Merge branch 'master' of github.com:teamfisk/AgileBreakOut

This commit is contained in:
tleety
2015-10-23 16:16:26 +02:00
36 changed files with 3987 additions and 196 deletions
+9 -2
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@@ -1,6 +1,7 @@
[Debug] [Debug]
SkipStory=false
LogLevel=1 LogLevel=1
SkipPreload=false
SkipMenu=false
[Audio] [Audio]
SFXVolume=0.5 SFXVolume=0.5
@@ -9,4 +10,10 @@ BGMVolume=0.5
[Video] [Video]
Fullscreen=false Fullscreen=false
Width=675 Width=675
Height=1080[Water]Radius=0.3[Cheat]GodMode=false Height=1080
[Water]
Radius=0.3
[Cheat]
GodMode=false
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+28 -4
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@@ -34,9 +34,11 @@
#include "CTemplate.h" #include "CTemplate.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Input/InputSystem.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 "Rendering/CCamera.h"
#include "Transform/TransformSystem.h" #include "Transform/TransformSystem.h"
#include "Sound/SoundSystem.h" #include "Sound/SoundSystem.h"
#include "Sound/CCollisionSound.h" #include "Sound/CCollisionSound.h"
@@ -67,6 +69,7 @@
#include "Game/BrickComponents.h" #include "Game/BrickComponents.h"
#include "Game/ScreenShakeSystem.h"
#include "Game/EScreenShake.h" #include "Game/EScreenShake.h"
#include "Physics/PhysicsSystem.h" #include "Physics/PhysicsSystem.h"
@@ -147,6 +150,7 @@ public:
m_World->ComponentFactory.Register<Components::Sprite>(); m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::Camera>();
m_World->ComponentFactory.Register<Components::RectangleShape>(); m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>(); m_World->ComponentFactory.Register<Components::Physics>();
m_World->ComponentFactory.Register<Components::Ball>(); m_World->ComponentFactory.Register<Components::Ball>();
@@ -173,6 +177,9 @@ public:
m_World->ComponentFactory.Register<Components::InkBlasterBrick>(); m_World->ComponentFactory.Register<Components::InkBlasterBrick>();
m_World->ComponentFactory.Register<Components::KrakenAttackBrick>(); m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
//m_World->SystemFactory.Register<Systems::InputSystem>(
// [this]() { return new Systems::InputSystem(m_World.get(), m_EventBroker); });
//m_World->AddSystem<Systems::InputSystem>();
m_World->SystemFactory.Register<Systems::LevelSystem>( m_World->SystemFactory.Register<Systems::LevelSystem>(
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>(); m_World->AddSystem<Systems::LevelSystem>();
@@ -209,6 +216,9 @@ public:
m_World->SystemFactory.Register<Systems::LifeSystem>( m_World->SystemFactory.Register<Systems::LifeSystem>(
[this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); }); [this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LifeSystem>(); m_World->AddSystem<Systems::LifeSystem>();
m_World->SystemFactory.Register<Systems::ScreenShakeSystem>(
[this]() { return new Systems::ScreenShakeSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::ScreenShakeSystem>();
m_World->ComponentFactory.Register<Components::Model>(); m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>(); m_World->ComponentFactory.Register<Components::Template>();
@@ -251,9 +261,10 @@ public:
m_LastTime = currentTime; m_LastTime = currentTime;
// Update input // Update input
m_EventBroker->Swap();
m_InputManager->Update(dt); m_InputManager->Update(dt);
// Swap event queues to get fresh input data in the read queue //m_EventBroker->Process<Systems::InputSystem>();
//m_EventBroker->Swap(); m_EventBroker->Swap();
//ResourceManager::Update(); //ResourceManager::Update();
if (m_GameIsRunning) { if (m_GameIsRunning) {
@@ -271,8 +282,6 @@ public:
TEMPAddToRenderQueue(); TEMPAddToRenderQueue();
} }
std::unique_ptr<dd::Camera> defaultCamera = nullptr;
// Render scene // Render scene
//TODO send renderqueue to draw. //TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue); m_Renderer->Draw(m_RendererQueue);
@@ -280,6 +289,7 @@ public:
m_EventBroker->Process<Engine>(); m_EventBroker->Process<Engine>();
// Swap event queues // Swap event queues
m_EventBroker->Swap(); m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents(); glfwPollEvents();
} }
@@ -293,6 +303,20 @@ public:
if (!m_TransformSystem) if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>(); m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
// HACK: How do we handle multiple cameras? Maybe view and projection matrices in render queue...
auto cameras = m_World->GetComponentsOfType<Components::Camera>();
if (cameras != nullptr) {
for (auto& component : *cameras) {
auto camera = static_cast<Components::Camera*>(component.get());
auto transform = m_World->GetComponent<Components::Transform>(camera->Entity);
m_Renderer->Camera()->SetPosition(transform->Position);
m_Renderer->Camera()->SetOrientation(transform->Orientation);
m_Renderer->Camera()->SetFOV(camera->FOV);
m_Renderer->Camera()->SetNearClip(camera->NearClip);
m_Renderer->Camera()->SetFarClip(camera->FarClip);
}
}
for (auto &pair : *m_World->GetEntities()) for (auto &pair : *m_World->GetEntities())
{ {
EntityID entity = pair.first; EntityID entity = pair.first;
+1
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@@ -121,6 +121,7 @@ public:
int Process(); int Process();
int Process(std::string contextTypeName); int Process(std::string contextTypeName);
void Swap(); void Swap();
void Clear();
void Unsubscribe(BaseEventRelay &relay); void Unsubscribe(BaseEventRelay &relay);
private: private:
+3
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@@ -50,6 +50,7 @@
#include "Physics/ECreateParticleSequence.h" #include "Physics/ECreateParticleSequence.h"
#include "Sound/CCollisionSound.h" #include "Sound/CCollisionSound.h"
#include "Sound/EPlaySound.h" #include "Sound/EPlaySound.h"
#include "Rendering/EAnimationComplete.h"
namespace dd namespace dd
{ {
@@ -145,6 +146,7 @@ private:
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;
dd::EventRelay<BallSystem, dd::Events::AnimationComplete> m_EAnimationComplete;
bool Contact(const Events::Contact &event); bool Contact(const Events::Contact &event);
bool OnMultiBallLost(const dd::Events::MultiBallLost &event); bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
@@ -160,6 +162,7 @@ private:
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);
bool OnAnimationComplete(const dd::Events::AnimationComplete &event);
}; };
} }
+1
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@@ -22,6 +22,7 @@ struct Ball : Component
bool Waiting = true; bool Waiting = true;
bool InkBlaster = false; bool InkBlaster = false;
bool Sticky = false; bool Sticky = false;
bool Loaded = false;
glm::vec3 StickyPlacement = glm::vec3(0, 0, 0); glm::vec3 StickyPlacement = glm::vec3(0, 0, 0);
glm::vec3 SavedSpeed = glm::vec3(0, 1, 0); glm::vec3 SavedSpeed = glm::vec3(0, 1, 0);
+1 -1
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@@ -15,7 +15,7 @@ namespace Components
struct Kraken : Component { struct Kraken : Component {
int MaxHealth = 30; int MaxHealth = 18;
int Health = MaxHealth; int Health = MaxHealth;
