I developed a LevelSystem class, along with a CBrick component for use in it and an EStageCleared event that is triggered upon all the bricks being removed.

The class currently creates a 8x8 grid of entities with Transform components.
This commit is contained in:
PlatinumSkink
2015-09-09 21:10:10 +02:00
parent ec137acb38
commit 5d753babe6
6 changed files with 196 additions and 25 deletions
+28 -24
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@@ -33,6 +33,7 @@
#include "Rendering/CModel.h"
#include "CTemplate.h"
#include "Transform/TransformSystem.h"
#include "Game/LevelSystem.h"
namespace dd
{
@@ -42,24 +43,26 @@ class Engine
public:
Engine(int argc, char* argv[])
{
// m_EventBroker = std::make_shared<EventBroker>();
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<BGFXRenderer>();
m_Renderer->SetFullscreen(false);
m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720));
m_Renderer->Initialize();
// 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->Initialize();
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->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->Initialize();
// auto ent = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
@@ -79,31 +82,32 @@ public:
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// ResourceManager::Update();
//
// // Update input
// m_InputManager->Update(dt);
//
// m_World->Update(dt);
ResourceManager::Update();
// Update input
m_InputManager->Update(dt);
m_World->Update(dt);
//
// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
// }
//
// //TODO Fill up the renderQueue with models (Temp fix)
//TODO Fill up the renderQueue with models (Temp fix)
// TEMPAddToRenderQueue();
//
// // Render scene
// //TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
// Render scene
//TODO send renderqueue to draw.
// m_Renderer->Draw(m_RendererQueue);
// Swap event queues
// m_EventBroker->Clear();
m_EventBroker->Clear();
glfwPollEvents();
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
//TODO: Get this out of engine.h
void TEMPAddToRenderQueue()
+26
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@@ -0,0 +1,26 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_CBRICK_H
#define DAYDREAM_CBRICK_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Brick : Component
{
int Points = 10;
int Hits = 1;
};
}
}
#endif //DAYDREAM_CBRICK_H
+21
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@@ -0,0 +1,21 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_ESTAGECLEARED_H
#define DAYDREAM_ESTAGECLEARED_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct StageCleared : Event
{
};
}
}
#endif //DAYDREAM_ESTAGECLEARED_H
+51
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@@ -0,0 +1,51 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_LEVELSYSTEM_H
#define DAYDREAM_LEVELSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
//#include "Rendering/CSprite.h"
#include "Core/EventBroker.h"
namespace dd
{
namespace Systems
{
class LevelSystem : public System
{
public:
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
void CreateBasicLevel(int, int, int, int);
void CreateBrick(int, int, int, int);
void ProcessCollision();
void OnEntityRemoved(EntityID entity);
void EndLevel();
private:
int numberOfBricks;
EntityID bricks[];
int tRows = 8;
int tLines = 8;
int tSpaceBetweenBricks = 30;
int tSpaceToEdge = 30;
};
}
}
#endif //DAYDREAM_LEVELSYSTEM_H
+1 -1
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@@ -67,7 +67,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Game}
)
../../include/Game/CBrick.h ../../include/Game/EStageCleared.h)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
+69
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@@ -0,0 +1,69 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#include "PrecompiledHeader.h"
#include "Game/CBrick.h"
#include "Game/LevelSystem.h"
#include "Core/World.h"
#include "Game/EStageCleared.h"
void dd::Systems::LevelSystem::Initialize()
{
CreateBasicLevel(tRows, tLines, tSpaceBetweenBricks, tSpaceToEdge);
return;
}
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, int spacesBetweenBricks, int spaceToEdge)
{
numberOfBricks = rows * lines;
for (int i = 0; i < rows; i++)
{
for (int j = 0; j < lines; j++)
{
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge);
}
}
return;
}
void dd::Systems::LevelSystem::CreateBrick(int row, int line, int spacesBetweenBricks, int spaceToEdge)
{
auto brick = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
float x = spaceToEdge + line * spacesBetweenBricks;
float y = spaceToEdge + line * spacesBetweenBricks;
transform->Position = glm::vec3(x, y, 0.f);
//sprite->Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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 != NULL)
{
numberOfBricks--;
if (numberOfBricks < 1)
{
EndLevel();
}
}
return;
}
void dd::Systems::LevelSystem::EndLevel()
{
Events::StageCleared e;
EventBroker->Publish(e);
return;
}