Fixed so 42+ combo particle is shown when you have 42+ combo

This commit is contained in:
tleety
2015-10-14 18:19:45 +02:00
parent 6c41911233
commit 5da96f40f3
2 changed files with 155 additions and 155 deletions
+151 -151
View File
@@ -1,152 +1,152 @@
#ifndef DAYDREAM_BALLSYSTEM_H #ifndef DAYDREAM_BALLSYSTEM_H
#define DAYDREAM_BALLSYSTEM_H #define DAYDREAM_BALLSYSTEM_H
#include "Core/System.h" #include "Core/System.h"
#include "Core/World.h" #include "Core/World.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Core/CTransform.h" #include "Core/CTransform.h"
#include "Core/CTemplate.h" #include "Core/CTemplate.h"
#include "Physics/CPhysics.h" #include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h" #include "Physics/CCircleShape.h"
#include "Physics/CRectangleShape.h" #include "Physics/CRectangleShape.h"
#include "Physics/EContact.h" #include "Physics/EContact.h"
#include "Rendering/CModel.h" #include "Rendering/CModel.h"
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
#include "Rendering/CPointLight.h" #include "Rendering/CPointLight.h"
#include "Game/CBall.h" #include "Game/CBall.h"
#include "Game/CPowerUp.h" #include "Game/CPowerUp.h"
#include "Game/CLife.h" #include "Game/CLife.h"
#include "Game/CBrick.h" #include "Game/CBrick.h"
#include "Game/CLifebuoy.h" #include "Game/CLifebuoy.h"
#include "Game/ELifeLost.h" #include "Game/ELifeLost.h"
#include "Game/EComboEvent.h" #include "Game/EComboEvent.h"
#include "Game/EResetBall.h" #include "Game/EResetBall.h"
#include "Game/EMultiBall.h" #include "Game/EMultiBall.h"
#include "Game/EMultiBallLost.h" #include "Game/EMultiBallLost.h"
#include "Game/EStickyPad.h" #include "Game/EStickyPad.h"
#include "Game/EStickyAttachedToPad.h" #include "Game/EStickyAttachedToPad.h"
#include "Game/EInkBlaster.h" #include "Game/EInkBlaster.h"
#include "Game/EInkBlasterOver.h" #include "Game/EInkBlasterOver.h"
#include "Game/EStageCleared.h" #include "Game/EStageCleared.h"
#include "Game/EArrivedAtNewStage.h" #include "Game/EArrivedAtNewStage.h"
#include "Game/EGameOver.h" #include "Game/EGameOver.h"
#include "Game/EPause.h" #include "Game/EPause.h"
#include "Game/EHitPad.h" #include "Game/EHitPad.h"
#include "Game/EHitLag.h" #include "Game/EHitLag.h"
#include "Game/EActionButton.h" #include "Game/EActionButton.h"
#include "Game/ELifebuoyHit.h" #include "Game/ELifebuoyHit.h"
#include "Physics/ECreateParticleSequence.h" #include "Physics/ECreateParticleSequence.h"
namespace dd namespace dd
{ {
namespace Systems namespace Systems
{ {
class BallSystem : public System class BallSystem : public System
{ {
public: public:
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker) BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { } : System(world, eventBroker) { }
~BallSystem(); ~BallSystem();
void RegisterComponents(ComponentFactory *cf) override; void RegisterComponents(ComponentFactory *cf) override;
void Initialize() override; void Initialize() override;
// Called once per system every tick // Called once per system every tick
void Update(double dt) override; void Update(double dt) override;
// Called once for every entity in the world every tick // Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity // Called when components are committed to an entity
void OnEntityCommit(EntityID entity) override; void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed // Called when an entity is removed
void OnEntityRemoved(EntityID entity) override; void OnEntityRemoved(EntityID entity) override;
EntityID CreateBall(); EntityID CreateBall();
void CreateLife(int); void CreateLife(int);
EntityID Ball() { return m_Ball; }; EntityID Ball() { return m_Ball; };
void SetBall(const EntityID& ball) { m_Ball = ball; } void SetBall(const EntityID& ball) { m_Ball = ball; }
float& XMovementMultiplier() { return m_XMovementMultiplier; } float& XMovementMultiplier() { return m_XMovementMultiplier; }
void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; } void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; }
float& EdgeX() { return m_EdgeX; } float& EdgeX() { return m_EdgeX; }
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; } void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
float& EdgeY() { return m_EdgeY; } float& EdgeY() { return m_EdgeY; }
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; } void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
int& MultiBalls() { return m_MultiBalls; } int& MultiBalls() { return m_MultiBalls; }
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; } void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
int& Lives() { return m_Lives; } int& Lives() { return m_Lives; }
void SetLives(const int& lives) { m_Lives = lives; } void SetLives(const int& lives) { m_Lives = lives; }
int& PastLives() { return m_PastLives; } int& PastLives() { return m_PastLives; }
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; } void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
bool ReplaceBall() const { return m_ReplaceBall; } bool ReplaceBall() const { return m_ReplaceBall; }
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; } void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
