
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@@ -134,14 +145,14 @@ public:
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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}
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//PointLightTest
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{
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@@ -316,6 +327,11 @@ public:
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m_World->CommitEntity(ent);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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m_LastTime = glfwGetTime();
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}
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@@ -327,27 +343,32 @@ public:
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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ResourceManager::Update();
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// Update input
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m_InputManager->Update(dt);
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// Swap event queues to get fresh input data in the read queue
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//m_EventBroker->Swap();
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m_World->Update(dt);
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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ResourceManager::Update();
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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m_EventBroker->Process<GUI::Frame>();
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m_FrameStack->UpdateLayered(dt);
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m_RendererQueue.Clear();
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m_FrameStack->DrawLayered(m_RendererQueue);
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//TODO Fill up the renderQueue with models (Temp fix)
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TEMPAddToRenderQueue();
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if (m_GameIsRunning) {
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TEMPAddToRenderQueue();
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}
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// Render scene
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
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m_EventBroker->Process<Engine>();
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// Swap event queues
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m_EventBroker->Clear();
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m_EventBroker->Swap();
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glfwPollEvents();
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}
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@@ -358,12 +379,9 @@ public:
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//TODO: Get this out of engine.h
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void TEMPAddToRenderQueue()
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{
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_RendererQueue.Clear();
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for (auto &pair : *m_World->GetEntities())
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{
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EntityID entity = pair.first;
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@@ -443,7 +461,6 @@ public:
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}
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}
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m_RendererQueue.Sort();
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}
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//TODO: Get this out of engine.h
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@@ -462,7 +479,6 @@ public:
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.fileName = fileName;
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m_RendererQueue.Deferred.Add(job);
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}
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@@ -508,14 +524,34 @@ public:
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}
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private:
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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GUI::Frame* m_FrameStack = nullptr;
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std::shared_ptr<Renderer> m_Renderer;
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RenderQueueCollection m_RendererQueue;
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std::shared_ptr<InputManager> m_InputManager;
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std::shared_ptr<World> m_World;
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//TODO: Redo
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bool m_GameIsRunning = false;
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dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event)
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{
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m_GameIsRunning = true;
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.isAmbient = true;
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m_EventBroker->Publish(e);
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}
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 0.3f;
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e.isAmbient = true;
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m_EventBroker->Publish(e);
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}
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};
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double m_LastTime;
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};
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