int CurrentAction = 3; int CurrentAction = 3;
float RetreatSpeed = 0.2; float RetreatSpeed = 0.2;
+1
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@@ -20,6 +20,7 @@ struct BrickGenerating : Event
int TargetLine; int TargetLine;
int Set; int Set;
int SetCluster; int SetCluster;
int Speed = 6;
}; };
} }
+3 -3
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@@ -15,9 +15,9 @@ namespace Events
struct ScreenShake : Event struct ScreenShake : Event
{ {
float Time; float Time = 1.f;
int Intensity; float Intensity = 1.f;
float TimeTakenToCoolDown; float TimeTakenToCoolDown = 1.f;
}; };
} }
+6
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@@ -33,6 +33,7 @@
#include "Game/CKraken.h" #include "Game/CKraken.h"
#include "Game/CBall.h" #include "Game/CBall.h"
#include "Game/CProjectile.h" #include "Game/CProjectile.h"
#include "Game/EScreenShake.h"
#include "Sound/CCollisionSound.h" #include "Sound/CCollisionSound.h"
#include "Rendering/CAnimation.h" #include "Rendering/CAnimation.h"
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
@@ -67,6 +68,7 @@ private:
bool m_KrakenBattle = false; bool m_KrakenBattle = false;
bool m_KrakenHasArrived = false; bool m_KrakenHasArrived = false;
bool m_ReturnToIdle = false; bool m_ReturnToIdle = false;
bool m_RandomKraken = false;
EntityID m_KrakenTemplate; EntityID m_KrakenTemplate;
std::string m_Action = "Idle"; std::string m_Action = "Idle";
int m_NumberOfActions; int m_NumberOfActions;
@@ -76,6 +78,9 @@ private:
float m_KrakenCurrentSecondsToAction = 15; float m_KrakenCurrentSecondsToAction = 15;
const int Idle = 1; const int Idle = 1;
int m_Set = 0;
int m_SetCluster = 0;
std::array<int, 42> m_Bricks; std::array<int, 42> m_Bricks;
std::array<int, 42> m_Colors; std::array<int, 42> m_Colors;
@@ -98,6 +103,7 @@ private:
bool OnBrickGenerating(const dd::Events::BrickGenerating &event); bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event); bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event);
void GetBrickSet(); void GetBrickSet();
void CreateBloodEffect(glm::vec3);
}; };
} }
+6 -1
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@@ -19,6 +19,7 @@
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
#include "Rendering/CModel.h" #include "Rendering/CModel.h"
#include "Rendering/CPointLight.h" #include "Rendering/CPointLight.h"
#include "Rendering/CCamera.h"
#include "Transform/EMove.h" #include "Transform/EMove.h"
@@ -59,6 +60,7 @@
#include "Game/EKrakenAppear.h" #include "Game/EKrakenAppear.h"
#include "Game/EKrakenDefeated.h" #include "Game/EKrakenDefeated.h"
#include "Game/EBrickGenerating.h" #include "Game/EBrickGenerating.h"
#include "Game/EBreakAllBricks.h"
#include "Physics/CPhysics.h" #include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h" #include "Physics/CCircleShape.h"
@@ -101,7 +103,7 @@ public:
void CreateBasicLevel(int, int, glm::vec2, float); void CreateBasicLevel(int, int, glm::vec2, float);
void CreateLevel(int); void CreateLevel(int);
EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4); EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
void BrickHit(EntityID, EntityID, int); void BrickHit(EntityID, EntityID, int, bool);
void OnEntityRemoved(EntityID entity); void OnEntityRemoved(EntityID entity);
@@ -180,6 +182,7 @@ private:
bool m_BrickGenerating = false; bool m_BrickGenerating = false;
dd::Events::BrickGenerating m_BrickGeneratingEvent; dd::Events::BrickGenerating m_BrickGeneratingEvent;
bool m_KrakenBattle = false;
bool m_BreakAllBricks = false; bool m_BreakAllBricks = false;
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact; dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
@@ -194,6 +197,7 @@ private:
dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume; dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad; dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating; dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
dd::EventRelay<LevelSystem, dd::Events::BreakAllBricks> m_EBreakAllBricks;
dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated; dd::EventRelay<LevelSystem, dd::Events::KrakenDefeated> m_EKrakenDefeated;
bool OnContact(const dd::Events::Contact &event); bool OnContact(const dd::Events::Contact &event);
@@ -209,6 +213,7 @@ private:
bool OnHitPad(const dd::Events::HitPad &event); bool OnHitPad(const dd::Events::HitPad &event);
bool OnBrickGenerating(const dd::Events::BrickGenerating &event); bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
bool BrickGenerating(const dd::Events::BrickGenerating &event); bool BrickGenerating(const dd::Events::BrickGenerating &event);
bool OnBreakAllBricks(const dd::Events::BreakAllBricks &event);
void GetBrickSet(int Set, int SetCluster); void GetBrickSet(int Set, int SetCluster);
bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event); bool OnKrakenDefeated(const dd::Events::KrakenDefeated &event);
+5
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@@ -47,6 +47,10 @@ public:
private: private:
bool m_Pause = false; bool m_Pause = false;
EntityID m_Template; EntityID m_Template;
Events::Lifebuoy m_SavedEvent;
bool m_Lifebuoy = false;
float m_Timer;
float m_WaitingTime = 0.4;
dd::EventRelay<LifebuoySystem, dd::Events::Contact> m_EContact; dd::EventRelay<LifebuoySystem, dd::Events::Contact> m_EContact;
dd::EventRelay<LifebuoySystem, dd::Events::Pause> m_EPause; dd::EventRelay<LifebuoySystem, dd::Events::Pause> m_EPause;
@@ -58,6 +62,7 @@ private:
bool OnPause(const dd::Events::Pause &event); bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event); bool OnResume(const dd::Events::Resume &event);
bool OnLifebuoy(const dd::Events::Lifebuoy &event); bool OnLifebuoy(const dd::Events::Lifebuoy &event);
bool Lifebuoy(const dd::Events::Lifebuoy &event);
bool OnLifebuoyHit(const dd::Events::LifebuoyHit &event); bool OnLifebuoyHit(const dd::Events::LifebuoyHit &event);
struct LifebuoyInfo struct LifebuoyInfo
+1
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@@ -54,6 +54,7 @@
#include "Rendering/CAnimation.h" #include "Rendering/CAnimation.h"
#include "Game/EBrickGenerating.h" #include "Game/EBrickGenerating.h"
#include "Game/EBreakAllBricks.h"
namespace dd namespace dd
+2 -1
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@@ -30,6 +30,7 @@
#include "Game/CProjectile.h" #include "Game/CProjectile.h"
#include "Game/CBall.h" #include "Game/CBall.h"
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
#include "Rendering/CAnimation.h"
namespace dd namespace dd
{ {
@@ -60,7 +61,7 @@ private:
int m_Shots = 0; int m_Shots = 0;
float m_InkBlasterSpeed = 5; float m_InkBlasterSpeed = 5;
EntityID m_InkBlastTemplate; EntityID m_InkBlastTemplate;
EntityID m_AttachedSquid; EntityID m_AttachedSquid = 0;
dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact; dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause; dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause;
+2
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@@ -26,6 +26,8 @@ struct ParticleEmitter : public Component
//values to interpolate between. //values to interpolate between.
