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