Merge remote-tracking branch 'origin/Physics' into LevelSystemAndSuch

This commit is contained in:
PlatinumSkink
2015-10-06 18:33:49 +02:00
22 changed files with 7961 additions and 560 deletions
+11 -7
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@@ -30,11 +30,12 @@ void dd::Systems::BallSystem::Initialize()
auto model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
circleShape->Radius = 0.5f;
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
ball->Speed = 5.f;
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
physics->Static = false;
physics->CollisionType = CollisionType::Type::Dynamic;
physics->Category = CollisionLayer::Type::Ball;
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
physics->Calculate = true;
@@ -71,6 +72,8 @@ void dd::Systems::BallSystem::Update(double dt)
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
//TODO: When the ball collides with 2 bricks on the same frame it is reflected and then reflected again, make it reflect only once like a list or something?
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
if (IsPaused()) {
if (ballComponent != nullptr) {
@@ -127,7 +130,8 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
EventBroker->Publish(e);
return;
}
} else if (transformBall->Position.x > EdgeX()) {
} //Removing this made the wall collisions work again
/*else if (transformBall->Position.x > EdgeX()) {
if (transformBall->Velocity.x > 0) {
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
@@ -142,7 +146,7 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
}
}
}*/
}
if (Lives() != PastLives()) {
@@ -249,10 +253,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
Events::HitPad e;
EventBroker->Publish(e);
Events::HitLag el;
el.Time = 0.1f;
el.Type = "All";
EventBroker->Publish(el);
// Events::HitLag el;
// el.Time = 0.1f;
//el.Type = "All";
// EventBroker->Publish(el);
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
+8 -29
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@@ -24,19 +24,15 @@ void dd::Systems::LevelSystem::Initialize()
auto model = m_World->AddComponent<Components::Model>(m_BrickTemplate);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(m_BrickTemplate);
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(m_BrickTemplate);
cRec->Dimensions = glm::vec2(0.9f, 0.35f);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(m_BrickTemplate);
std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(m_BrickTemplate);
cPhys->Static = false;
cPhys->CollisionType = CollisionType::Type::Dynamic;
cPhys->GravityScale = 0.f;
cPhys->Category = CollisionLayer::Type::Brick;
cPhys->Mask = CollisionLayer::Type::Ball;
model->ModelFile = "Models/Test/Brick/Brick.obj";
/*if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
}*/
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
transform->Position = glm::vec3(50, 50, -10);
//sound
@@ -173,30 +169,13 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
auto cPhys = m_World->GetComponent<Components::Physics>(brick);
/*auto brick = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
auto model = m_World->AddComponent<Components::Model>(brick);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);*/
//std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(brick);
cPhys->Static = false;
cPhys->GravityScale = 0.f;
cPhys->Category = CollisionLayer::Type::Brick;
cPhys->Mask = CollisionLayer::Type::Ball;
//model->ModelFile = "Models/Test/Brick/Brick.obj";
/*if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
if (typeInt == 2) {
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
}*/
//transform->Scale = glm::vec3(0.8, 0.2, 0.2);
/*if (typeInt == 2) {
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
}*/
auto model = m_World->GetComponent<Components::Model>(brick);
model->ModelFile = "Models/Brick/IceBrick.obj";
}
float x = line * spacesBetweenBricks.x;
float y = row * spacesBetweenBricks.y;
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
cBrick->Score = 10 * num;
@@ -320,7 +299,7 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
auto model = m_World->AddComponent<Components::Model>(powerUp);
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
cPhys->Static = false;
cPhys->CollisionType = CollisionType::Type::Dynamic;
cPhys->Category = CollisionLayer::Type::PowerUp;
cPhys->Mask = CollisionLayer::Type::Pad;
+3 -3
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@@ -34,10 +34,10 @@ void dd::Systems::PadSystem::Initialize()
m_World->SetProperty(ent, "Name", "Pad");
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
auto rectangleShape = m_World->AddComponent<Components::RectangleShape>(ent);
rectangleShape->Dimensions = glm::vec2(1.f, 0.5f);
auto physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
physics->CollisionType = CollisionType::Type::Dynamic;
physics->Category = CollisionLayer::Type::Pad;
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
physics->Calculate = true;