Merge branch 'Physics'
Conflicts: include/Core/Engine.h include/Physics/CPhysics.h include/Physics/PhysicsSystem.h src/game/Game/BallSystem.cpp src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
+25
-75
@@ -45,6 +45,7 @@
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#include "Game/CPad.h"
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#include "Game/CBrick.h"
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#include "Game/BallSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/PhysicsSystem.h"
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@@ -122,6 +123,9 @@ public:
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->SystemFactory.Register<Systems::HitLagSystem>(
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[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::HitLagSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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@@ -134,31 +138,6 @@ public:
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Pad | CollisionLayer::Brick | CollisionLayer::Wall);
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physics->Calculate = true;
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//auto plight = m_World->AddComponent<Components::PointLight>(ent);
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//plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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@@ -258,62 +237,33 @@ public:
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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auto topWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, -6.f, -9.9f);
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transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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auto BottomWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(BottomWall);
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transform->Position = glm::vec3(0.f, -6.f, -10.f);
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transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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m_World->CommitEntity(topWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
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rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
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physics->CollisionType = CollisionType::Type::Static;
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m_World->CommitEntity(BottomWall);
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}
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//SideBox
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// {
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// auto topWall = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
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// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
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// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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// topWall);
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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// physics->Static = true;
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// m_World->CommitEntity(topWall);
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// }
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// //OtherSideBox
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// {
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// auto topWall = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
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// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
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// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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// topWall);
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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// physics->Static = true;
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// m_World->CommitEntity(topWall);
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// }
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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topWall);
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, 6.f, -10.f);
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transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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@@ -330,11 +280,11 @@ public:
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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leftWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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@@ -351,18 +301,18 @@ public:
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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rightWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
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rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
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m_World->CommitEntity(rightWall);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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@@ -8,18 +8,23 @@
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#include "Core/CTemplate.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/EContact.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CPointLight.h"
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#include "Game/CBall.h"
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#include "Game/CPowerUp.h"
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#include "Game/CLife.h"
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#include "Game/CBrick.h"
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#include "Game/ELifeLost.h"
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#include "Game/EComboEvent.h"
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#include "Game/EResetBall.h"
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#include "Game/EMultiBall.h"
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#include "Game/EMultiBallLost.h"
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#include "Game/EGameOver.h"
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#include "Game/EPause.h"
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#include "Game/EHitPad.h"
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#include "Game/EHitLag.h"
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namespace dd
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{
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@@ -35,8 +40,7 @@ public:
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~BallSystem();
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EventRelay<BallSystem, Events::Contact> m_Contact;
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bool Contact(const Events::Contact &event);
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void RegisterComponents(ComponentFactory *cf) override;
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@@ -75,6 +79,8 @@ public:
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void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
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bool MultiBall() const { return m_MultiBall; }
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void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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private:
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float m_XMovementMultiplier = 2.f;
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@@ -85,18 +91,30 @@ private:
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int m_PastLives = 3;
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bool m_ReplaceBall = false;
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bool m_MultiBall = false;
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bool m_Pause = false;
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EntityID m_LastCollision = 999999;
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glm::vec3 m_SavedSpeed;
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bool m_InitializePause = false;
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EntityID m_Ball;
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std::unordered_map<EntityID, std::list<glm::vec2>> m_Contacts;
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void ResolveContacts();
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dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
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dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
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dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
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dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
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dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
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EventRelay<BallSystem, Events::Contact> m_Contact;
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bool Contact(const Events::Contact &event);
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bool OnLifeLost(const dd::Events::LifeLost &event);
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bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
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bool OnResetBall(const dd::Events::ResetBall &event);
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bool OnMultiBall(const dd::Events::MultiBall &event);
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bool OnPause(const dd::Events::Pause &event);
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};
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}
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@@ -18,6 +18,8 @@ struct Ball : Component
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int Number = 0;
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float Speed = 5.f;
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int Combo = 0;
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bool Paused = false;
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glm::vec3 SavedSpeed = glm::vec3(0, 0, 0);
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};
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}
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@@ -15,8 +15,6 @@ namespace Components
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struct Brick : Component
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{
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int Points = 10;
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int Hits = 1;
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int Score = 50;
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bool Removed = false;
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};
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@@ -17,9 +17,6 @@ namespace Components
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struct Pad : Component
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{
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int Lives;
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int Points;
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float SlowdownModifier = 5.f;
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float AccelerationSpeed = 40.f;
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float MaxSpeed = 5.f;
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@@ -0,0 +1,26 @@
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//
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// Created by Administrator on 2015-09-30.
