Added TravellingSystem for travelling to the next stage. Added incomplete ScreenShake. Ball now starts on pad.

This commit is contained in:
PlatinumSkink
2015-10-13 17:28:31 +02:00
parent 40343744c1
commit 36d0601dfd
12 changed files with 281 additions and 66 deletions
+26
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@@ -0,0 +1,26 @@
//
// Created by Administrator on 2015-10-13.
//
#ifndef DAYDREAM_ESCREENSHAKE_H
#define DAYDREAM_ESCREENSHAKE_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct ScreenShake : Event
{
float Time;
int Intensity;
};
}
}
#endif //DAYDREAM_ESCREENSHAKE_H
+4
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@@ -35,6 +35,7 @@
#include "Game/EStageCleared.h"
#include "Game/EPause.h"
#include "Game/EHitLag.h"
#include "Game/EScreenShake.h"
#include "Game/EActionButton.h"
@@ -92,6 +93,7 @@ private:
std::shared_ptr<Components::Transform> m_StickTransform;
std::shared_ptr<Components::StickyAim> m_StickyAim;
bool m_ResetBall = false;
bool m_Pause = false;
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
@@ -99,6 +101,7 @@ private:
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<PadSystem, dd::Events::KrakenAttack> m_EKrakenAttack;
dd::EventRelay<PadSystem, dd::Events::StickyPad> m_EStickyPad;
@@ -110,6 +113,7 @@ private:
bool OnContact(const dd::Events::Contact &event);
bool OnContactPowerUp(const dd::Events::Contact &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnResetBall(const dd::Events::ResetBall &event);
bool OnPause(const dd::Events::Pause &event);
bool OnKrakenAttack(const dd::Events::KrakenAttack &event);
bool OnStickyPad(const dd::Events::StickyPad &event);
+56
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@@ -0,0 +1,56 @@
//
// Created by Adniklastrator on 2015-10-13.
//
#ifndef DAYDREAM_TRAVELLINGSYSTEM_H
#define DAYDREAM_TRAVELLINGSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/EPause.h"
#include "Game/EArrivedAtNewStage.h"
#include "Game/EStageCleared.h"
namespace dd
{
namespace Systems
{
class TravellingSystem : public System
{
public:
TravellingSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
bool IsPaused() const { return m_Pause; }
void SetPause(const bool& pause) { m_Pause = pause; }
private:
bool m_Pause = false;
bool m_Travelling = false;
float m_DistanceTravelled = 0;
dd::EventRelay<TravellingSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<TravellingSystem, dd::Events::StageCleared> m_EStageCleared;
bool OnPause(const dd::Events::Pause &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}
}
#endif //DAYDREAM_TRAVELLINGSYSTEM_H