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
View File
@@ -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();