Merge remote-tracking branch 'origin/master' into water

Conflicts:
	src/game/Physics/ContactListener.cpp
	src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
Stiffly
2015-10-08 21:39:48 +02:00
25 changed files with 5314 additions and 94 deletions
+9
View File
@@ -43,9 +43,11 @@
#include "Game/PadSystem.h"
#include "Game/CBall.h"
#include "Game/CPad.h"
#include "Game/CLifebuoy.h"
#include "Game/CBrick.h"
#include "Game/BallSystem.h"
#include "Game/HitLagSystem.h"
#include "Game/LifebuoySystem.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Physics/PhysicsSystem.h"
@@ -110,6 +112,7 @@ public:
m_World->ComponentFactory.Register<Components::Brick>();
m_World->ComponentFactory.Register<Components::Pad>();
m_World->ComponentFactory.Register<Components::Life>();
m_World->ComponentFactory.Register<Components::Lifebuoy>();
m_World->ComponentFactory.Register<Components::PowerUp>();
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
@@ -126,6 +129,9 @@ public:
m_World->SystemFactory.Register<Systems::HitLagSystem>(
[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::HitLagSystem>();
m_World->SystemFactory.Register<Systems::LifebuoySystem>(
[this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LifebuoySystem>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
@@ -181,6 +187,7 @@ public:
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 34.6f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
transform->Sticky = false;
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
@@ -261,6 +268,8 @@ public:
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
transform->Sticky = true;
m_World->CommitEntity(BottomWall);
}