std::vector<glm::vec3> ScaleValues; std::vector<glm::vec3> ScaleValues;
std::vector<float> AlphaValues; std::vector<float> AlphaValues;
std::vector<glm::vec3> VelocityValues;
//System variables //System variables
float GravityScale = 1.0f; float GravityScale = 1.0f;
@@ -29,6 +29,7 @@ struct CreateParticleSequence : public Event
bool DefaultScale = false; bool DefaultScale = false;
std::vector<glm::vec3> ScaleValues; std::vector<glm::vec3> ScaleValues;
std::vector<float> AlphaValues; std::vector<float> AlphaValues;
std::vector<glm::vec3> VelocityValues;
//Particle //Particle
std::string SpriteFile = ""; std::string SpriteFile = "";
+3 -3
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@@ -37,8 +37,8 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; } bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
const dd::Camera* Camera() const { return m_Camera; } dd::Camera* Camera() const { return m_Camera; }
void SetCamera(const dd::Camera* camera) void SetCamera(dd::Camera* camera)
{ {
if (camera == nullptr) { if (camera == nullptr) {
m_Camera = m_DefaultCamera.get(); m_Camera = m_DefaultCamera.get();
@@ -55,7 +55,7 @@ protected:
bool m_Fullscreen = false; bool m_Fullscreen = false;
bool m_VSYNC = false; bool m_VSYNC = false;
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr; std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
const dd::Camera* m_Camera = nullptr; dd::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr; GLFWwindow* m_Window = nullptr;
}; };
+3 -8
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@@ -30,14 +30,9 @@ namespace Components
struct Camera : Component struct Camera : Component
{ {
Camera() float FOV = glm::radians(45.f);
: FOV(glm::radians(45.f)) float NearClip = 0.01f;
, NearClip(0.1f) float FarClip = 100.f;
, FarClip(100.f) { }
float FOV;
float NearClip;
float FarClip;
}; };
} }
+1 -1
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@@ -9,7 +9,7 @@ namespace dd
namespace Events namespace Events
{ {
struct AnimationComplete struct AnimationComplete : Event
{ {
EntityID Entity; EntityID Entity;
std::string Animation; std::string Animation;
@@ -43,7 +43,6 @@ class Renderer : public BaseRenderer
public: public:
void Initialize() override; void Initialize() override;
void Draw(RenderQueueCollection& rq) override; void Draw(RenderQueueCollection& rq) override;
void PlaceCamera(glm::vec3 position);
private: private:
int m_GLVersion[2]; int m_GLVersion[2];
@@ -97,12 +96,6 @@ private:
void DrawWater(RenderQueue &objects); void DrawWater(RenderQueue &objects);
void DrawGUI(RenderQueue& rq); void DrawGUI(RenderQueue& rq);
void DebugKeys(); void DebugKeys();
dd::EventRelay<Renderer, dd::Events::ScreenShake> m_EScreenShake;
bool OnScreenShake(dd::Events::ScreenShake &event);
bool m_ScreenShake = false;
float m_ShakeIntensity = 0;
float m_ShakeTimer = 0;
}; };
} }
+4 -1
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@@ -91,8 +91,11 @@ int dd::EventBroker::Process(std::string contextTypeName)
void dd::EventBroker::Swap() void dd::EventBroker::Swap()
{ {
std::swap(m_EventQueueRead, m_EventQueueWrite); std::swap(m_EventQueueRead, m_EventQueueWrite);
m_EventQueueWrite->clear(); }
void dd::EventBroker::Clear()
{
m_EventQueueWrite->clear();
} }
void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay) void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay)
+69 -12
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@@ -28,6 +28,7 @@ void dd::Systems::BallSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton); EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &BallSystem::OnStageCleared); EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &BallSystem::OnStageCleared);
EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &BallSystem::OnArrivedToNewStage); EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &BallSystem::OnArrivedToNewStage);
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &BallSystem::OnAnimationComplete);
//OctoBall //OctoBall
@@ -39,7 +40,7 @@ void dd::Systems::BallSystem::Initialize()
transform->Velocity = glm::vec3(0.f, 0.f, 0.f); transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
transform->Orientation = glm::quat(); transform->Orientation = glm::quat();
auto model = m_World->AddComponent<Components::Model>(ent); auto model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Sid/Sid.dae"; model->ModelFile = "Models/Sid/Sid_Flying.dae";
auto animation = m_World->AddComponent<Components::Animation>(ent); auto animation = m_World->AddComponent<Components::Animation>(ent);
animation->Speed = 1.0; animation->Speed = 1.0;
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent); std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
@@ -118,13 +119,32 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
/*std::uniform_real_distribution<float> dist(-0.5f, 0.5f); /*std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
float random = dist(m_RandomGenerator);*/ float random = dist(m_RandomGenerator);*/
transformBall->Velocity = glm::normalize(ballComponent->SavedSpeed) * ballComponent->Speed; transformBall->Velocity = glm::normalize(ballComponent->SavedSpeed) * ballComponent->Speed;
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Loop = false;
cAnim->Speed = 2.f;
cAnim->Time = 0.f;
//transform->Velocity = glm::normalize(glm::vec3(0, 1, 0)) * ballComponent->Speed; //transform->Velocity = glm::normalize(glm::vec3(0, 1, 0)) * ballComponent->Speed;
} else if (!ballComponent->Sticky) { } else {
transformBall->Velocity = glm::vec3(0.f, 0.f, 0.f); transformBall->Velocity = glm::vec3(0.f, 0.f, 0.f);
//transform->Position = glm::vec3(0.0f, -3.f, -10.f);
if (m_First) { auto cModel = m_World->GetComponent<Components::Model>(entity);
transformBall->Orientation = glm::quat(); cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
m_First = false;
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Speed = 0.f;
cAnim->Time = 0.f;
cAnim->Loop = false;
if (!ballComponent->Sticky) {
auto transform = m_World->GetComponent<Components::Transform>(entity);
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
//transform->Position = glm::vec3(0.0f, -3.f, -10.f);
if (m_First) {
transform->Orientation = glm::quat();
m_First = false;
}
} }
return; return;
} }
@@ -138,6 +158,12 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
if (m_StickyCounter > 0) { if (m_StickyCounter > 0) {
m_Sticky = true; m_Sticky = true;
} }
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Speed = 2.f;
cAnim->Time = 0.f;
cAnim->Loop = false;
ballComponent->Sticky = false; ballComponent->Sticky = false;
} }
} }
@@ -190,7 +216,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transform = m_World->GetComponent<Components::Transform>(entity); auto transform = m_World->GetComponent<Components::Transform>(entity);
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y)); glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
glm::vec2 up = glm::vec2(0.f, 1.f); glm::vec2 up = glm::vec2(0.f, 1.f);
float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
float angle = atan2(dir.x, dir.y);
transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f)); transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
} }
} }
@@ -330,7 +357,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
m_Waiting = true; m_Waiting = true;
m_InkBlockedWaiting = true; m_InkBlockedWaiting = true;
ballComponent->Sticky = true; ballComponent->Sticky = true;
ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0); ballComponent->StickyPlacement = glm::vec3(0, 0.25f, 0);
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed; ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f); ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
} }
@@ -340,11 +367,19 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
m_Waiting = true; m_Waiting = true;
ballComponent->Sticky = true; ballComponent->Sticky = true;
//ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position; //ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
