Aimer for Sticky Works, though stuff.

This commit is contained in:
PlatinumSkink
2015-10-12 18:18:37 +02:00
parent 02d724fedd
commit 32bbf282c9
10 changed files with 195 additions and 111 deletions
+99 -96
View File
@@ -78,7 +78,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transform = m_World->GetComponent<Components::Transform>(entity);
//Removes bricks that falls out of the stage.
if (transform->Position.y < -10) {
if (brick->Type == StandardBrick) {
/*if (brick->Type == StandardBrick) {
} else if (brick->Type == MultiBallBrick) {
Events::MultiBall e;
e.padTransform = transform;
@@ -99,7 +99,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
EventBroker->Publish(e);
}
}*/
m_LooseBricks--;
m_World->RemoveEntity(entity);
}
@@ -284,113 +284,116 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
if (entityShot != 0) {
// For when a brick gets shot.
brick->Removed = true;
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->CollisionType = CollisionType::Type::Dynamic;
physicsComponent->GravityScale = 1.f;
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
auto transformComponentShot = m_World->GetComponent<Components::Transform>(entityShot);
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
Events::SetImpulse e;
e.Entity = entityBrick;
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentShot->Position.x - transformComponentBrick->Position.x) / 4),
transformComponentBrick->Position.y + ((transformComponentShot->Position.y - transformComponentBrick->Position.y) / 4));
e.Impulse = glm::normalize(point)*5.f;
e.Point = point;
EventBroker->Publish(e);
SetNumberOfBricks(NumberOfBricks() - 1);
Events::ScoreEvent es;
es.Score = brick->Score;
EventBroker->Publish(es);
m_World->RemoveEntity(entityShot);
Events::CreateParticleSequence ep;
ep.parent = entityBrick;
ep.EmitterLifeTime = 1.f;
ep.ParticleLifeTime = 1.5f;
ep.ParticlesPerTick = 1;
ep.SpawnRate = 0.2;
ep.EmittingAngle = glm::half_pi<float>();
ep.Spread = 1.5f;
ep.Position = transformComponentBrick->Position;
ep.Radius = 0.05;
ep.SpriteFile = "Textures/Particles/FadeBall.png";
ep.Color = brickModel->Color + glm::vec4(0.3f);
ep.Speed = 50;
EventBroker->Publish(ep);
BrickHit(entityShot, entityBrick, 1);
return true;
}
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);
// Hit brick with ball code.
ball->Combo += 1;
Events::ComboEvent ec;
ec.Combo = ball->Combo;
ec.Ball = entityBall;
EventBroker->Publish(ec);
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->CollisionType = CollisionType::Type::Dynamic;
physicsComponent->GravityScale = 1.f;
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);
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
Events::SetImpulse e;
e.Entity = entityBrick;
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBall->Position.x - transformComponentBrick->Position.x )/4),
transformComponentBrick->Position.y + ((transformComponentBall->Position.y - transformComponentBrick->Position.y)/4));
e.Impulse = glm::normalize(point)*5.f;///2.f;
e.Point = point;
EventBroker->Publish(e);
//TODO: Bricks dont collide with walls D=
SetNumberOfBricks(NumberOfBricks() - 1);
Events::ScoreEvent es;
es.Score = brick->Score * ball->Combo;
EventBroker->Publish(es);
Events::CreateParticleSequence ep;
ep.parent = entityBrick;
ep.EmitterLifeTime = 1.f;
ep.ParticleLifeTime = 1.5f;
ep.ParticlesPerTick = 1;
ep.SpawnRate = 0.2;
ep.EmittingAngle = glm::half_pi<float>();
ep.Spread = 1.5f;
ep.Position = transformComponentBrick->Position;
ep.Radius = 0.05;
ep.SpriteFile = "Textures/Particles/FadeBall.png";
ep.Color = brickModel->Color + glm::vec4(0.3f);
ep.Speed = 50;
EventBroker->Publish(ep);
//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;
BrickHit(entityBall, entityBrick, ball->Combo);
}
return true;
}
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo)
{
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->CollisionType = CollisionType::Type::Dynamic;
physicsComponent->GravityScale = 1.f;
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
auto transformComponentHitter = m_World->GetComponent<Components::Transform>(entityHitter);
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
// Check if the brick is any kind of special.
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
if (multi != nullptr) {
Events::MultiBall e;
e.padTransform = transformComponentBrick;
EventBroker->Publish(e);
}
else {
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
if (buoy != nullptr) {
Events::Lifebuoy e;
e.Transform = transformComponentBrick;
EventBroker->Publish(e);
}
else {
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
if (sticky != nullptr) {
Events::StickyPad e;
e.Transform = transformComponentBrick;
EventBroker->Publish(e);
}
else {
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
if (ink != nullptr) {
Events::InkBlaster e;
e.Transform = transformComponentBrick;
EventBroker->Publish(e);
}
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 {
}
}
}
}
}
Events::SetImpulse e;
e.Entity = entityBrick;
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentHitter->Position.x - transformComponentBrick->Position.x) / 4),
transformComponentBrick->Position.y + ((transformComponentHitter->Position.y - transformComponentBrick->Position.y) / 4));
e.Impulse = glm::normalize(point)*5.f;
e.Point = point;
EventBroker->Publish(e);
SetNumberOfBricks(NumberOfBricks() - 1);
Events::ScoreEvent es;
es.Score = brick->Score * combo;
EventBroker->Publish(es);
Events::CreateParticleSequence ep;
ep.parent = entityBrick;
ep.EmitterLifeTime = 1.f;
ep.ParticleLifeTime = 1.5f;
ep.ParticlesPerTick = 1;
ep.SpawnRate = 0.2;
ep.EmittingAngle = glm::half_pi<float>();
ep.Spread = 1.5f;
ep.Position = transformComponentBrick->Position;
ep.Radius = 0.05;
ep.SpriteFile = "Textures/Particles/FadeBall.png";
ep.Color = brickModel->Color + glm::vec4(0.3f);
ep.Speed = 50;
EventBroker->Publish(ep);
}
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
{
SetScore(Score() += event.Score);