bool IsPaused() const { return m_Pause; } bool IsPaused() const { return m_Pause; }
void SetPause(const bool& pause) { m_Pause = pause; } void SetPause(const bool& pause) { m_Pause = pause; }
private: private:
float m_XMovementMultiplier = 2.f; float m_XMovementMultiplier = 2.f;
float m_EdgeX = 3.2f; float m_EdgeX = 3.2f;
float m_EdgeY = 5.2f; float m_EdgeY = 5.2f;
int m_MultiBalls = 0; int m_MultiBalls = 0;
int m_Lives = 3; int m_Lives = 3;
int m_PastLives = 3; int m_PastLives = 3;
bool m_ReplaceBall = false; bool m_ReplaceBall = false;
bool m_Pause = false; bool m_Pause = false;
bool m_Waiting = true; bool m_Waiting = true;
bool m_Sticky = false; bool m_Sticky = false;
bool m_InkBlaster = false; bool m_InkBlaster = false;
bool m_InkAttached = false; bool m_InkAttached = false;
bool m_InkBlockedWaiting = false; bool m_InkBlockedWaiting = false;
bool m_Restarting = false; bool m_Restarting = false;
int m_StickyCounter = 3; int m_StickyCounter = 3;
bool m_StageBlockedWaiting = false; bool m_StageBlockedWaiting = false;
glm::vec3 m_SavedSpeed; glm::vec3 m_SavedSpeed;
bool m_InitializePause = false; bool m_InitializePause = false;
EntityID m_Ball; EntityID m_Ball;
std::unordered_map<EntityID, std::list<glm::vec2>> m_Contacts; std::unordered_map<EntityID, std::list<glm::vec2>> m_Contacts;
void ResolveContacts(); void ResolveContacts();
dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost; dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost; dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall; dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall; dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
dd::EventRelay<BallSystem, dd::Events::StickyPad> m_EStickyPad; dd::EventRelay<BallSystem, dd::Events::StickyPad> m_EStickyPad;
dd::EventRelay<BallSystem, dd::Events::InkBlaster> m_EInkBlaster; dd::EventRelay<BallSystem, dd::Events::InkBlaster> m_EInkBlaster;
dd::EventRelay<BallSystem, dd::Events::InkBlasterOver> m_EInkBlasterOver; dd::EventRelay<BallSystem, dd::Events::InkBlasterOver> m_EInkBlasterOver;
dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause; dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact; dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact;
dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton; dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared; dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage; dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
bool Contact(const Events::Contact &event); bool Contact(const Events::Contact &event);
bool OnLifeLost(const dd::Events::LifeLost &event); bool OnLifeLost(const dd::Events::LifeLost &event);
bool OnMultiBallLost(const dd::Events::MultiBallLost &event); bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
bool OnResetBall(const dd::Events::ResetBall &event); bool OnResetBall(const dd::Events::ResetBall &event);
bool OnMultiBall(const dd::Events::MultiBall &event); bool OnMultiBall(const dd::Events::MultiBall &event);
bool OnStickyPad(const dd::Events::StickyPad &event); bool OnStickyPad(const dd::Events::StickyPad &event);
bool OnInkBlaster(const dd::Events::InkBlaster &event); bool OnInkBlaster(const dd::Events::InkBlaster &event);
bool OnInkBlasterOver(const dd::Events::InkBlasterOver &event); bool OnInkBlasterOver(const dd::Events::InkBlasterOver &event);
bool OnPause(const dd::Events::Pause &event); bool OnPause(const dd::Events::Pause &event);
bool OnActionButton(const dd::Events::ActionButton &event); bool OnActionButton(const dd::Events::ActionButton &event);
bool OnStageCleared(const dd::Events::StageCleared &event); bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event); bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event);
}; };
} }
} }
#endif #endif
+4 -4
View File
@@ -289,7 +289,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f; float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
//When a combo is more than 2 create a particle showing it. //When a combo is more than 2 create a particle showing it.
if (ballComponent->Combo >= 1){ if (ballComponent->Combo >= 2){
Events::CreateParticleSequence particleEvent; Events::CreateParticleSequence particleEvent;
@@ -311,10 +311,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
if (ballComponent->Combo <= 9) { if (ballComponent->Combo <= 9) {
particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png"; particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png";
} else if (ballComponent->Combo <= 99) { } else if (ballComponent->Combo <= 42) {
particleEvent.SpriteFile = "Textures/Combo/Combo0" + std::to_string(ballComponent->Combo) + ".png"; particleEvent.SpriteFile = "Textures/Combo/Combo0" + std::to_string(ballComponent->Combo) + ".png";
} else { } else {
particleEvent.SpriteFile = "Textures/Combo/Combo" + std::to_string(ballComponent->Combo) + ".png"; particleEvent.SpriteFile = "Textures/Combo/Combo043.png";
} }
EventBroker->Publish(particleEvent); EventBroker->Publish(particleEvent);
} }
@@ -322,7 +322,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
ballComponent->Combo = 0; ballComponent->Combo = 56;
if (!ballComponent->Waiting) { if (!ballComponent->Waiting) {
if (m_InkBlaster) { if (m_InkBlaster) {
if (!m_InkAttached) { if (!m_InkAttached) {