ballComponent->StickyPlacement = glm::vec3(0, 0.5f, 0); ballComponent->StickyPlacement = glm::vec3(0, 0.25f, 0);
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed; ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
ballTransform->Velocity *= -1; ballTransform->Velocity *= -1;
Events::StickyAttachedToPad e; Events::StickyAttachedToPad e;
EventBroker->Publish(e); EventBroker->Publish(e);
auto cModel = m_World->GetComponent<Components::Model>(ballEntity);
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
auto cAnim = m_World->GetComponent<Components::Animation>(ballEntity);
cAnim->Loop = false;
cAnim->Speed = 0.f;
cAnim->Time = 0.f;
return true; return true;
} }
} }
@@ -395,10 +430,7 @@ void dd::Systems::BallSystem::ResolveContacts()
auto ballComponent = m_World->GetComponent<Components::Ball>(entity); auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
reflectedVelocity = glm::normalize(reflectedVelocity) * ballComponent->Speed; reflectedVelocity = glm::normalize(reflectedVelocity) * ballComponent->Speed;
transform->Velocity = glm::vec3(reflectedVelocity, 0.f); transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
} }
m_Contacts.clear(); m_Contacts.clear();
} }
@@ -474,6 +506,14 @@ bool dd::Systems::BallSystem::OnInkBlasterOver(const dd::Events::InkBlasterOver
auto ballComponent = m_World->GetComponent<Components::Ball>(event.Ball); auto ballComponent = m_World->GetComponent<Components::Ball>(event.Ball);
auto transform = m_World->GetComponent<Components::Transform>(event.Ball); auto transform = m_World->GetComponent<Components::Transform>(event.Ball);
auto cModel = m_World->GetComponent<Components::Model>(event.Ball);
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
auto cAnim = m_World->GetComponent<Components::Animation>(event.Ball);
cAnim->Speed = 2.f;
cAnim->Loop = false;
m_InkBlaster = false; m_InkBlaster = false;
m_InkAttached = false; m_InkAttached = false;
m_InkBlockedWaiting = false; m_InkBlockedWaiting = false;
@@ -520,3 +560,20 @@ bool dd::Systems::BallSystem::OnArrivedToNewStage(const dd::Events::ArrivedAtNew
return true; return true;
} }
bool dd::Systems::BallSystem::OnAnimationComplete(const dd::Events::AnimationComplete &event)
{
auto model = m_World->GetComponent<Components::Model>(event.Entity);
if (model) {
if (model->ModelFile == "Models/Sid/Sid_Jump.dae") {
model->ModelFile = "Models/Sid/Sid_Flying.dae";
auto anim = m_World->GetComponent<Components::Animation>(event.Entity);
anim->Speed = 1.f;
anim->Loop = true;
anim->Time = 0.f;
}
}
return true;
}
+139 -61
View File
@@ -93,12 +93,14 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
return; return;
} }
Events::KrakenAttack krakenAttack; Events::KrakenAttack krakenAttack;
switch (kraken->CurrentAction) switch (kraken->CurrentAction) {
{
case 1: // Idle case 1: // Idle
m_KrakenTimer += dt; if (m_RandomKraken) {
m_KrakenTimer += dt;
}
if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) { if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) {
m_KrakenTimer = 0; m_KrakenTimer = 0;
kraken->CurrentAction = 3;
if (m_NumberOfActions == 0) { if (m_NumberOfActions == 0) {
kraken->CurrentAction = 3; kraken->CurrentAction = 3;
} else { } else {
@@ -112,11 +114,12 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
break; break;
case 2: // Grabbing case 2: // Grabbing
m_NumberOfActions++; m_NumberOfActions++;
kraken->CurrentAction = 5; kraken->CurrentAction = 3;
krakenAttack.ChargeUpdate = 0; /*krakenAttack.ChargeUpdate = 0;
krakenAttack.KrakenStrength = 0.1; krakenAttack.KrakenStrength = 0.1;
krakenAttack.PlayerStrength = 0.05; krakenAttack.PlayerStrength = 0.05;
EventBroker->Publish(krakenAttack); EventBroker->Publish(krakenAttack);*/
break; break;
case 3: // Brick Generating case 3: // Brick Generating
{ {
@@ -125,35 +128,60 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
Events::BrickGenerating e; Events::BrickGenerating e;
e.Origin1 = glm::vec3(-5, 7, -10); e.Origin1 = glm::vec3(-5, 7, -10);
e.Origin2 = glm::vec3(5, 7, -10); e.Origin2 = glm::vec3(5, 7, -10);
if (kraken->Health > 20) { e.Speed = 10;
if (m_RandomKraken) {
if (kraken->Health > 20) {
e.SetCluster = 0; e.SetCluster = 0;
} else if (kraken->Health > 10) { } else if (kraken->Health > 10) {
e.SetCluster = 1; e.SetCluster = 1;
} else { } else {
e.SetCluster = 2; e.SetCluster = 2;
}
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
} else {
e.Set = m_Set;
e.SetCluster = m_SetCluster;
m_Set++;
if (m_Set > 6) {
m_SetCluster++;
m_Set = 1;
}
} }
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
EventBroker->Publish(e); EventBroker->Publish(e);
break; break;
} }
case 4: // Brick Generating second case case 4: // Brick Generating second case
{ {
m_NumberOfActions++;
kraken->CurrentAction = 1; kraken->CurrentAction = 1;
Events::BrickGenerating e; Events::BrickGenerating e;
e.Origin1 = glm::vec3(-5, 7, -10); e.Origin1 = glm::vec3(-5, 7, -10);
e.Origin2 = glm::vec3(5, 7, -10); e.Origin2 = glm::vec3(5, 7, -10);
if (kraken->Health > 20) { e.Speed = 10;
e.SetCluster = 0; if (m_RandomKraken) {
} else if (kraken->Health > 10) { if (kraken->Health > 20) {
e.SetCluster = 1; e.SetCluster = 0;
} else if (kraken->Health > 10) {
e.SetCluster = 1;
} else {
e.SetCluster = 2;
}
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
} else { } else {
e.SetCluster = 2; e.Set = m_Set;
e.SetCluster = m_SetCluster;
m_Set++;
if (m_Set > 6) {
m_SetCluster++;
m_Set = 1;
}
} }
std::uniform_real_distribution<float> dist(1, 6.999f);
float random = dist(m_RandomGenerator);
e.Set = random;
EventBroker->Publish(e); EventBroker->Publish(e);
break; break;
} }
@@ -261,6 +289,13 @@ bool dd::Systems::KrakenSystem::OnKrakenAppear(const dd::Events::KrakenAppear &e
transform->Position = event.Position; transform->Position = event.Position;
transform->Position.y += 3.f; transform->Position.y += 3.f;
m_KrakenBattle = true; m_KrakenBattle = true;
Events::ScreenShake e;
e.Intensity = 10;
e.Time = 2;
e.TimeTakenToCoolDown = 6;
EventBroker->Publish(e);
return true; return true;
} }
@@ -269,6 +304,13 @@ bool dd::Systems::KrakenSystem::OnKrakenAttack(const dd::Events::KrakenAttack &e
if (event.ChargeUpdate >= 1) { if (event.ChargeUpdate >= 1) {
m_ReturnToIdle = true; m_ReturnToIdle = true;
} }
Events::ScreenShake e;
e.Intensity = 2;
e.Time = 0.5f;
e.TimeTakenToCoolDown = 3.f;
EventBroker->Publish(e);
return true; return true;
} }
@@ -277,6 +319,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken); auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
auto transform = m_World->GetComponent<Components::Transform>(event.Hitter); auto transform = m_World->GetComponent<Components::Transform>(event.Hitter);
kraken->Health--; kraken->Health--;
kraken->CurrentAction = 3;
//kraken->Health -= 15; //kraken->Health -= 15;
//kraken->Health = -1; //To defeat the kraken instantly. //kraken->Health = -1; //To defeat the kraken instantly.
@@ -289,47 +332,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
m_KrakenCurrentSecondsToAction = m_KrakenMaxSecondsToAction - (modifier * timeDifferenceBetweenMaxAndMin); m_KrakenCurrentSecondsToAction = m_KrakenMaxSecondsToAction - (modifier * timeDifferenceBetweenMaxAndMin);
// If modifier is 1, MaxSeconds is 15, MinSeconds is 5, then... 15 - (1 * 10), meaning 5. // If modifier is 1, MaxSeconds is 15, MinSeconds is 5, then... 15 - (1 * 10), meaning 5.
auto ball = m_World->GetComponent<Components::Transform>(event.Hitter); CreateBloodEffect(transform->Position);
if (ball != nullptr) {
//Particle trail
Events::CreateParticleSequence trail;
trail.parent = event.Hitter;
trail.AlphaValues.push_back(1.f);
trail.AlphaValues.push_back(0.f);
trail.ScaleValues.push_back(glm::vec3(0.08f));
trail.ScaleValues.push_back(glm::vec3(0.f));
trail.RadiusDistribution = 2;
trail.EmitterLifeTime = 1.f;
trail.ParticleLifeTime = 1.f;
trail.ParticlesPerTick = 1;
trail.SpawnRate = 0.5f;
trail.Speed = 10.f;
trail.EmittingAngle = glm::half_pi<float>();
trail.SpriteFile = "Textures/Particles/FadeBall.png";
trail.Color = glm::vec4(1, 0, 0, 1);
//p.Spread = ...
EventBroker->Publish(trail);
}
//ParticlePoof
Events::CreateParticleSequence poof;
poof.EmitterLifeTime = 4;
poof.EmittingAngle = glm::half_pi<float>();
poof.Spread = 0.5f;
poof.NumberOfTicks = 1;
poof.ParticleLifeTime = 1.5f;
poof.ParticlesPerTick = 2;
poof.Position = transform->Position;
poof.ScaleValues.clear();
poof.ScaleValues.push_back(glm::vec3(0.5f));
poof.ScaleValues.push_back(glm::vec3(2.f, 2.f, 0.2f));
poof.SpriteFile = "Textures/Particles/Cloud_Particle.png";
poof.Color = glm::vec4(1, 0, 0, 1);
poof.AlphaValues.clear();
poof.AlphaValues.push_back(1.f);
poof.AlphaValues.push_back(0.f);
poof.Speed = 20;
EventBroker->Publish(poof);
//std::cout << kraken->Health << std::endl; //std::cout << kraken->Health << std::endl;
//kraken->Health = -1; //kraken->Health = -1;
@@ -339,12 +342,21 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
e.Hitter = event.Hitter; e.Hitter = event.Hitter;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
Events::ScreenShake e;
e.Intensity = 2;
e.Time = 0.2f;
e.TimeTakenToCoolDown = 1.5f;
EventBroker->Publish(e);
return false; return false;
} }
bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event) bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
{ {
m_KrakenBattle = false; m_KrakenBattle = false;
m_Set = 0;
m_SetCluster = 0;
auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken); auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken); auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
@@ -438,3 +450,69 @@ bool dd::Systems::KrakenSystem::OnArrivedAtNewStage(const dd::Events::ArrivedAtN
} }
return true; return true;
} }
void dd::Systems::KrakenSystem::CreateBloodEffect(glm::vec3 pos)
{
//ParticlePoof
Events::CreateParticleSequence dust;
dust.EmitterLifeTime = 4;
dust.EmittingAngle = glm::half_pi<float>();
dust.Spread = 0.5f;
dust.NumberOfTicks = 1;
dust.ParticleLifeTime = 1.f;
dust.ParticlesPerTick = 1;
dust.Position = pos;
dust.ScaleValues.clear();
dust.ScaleValues.push_back(glm::vec3(0.5f));
dust.ScaleValues.push_back(glm::vec3(2.f, 2.f, 0.2f));
dust.SpriteFile = "Textures/Particles/Cloud_Particle.png";
dust.Color = glm::vec4(1, 0, 0, 1);
dust.AlphaValues.clear();
dust.AlphaValues.push_back(1.f);
dust.AlphaValues.push_back(0.f);
dust.Speed = 20;
EventBroker->Publish(dust);
std::uniform_real_distribution<float> dist(glm::pi<float>(), glm::two_pi<float>());
for (int i = 0; i < 3; i++) {
float angle = dist(m_RandomGenerator);
Events::CreateParticleSequence squirt;
squirt.EmitterLifeTime = 0.3f;
squirt.EmittingAngle = angle;
squirt.Spread = 0;
squirt.SpawnRate = 0.01f;
squirt.ParticleLifeTime = 0.5f;
squirt.ParticlesPerTick = 1;
squirt.Position = pos;
squirt.ScaleValues.clear();
squirt.ScaleValues.push_back(glm::vec3(0.09f));
squirt.SpriteFile = "Textures/Particles/FadeBall.png";
squirt.Color = glm::vec4(1, 0, 0, 1);
squirt.AlphaValues.clear();
squirt.AlphaValues.push_back(1.f);
squirt.AlphaValues.push_back(0.f);
squirt.Speed = 1000;
EventBroker->Publish(squirt);
}
Events::CreateParticleSequence drop;
drop.EmitterLifeTime = 7.f;
drop.SpawnRate = 0.1f;
//drop.EmittingAngle = glm::two_pi<float>() + glm::pi<float>();
drop.EmittingAngle = -glm::half_pi<float>();
drop.Spread = 0;
//drop.Spread = glm::two_pi<float>();
drop.ParticleLifeTime = 1.f;
drop.ParticlesPerTick = 2;
drop.Position = pos;
drop.ScaleValues.clear();
drop.ScaleValues.push_back(glm::vec3(.15f));
drop.ScaleValues.push_back(glm::vec3(0.1f));
drop.SpriteFile = "Textures/Particles/FadeBall.png";
drop.Color = glm::vec4(1, 0, 0, 1);
drop.AlphaValues.clear();
drop.AlphaValues.push_back(1.f);
drop.AlphaValues.push_back(0.f);
drop.GravityScale = 0;
drop.Speed = 300;
EventBroker->Publish(drop);
}
+108 -69
View File
@@ -23,10 +23,20 @@ void dd::Systems::LevelSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume); EVENT_SUBSCRIBE_MEMBER(m_EResume, &LevelSystem::OnResume);
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad); EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating); EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
EVENT_SUBSCRIBE_MEMBER(m_EBreakAllBricks, &LevelSystem::OnBreakAllBricks);
EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated); EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &LevelSystem::OnKrakenDefeated);
m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false); m_GodMode = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<bool>("Cheat.GodMode", false);
// Camera
{
auto ent = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(ent);
auto camera = m_World->AddComponent<Components::Camera>(ent);
camera->FOV = glm::radians(58.31f);
m_World->CommitEntity(ent);
}
//PointLightTest //PointLightTest
{ {
auto t_Light = m_World->CreateEntity(); auto t_Light = m_World->CreateEntity();
@@ -68,8 +78,20 @@ void dd::Systems::LevelSystem::Initialize()
auto t_halfPipe2 = m_World->CloneEntity(t_halfPipe); auto t_halfPipe2 = m_World->CloneEntity(t_halfPipe);
auto transform2 = m_World->GetComponent<Components::Transform>(t_halfPipe); auto transform2 = m_World->GetComponent<Components::Transform>(t_halfPipe);
transform2->Position = glm::vec3(0.f, 34.6f, -15.f); //Halfpipe Value transform2->Position = glm::vec3(0.f, 34.6f, -15.f); //Halfpipe Value
// Added to prevent white borders around screen shake
{
auto halfPipeBackground = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(halfPipeBackground);
transform->Position = glm::vec3(0.f, 0.f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f) * 2.f;
auto model = m_World->AddComponent<Components::Model>(halfPipeBackground);
model->ModelFile = "Models/Halfpipe.obj";
m_World->CommitEntity(halfPipeBackground);
}
} }
//Background //Background
/*{ /*{
@@ -132,8 +154,8 @@ void dd::Systems::LevelSystem::Initialize()
auto wall = m_World->AddComponent<Components::Wall>(BottomWall); auto wall = m_World->AddComponent<Components::Wall>(BottomWall);
transform->Position = glm::vec3(0.f, -6.f, -10.f); transform->Position = glm::vec3(0.f, -6.f, -10.f);
transform->Scale = glm::vec3(20.f, 0.5f, 1.f); transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall); //std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; //sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall); std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f); rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall); std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
@@ -279,12 +301,18 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
} }
} }
if (m_BreakAllBricks) {
if (m_LooseBricks == 1 && m_KrakenBattle) {
m_BreakAllBricks = false;
}
}
auto brick = m_World->GetComponent<Components::Brick>(entity); auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != nullptr) { if (brick != nullptr) {
if (m_BreakAllBricks) { if (m_BreakAllBricks) {
if (!brick->Removed) { if (!brick->Removed) {
brick->Removed = true; brick->Removed = true;
BrickHit(entity, entity, 1); BrickHit(entity, entity, 0, false);
} }
} }
@@ -336,7 +364,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto ball = m_World->GetComponent<Components::Ball>(entity); auto ball = m_World->GetComponent<Components::Ball>(entity);
if (ball != nullptr) { if (ball != nullptr) {
if (m_BrickGenerating) { if (m_BrickGenerating && !m_BreakAllBricks) {
auto transform = m_World->GetComponent<Components::Transform>(entity); auto transform = m_World->GetComponent<Components::Transform>(entity);
if (transform->Position.y < 0 && transform->Velocity.y < 0) { if (transform->Position.y < 0 && transform->Velocity.y < 0) {
m_BrickGenerating = false; m_BrickGenerating = false;
@@ -477,6 +505,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
model->ModelFile = "Models/Brick/KrakenBrick.obj"; model->ModelFile = "Models/Brick/KrakenBrick.obj";
} else if (typeInt == Kraken) { } else if (typeInt == Kraken) {
m_KrakenBattle = true;
Events::KrakenAppear e; Events::KrakenAppear e;
e.Position = transform->Position; e.Position = transform->Position;
e.Health = 10; e.Health = 10;
@@ -491,6 +520,7 @@ EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spac
bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event) bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
{ {
m_BreakAllBricks = true;
m_BrickGenerating = true; m_BrickGenerating = true;
m_BrickGeneratingEvent = event; m_BrickGeneratingEvent = event;
return true; return true;
@@ -523,7 +553,7 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
} }
brick->GenerationGoal = e.GoalPosition; brick->GenerationGoal = e.GoalPosition;
e.Entity = ent; e.Entity = ent;
e.Speed = 6; e.Speed = event.Speed;
e.Queue = false; e.Queue = false;
EventBroker->Publish(e); EventBroker->Publish(e);
m_LooseBricks++; m_LooseBricks++;
@@ -536,6 +566,12 @@ bool dd::Systems::LevelSystem::BrickGenerating(const dd::Events::BrickGenerating
return true; return true;
} }
bool dd::Systems::LevelSystem::OnBreakAllBricks(const dd::Events::BreakAllBricks &event)
{
m_BreakAllBricks = true;
return true;
}
void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets! void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are sets the Kraken gets!
{ {
std::array<int, 42> level; std::array<int, 42> level;
@@ -587,10 +623,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 2) { } else if (set == 2) {
level = // The Audience level = // The Audience
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 6,
1, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
{y, y, y, y, y, y, y, {y, y, y, y, y, y, y,
@@ -604,8 +640,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0, 0, 3, 0, 0, 0, 1, 0,
1, 1, 1, 0, 1, 1, 1, 1, 1, 6, 0, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
{b, b, b, b, b, b, b, {b, b, b, b, b, b, b,
@@ -617,11 +653,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 4) { } else if (set == 4) {
level = // The Scales (right) level = // The Scales (right)
{1, 1, 1, 0, 0, 0, 0, {1, 1, 1, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0, 1, 1, 6, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1,
0, 0, 0, 0, 1, 1, 1 }; 0, 0, 0, 0, 1, 4, 1 };
color = color =
{m, m, m, m, m, m, m, {m, m, m, m, m, m, m,
m, m, m, m, m, m, m, m, m, m, m, m, m, m,
@@ -632,11 +668,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 5) { } else if (set == 5) {
level = // The Scales (left) level = // The Scales (left)
{0, 0, 0, 0, 1, 1, 1, {0, 0, 0, 0, 1, 1, 1,
0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 3, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0,
1, 1, 1, 0, 0, 0, 0 }; 1, 6, 1, 0, 0, 0, 0 };
color = color =
{g, g, g, g, g, g, g, {g, g, g, g, g, g, g,
g, g, g, g, g, g, g, g, g, g, g, g, g, g,
@@ -647,7 +683,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 6) { } else if (set == 6) {
level = // The Sword level = // The Sword
{0, 0, 0, 1, 0, 0, 0, {0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 6, 2, 6, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
@@ -665,8 +701,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Wall level = // The Wall
{1, 0, 0, 0, 0, 0, 1, {1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 6, 0, 0, 0, 0, 0, 6,
1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
@@ -680,7 +716,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Checkerboard level = // The Checkerboard
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, 0, 1, 0, 1, 0, 1, 3, 0, 1, 0, 6, 0, 1,
0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0,
1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
@@ -695,7 +731,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Fighter Jet level = // The Fighter Jet
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 1, 0, 1, 0, 1, 6, 0, 1, 0, 1, 0, 6,
0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0,
0, 0, 4, 1, 1, 0, 0, 0, 0, 4, 1, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0 }; 0, 0, 0, 1, 0, 0, 0 };
@@ -709,9 +745,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 4) { } else if (set == 4) {
level = // The Formation level = // The Formation
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 3, 1, 1, 1, 4, 1, 1, 3, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
@@ -725,9 +761,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Pillars level = // The Pillars
{0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
0, 1, 2, 0, 1, 1, 0, 0, 6, 1, 0, 1, 6, 0,
0, 1, 1, 0, 1, 1, 0,
0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
0, 1, 3, 0, 3, 1, 0,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
{g, g, g, g, g, g, g, {g, g, g, g, g, g, g,
@@ -740,8 +776,8 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
level = // The Treasure Chest level = // The Treasure Chest
{0, 0, 0, 1, 0, 0, 0, {0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0,
0, 1, 1, 5, 1, 1, 0, 0, 1, 1, 2, 1, 1, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 6, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 }; 0, 0, 0, 0, 0, 0, 0 };
color = color =
@@ -755,11 +791,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (setCluster == 2) { } else if (setCluster == 2) {
if (set == 1) { if (set == 1) {
level = // The Butterfly level = // The Butterfly
{1, 0, 0, 1, 0, 0, 1, {4, 0, 0, 1, 0, 0, 1,
1, 6, 0, 1, 0, 1, 1,
1, 1, 1, 6, 1, 1, 1,
1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1,
1, 1, 0, 1, 0, 1, 1,
1, 0, 0, 2, 0, 0, 1,
1, 0, 0, 1, 0, 0, 3 }; 1, 0, 0, 1, 0, 0, 3 };
color = color =
{r, r, r, r, r, r, r, {r, r, r, r, r, r, r,
@@ -771,7 +807,7 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 2) { } else if (set == 2) {
level = // The Cross level = // The Cross
{1, 1, 0, 0, 0, 1, 1, {1, 1, 0, 0, 0, 1, 1,
0, 4, 1, 0, 1, 1, 0, 0, 4, 1, 0, 1, 6, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 3, 1, 0, 0, 0, 0, 1, 3, 1, 0, 0,
0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
@@ -785,11 +821,11 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
y, y, y, y, y, y, y }; y, y, y, y, y, y, y };
} else if (set == 3) { } else if (set == 3) {
level = // The Inverted Cross level = // The Inverted Cross
{0, 0, 1, 6, 1, 0, 0, {0, 0, 1, 1, 1, 0, 0,
1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 6, 0, 0, 1,
1, 1, 0, 0, 0, 1, 3, 4, 1, 0, 0, 0, 1, 3,
1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1,
1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 6, 0, 0, 1,
0, 0, 1, 1, 1, 0, 0 }; 0, 0, 1, 1, 1, 0, 0 };
color = color =
{b, b, b, b, b, b, b, {b, b, b, b, b, b, b,
@@ -801,9 +837,9 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 4) { } else if (set == 4) {
level = // The Great Wall level = // The Great Wall
{1, 1, 1, 1, 1, 1, 1, {1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 5, 1, 1, 6, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 3, 1, 1, 1, 1, 1 }; 1, 3, 1, 1, 1, 1, 1 };
color = color =
@@ -816,10 +852,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
} else if (set == 5) { } else if (set == 5) {
level = // The Champion level = // The Champion
{0, 0, 1, 1, 1, 0, 0, {0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 2, 0, 0, 0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0,
1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1,
5, 1, 1, 0, 1, 1, 1, 3, 6, 1, 0, 1, 6, 1,
1, 1, 1, 0, 1, 1, 1 }; 1, 1, 1, 0, 1, 1, 1 };
color = color =
{g, g, g, g, g, g, g, {g, g, g, g, g, g, g,
@@ -830,10 +866,10 @@ void dd::Systems::LevelSystem::GetBrickSet(int set, int setCluster) // These are
g, g, g, g, g, g, g }; g, g, g, g, g, g, g };
} else if (set == 6) { } else if (set == 6) {
level = // The Dog. What, you can't see it? XD level = // The Dog. What, you can't see it? XD
{0, 1, 1, 1, 1, 1, 0, {0, 1, 1, 6, 1, 1, 0,
1, 1, 2, 1, 2, 1, 1, 1, 1, 4, 5, 4, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 1, 1, 1, 0, 1, 6, 0, 1, 1, 1, 0, 6,
1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1,
0, 0, 0, 3, 0, 0, 0 }; 0, 0, 0, 3, 0, 0, 0 };
color = color =
@@ -912,7 +948,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
// For when a brick gets shot. // For when a brick gets shot.
brick->Removed = true; brick->Removed = true;
m_World->RemoveEntity(entityShot); m_World->RemoveEntity(entityShot);
BrickHit(entityShot, entityBrick, 1); BrickHit(entityShot, entityBrick, 1, true);
//ep.Radius = 0.05; //ep.Radius = 0.05;
return true; return true;
@@ -928,13 +964,13 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
ec.Ball = entityBall; ec.Ball = entityBall;
EventBroker->Publish(ec); EventBroker->Publish(ec);
BrickHit(entityBall, entityBrick, ball->Combo); BrickHit(entityBall, entityBrick, ball->Combo, true);
} }
return true; return true;
} }
void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo) void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBrick, int combo, bool activatePowerUps)
{ {
auto brick = m_World->GetComponent<Components::Brick>(entityBrick); auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick); auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
@@ -951,47 +987,49 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
} }
// Check if the brick is any kind of special. // Check if the brick is any kind of special.
auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick); if (activatePowerUps) {
if (multi != nullptr) { auto multi = m_World->GetComponent<Components::MultiBallBrick>(entityBrick);
Events::MultiBall e; if (multi != nullptr) {
e.padTransform = transformComponentBrick; Events::MultiBall e;
EventBroker->Publish(e); e.padTransform = transformComponentBrick;
}
else {
auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
if (buoy != nullptr) {
Events::Lifebuoy e;
e.Transform = transformComponentBrick;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick); auto buoy = m_World->GetComponent<Components::LifebuoyBrick>(entityBrick);
if (sticky != nullptr) { if (buoy != nullptr) {
Events::StickyPad e; Events::Lifebuoy e;
e.Transform = transformComponentBrick; e.Transform = transformComponentBrick;
e.Times = 3;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick); auto sticky = m_World->GetComponent<Components::StickyBrick>(entityBrick);
if (ink != nullptr) { if (sticky != nullptr) {
Events::InkBlaster e; Events::StickyPad e;
e.Transform = transformComponentBrick; e.Transform = transformComponentBrick;
e.Shots = 5; e.Times = 3;
e.Speed = 7;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick); auto ink = m_World->GetComponent<Components::InkBlasterBrick>(entityBrick);
if (kraken != nullptr) { if (ink != nullptr) {
Events::KrakenAttack e; Events::InkBlaster e;
e.ChargeUpdate = 0; e.Transform = transformComponentBrick;
e.KrakenStrength = 0.1; e.Shots = 5;
e.PlayerStrength = 0.05; e.Speed = 7;
EventBroker->Publish(e); EventBroker->Publish(e);
} }
else { else {
auto kraken = m_World->GetComponent<Components::KrakenAttackBrick>(entityBrick);
if (kraken != nullptr) {
Events::KrakenAttack e;
e.ChargeUpdate = 0;
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
EventBroker->Publish(e);
}
else {
}
} }
} }
} }
@@ -1128,6 +1166,7 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event) bool dd::Systems::LevelSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
{ {
m_KrakenBattle = false;
m_BrickGenerating = false; m_BrickGenerating = false;
m_BreakAllBricks = true; m_BreakAllBricks = true;
SetNumberOfBricks(NumberOfBricks() - 1); SetNumberOfBricks(NumberOfBricks() - 1);
+22 -1
View File
@@ -76,6 +76,19 @@ void dd::Systems::LifebuoySystem::Update(double dt)
++it; ++it;
} }
} }
if (IsPaused()) {
return;
}
if (m_Lifebuoy) {
m_Timer += dt;
if (m_Timer > m_WaitingTime) {
m_Timer = 0;
m_Lifebuoy = false;
Lifebuoy(m_SavedEvent);
}
}
} }
void dd::Systems::LifebuoySystem::UpdateEntity(double dt, EntityID entity, EntityID parent) void dd::Systems::LifebuoySystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -114,6 +127,13 @@ bool dd::Systems::LifebuoySystem::OnContact(const dd::Events::Contact &event)
} }
bool dd::Systems::LifebuoySystem::OnLifebuoy(const dd::Events::Lifebuoy &event) bool dd::Systems::LifebuoySystem::OnLifebuoy(const dd::Events::Lifebuoy &event)
{
m_Lifebuoy = true;
m_SavedEvent = event;
return true;
}
bool dd::Systems::LifebuoySystem::Lifebuoy(const dd::Events::Lifebuoy &event)
{ {
auto ent = m_World->CloneEntity(m_Template); auto ent = m_World->CloneEntity(m_Template);
m_World->SetProperty(ent, "Name", "Lifebuoy"); m_World->SetProperty(ent, "Name", "Lifebuoy");
@@ -121,7 +141,8 @@ bool dd::Systems::LifebuoySystem::OnLifebuoy(const dd::Events::Lifebuoy &event)
auto transform = m_World->GetComponent<Components::Transform>(ent); auto transform = m_World->GetComponent<Components::Transform>(ent);
auto physics = m_World->GetComponent<Components::Physics>(ent); auto physics = m_World->GetComponent<Components::Physics>(ent);
physics->CollisionType = CollisionType::Type::Dynamic; physics->CollisionType = CollisionType::Type::Dynamic;
transform->Position = glm::vec3(0.f, 0.f, -10.f); //transform->Position = glm::vec3(0.f, 0.f, -10.f);
transform->Position = event.Transform->Position;
transform->Velocity = glm::vec3(20.f, 3.f, 0.f); transform->Velocity = glm::vec3(20.f, 3.f, 0.f);
LifebuoyInfo info; LifebuoyInfo info;
info.Entity = ent; info.Entity = ent;
+18 -8
View File
@@ -56,6 +56,7 @@ void dd::Systems::PadSystem::Initialize()
cModel->ModelFile = "Models/Ship/Ship.obj"; cModel->ModelFile = "Models/Ship/Ship.obj";
auto pad = m_World->AddComponent<Components::Pad>(ent); auto pad = m_World->AddComponent<Components::Pad>(ent);
pad->SlowdownModifier = 10.f;
m_World->CommitEntity(ent); m_World->CommitEntity(ent);
m_Edge = 3.2 - (ctransform->Scale.x / 2); m_Edge = 3.2 - (ctransform->Scale.x / 2);
@@ -123,20 +124,25 @@ void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID p
if (ball->Waiting || ball->Sticky) { if (ball->Waiting || ball->Sticky) {
if (m_ResetBall && ball->Waiting) { if (m_ResetBall && ball->Waiting) {
ball->StickyPlacement = glm::vec3(0.f, 0.f, 0.f); ball->StickyPlacement = glm::vec3(0.f, 0.f, 0.f);
ball->StickyPlacement.y += 0.45f; ball->StickyPlacement.y += 0.25f;
m_ResetBall = false; m_ResetBall = false;
} }
auto ballTransform = m_World->GetComponent<Components::Transform>(entity); auto ballTransform = m_World->GetComponent<Components::Transform>(entity);
ballTransform->Position = m_PadTransform->Position; ballTransform->Position = m_PadTransform->Position;
ballTransform->Position += ball->StickyPlacement; ballTransform->Position += ball->StickyPlacement;
glm::vec2 dir = glm::normalize(glm::vec2(ball->SavedSpeed.x, ball->SavedSpeed.y)); if (ball->Loaded) {
glm::vec2 up = glm::vec2(0.f, 1.f); ballTransform->Orientation = glm::quat();
float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x); } else {
ballTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f)); glm::vec2 dir = glm::normalize(glm::vec2(ball->SavedSpeed.x, ball->SavedSpeed.y));
if (ball->Sticky) { glm::vec2 up = glm::vec2(0.f, 1.f);
m_StickTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, 1.f)); float angle = glm::acos(glm::dot<float>(dir, up)) * glm::sign(dir.x);
m_StickTransform->Position = ballTransform->Position; ballTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
if (ball->Sticky) {
m_StickTransform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, 1.f));
m_StickTransform->Position = ballTransform->Position;
}
} }
} }
if (!m_StickyAim->Aiming) { if (!m_StickyAim->Aiming) {
m_StickTransform->Position = glm::vec3(30.f, 0.f, 0.f); m_StickTransform->Position = glm::vec3(30.f, 0.f, 0.f);
@@ -287,6 +293,10 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) {
e.Origin1 = glm::vec3(-5, 7, -10); e.Origin1 = glm::vec3(-5, 7, -10);
e.Origin2 = glm::vec3(5, 7, -10); e.Origin2 = glm::vec3(5, 7, -10);
e.Set = 1; e.Set = 1;
e.SetCluster = 1;
EventBroker->Publish(e);
} else if (val == GLFW_KEY_C) {
Events::BreakAllBricks e;
EventBroker->Publish(e); EventBroker->Publish(e);
} else if (val == GLFW_KEY_L) { } else if (val == GLFW_KEY_L) {
Events::Lifebuoy e; Events::Lifebuoy e;
+27 -1
View File
@@ -108,9 +108,20 @@ bool dd::Systems::ProjectileSystem::OnInkBlaster(const dd::Events::InkBlaster &e
bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event) bool dd::Systems::ProjectileSystem::OnHitPad(const dd::Events::HitPad &event)
{ {
if (m_InkBlaster) { if (m_InkBlaster && m_AttachedSquid == 0) {
auto ball = m_World->GetComponent<Components::Ball>(event.Ball);
ball->Loaded = true;
m_SquidLoaded = true; m_SquidLoaded = true;
m_AttachedSquid = event.Ball; m_AttachedSquid = event.Ball;
auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid);
model->ModelFile = "Models/Sid/Sid_Shoot.dae";
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
anim->Loop = false;
anim->Speed = 0.f;
anim->Time = 0.f;
} }
return true; return true;
} }
@@ -140,18 +151,33 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
transform->Velocity = glm::vec3(0, projectile->Speed, 0); transform->Velocity = glm::vec3(0, projectile->Speed, 0);
m_Shots--; m_Shots--;
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
anim->Loop = false;
anim->Speed = 2.f;
anim->Time = 0.f;
if (m_Shots <= 0) { if (m_Shots <= 0) {
auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid); auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
m_InkBlaster = false; m_InkBlaster = false;
m_SquidLoaded = false; m_SquidLoaded = false;
ball->InkBlaster = false; ball->InkBlaster = false;
ball->Sticky = false; ball->Sticky = false;
ball->Loaded = false;
ball->Waiting = true; ball->Waiting = true;
{ {
Events::InkBlasterOver e; Events::InkBlasterOver e;
e.Ball = m_AttachedSquid; e.Ball = m_AttachedSquid;
EventBroker->Publish(e); EventBroker->Publish(e);
auto model = m_World->GetComponent<Components::Model>(m_AttachedSquid);
model->ModelFile = "Models/Sid/Sid_Flying.dae";
auto anim = m_World->GetComponent<Components::Animation>(m_AttachedSquid);
anim->Loop = true;
anim->Speed = 1.f;
m_AttachedSquid = 0;
} }
{ {
Events::ActionButton e; Events::ActionButton e;
+1
View File
@@ -5,6 +5,7 @@
#include "PrecompiledHeader.h" #include "PrecompiledHeader.h"
#include "Game/ScreenShakeSystem.h" #include "Game/ScreenShakeSystem.h"
void dd::Systems::ScreenShakeSystem::Initialize() void dd::Systems::ScreenShakeSystem::Initialize()
{ {
std::random_device rd; std::random_device rd;
+1 -1
View File
@@ -57,7 +57,7 @@ void dd::Systems::WaterSystem::UpdateEntity(double dt, EntityID entity, EntityID
if (transform->Position.y < m_SubmergedHeight) { if (transform->Position.y < m_SubmergedHeight) {
brickPart->Submerged = true; brickPart->Submerged = true;
m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++; m_BrickPartCounters[brickPart->NumberOfPartsInBrick]++;
std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl; //std::cout << "Parts: " << m_BrickPartCounters[brickPart->NumberOfPartsInBrick] << " of " << brickPart->NumberOfPartsInBrick << std::endl;
if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) { if (m_BrickPartCounters[brickPart->NumberOfPartsInBrick] >= brickPart->NumberOfPartsInBrick) {
m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0; m_BrickPartCounters[brickPart->NumberOfPartsInBrick] = 0;
Events::RaiseWater e; Events::RaiseWater e;
+2 -1
View File
@@ -592,7 +592,7 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
//Random z-value //Random z-value
std::uniform_real_distribution<float> dist(0, 1); std::uniform_real_distribution<float> dist(0, 0.1);
float zDistribution = dist(gen); float zDistribution = dist(gen);
particleTransform->Position = glm::vec3(emitterTransform->Position.x, emitterTransform->Position.y, -9.5f + zDistribution); particleTransform->Position = glm::vec3(emitterTransform->Position.x, emitterTransform->Position.y, -9.5f + zDistribution);
particleTransform->Scale = particleTemplate->Scale; particleTransform->Scale = particleTemplate->Scale;
@@ -730,6 +730,7 @@ bool dd::Systems::PhysicsSystem::CreateParticleSequence(const Events::CreatePart
particleEmitter->RadiusDistribution = event.RadiusDistribution; particleEmitter->RadiusDistribution = event.RadiusDistribution;
particleEmitter->DefaultScale = event.DefaultScale; particleEmitter->DefaultScale = event.DefaultScale;
particleEmitter->ScaleValues = event.ScaleValues; particleEmitter->ScaleValues = event.ScaleValues;
particleEmitter->VelocityValues = event.VelocityValues;
{ {
//Creating Particle Template //Creating Particle Template
auto particle = m_World->CreateEntity(emitter); auto particle = m_World->CreateEntity(emitter);
+1
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@@ -42,6 +42,7 @@ void dd::Systems::AnimationSystem::Update(double dt)
Events::AnimationComplete e; Events::AnimationComplete e;
e.Entity = ent; e.Entity = ent;
e.Animation = animationComponent->Name; e.Animation = animationComponent->Name;
EventBroker->Publish(e);
} else { } else {
animationComponent->Time = nextTime; animationComponent->Time = nextTime;
} }
+1 -6
View File
@@ -63,7 +63,7 @@ void dd::Renderer::Initialize()
} }
// Create default camera // Create default camera
m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, 45.f, 0.01f, 5000.f)); m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f));
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0)); m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
if (m_Camera == nullptr) { if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera.get(); m_Camera = m_DefaultCamera.get();
@@ -391,11 +391,6 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
DrawWater(objects); DrawWater(objects);
} }
void dd::Renderer::PlaceCamera(glm::vec3 position)
{
m_DefaultCamera->SetPosition(position);
}
void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program) void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
{ {
GLuint shaderProgramHandle = program; GLuint shaderProgramHandle = program;