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//
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#ifndef DAYDREAM_EHITLAG_H
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#define DAYDREAM_EHITLAG_H
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct HitLag : Event
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{
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float Time;
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std::string Type;
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};
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}
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}
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#endif //DAYDREAM_EHITLAG_H
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@@ -0,0 +1,21 @@
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//
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// Created by Administrator on 2015-10-05.
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//
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#ifndef DAYDREAM_EHITPAD_H
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#define DAYDREAM_EHITPAD_H
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct HitPad : Event
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{
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};
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}
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}
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#endif //DAYDREAM_EHITPAD_H
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@@ -0,0 +1,25 @@
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//
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// Created by Adniklastrator on 2015-09-30.
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//
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#ifndef DAYDREAM_EPAUSE_H
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#define DAYDREAM_EPAUSE_H
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct Pause : Event
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{
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std::string Type;
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};
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}
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}
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#endif //DAYDREAM_EPAUSE_H
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@@ -0,0 +1,91 @@
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//
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// Created by Adniklastrator on 2015-09-30.
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//
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#ifndef DAYDREAM_HITLAGSYSTEM_H
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#define DAYDREAM_HITLAGSYSTEM_H
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Rendering/CSprite.h"
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#include "Rendering/CModel.h"
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#include "Game/CBrick.h"
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#include "Game/CBall.h"
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#include "Game/CLife.h"
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#include "Game/CPowerUp.h"
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#include "Game/EStageCleared.h"
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#include "Game/ELifeLost.h"
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#include "Game/EResetBall.h"
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#include "Game/EScoreEvent.h"
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#include "Game/EComboEvent.h"
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#include "Game/EMultiBall.h"
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#include "Game/EMultiBallLost.h"
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#include "Game/EPause.h"
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#include "Game/EHitLag.h"
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#include "Game/EGameOver.h"
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#include "Game/ECreatePowerUp.h"
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#include "Game/EPowerUpTaken.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CCircleShape.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/EContact.h"
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#include "Sound/CCollisionSound.h"
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#include "Game/PadSystem.h"
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#include <fstream>
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#include <iostream>
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namespace dd
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{
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namespace Systems
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{
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class HitLagSystem : public System
|
||||
{
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public:
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HitLagSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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|
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void Initialize() override;
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||||
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void Update(double dt) override;
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||||
void FlipPause();
|
||||
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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bool HitLag() const { return m_HitLag; }
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void SetHitLag(const bool& hitLag) { m_HitLag = hitLag; }
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float& HitLagDuration() { return m_HitLagDuration; }
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void SetHitLagDuration(const float& hitLagDuration) { m_HitLagDuration = hitLagDuration; }
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float& HitLagTimer() { return m_HitLagTimer; }
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void SetHitLagTimer(const float& hitLagTimer) { m_HitLagTimer = hitLagTimer; }
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std::string& CurrentType() { return m_CurrentType; }
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void SetCurrentType(const std::string& currentType) { m_CurrentType = currentType; }
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private:
|
||||
bool m_Pause;
|
||||
bool m_HitLag;
|
||||
float m_HitLagDuration;
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||||
float m_HitLagTimer;
|
||||
std::string m_CurrentType;
|
||||
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||||
dd::EventRelay<HitLagSystem, dd::Events::Pause> m_EPause;
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||||
dd::EventRelay<HitLagSystem, dd::Events::HitLag> m_EHitLag;
|
||||
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
bool OnHitLag(const dd::Events::HitLag &event);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_HITLAGSYSTEM_H
|
||||
+28
-11
@@ -21,8 +21,10 @@
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EHitPad.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
@@ -44,15 +46,15 @@ namespace Systems
|
||||
{
|
||||
|
||||
// Me trying things out.
|
||||
class Level
|
||||
/*class Level
|
||||
{
|
||||
public:
|
||||
int levelRows;
|
||||
int levelLines;
|
||||
int levelSpaceBetweenBricks;
|
||||
int levelSpaceToEdge;
|
||||
int bricks[];
|
||||
};
|
||||
int levelRows = 6;
|
||||
int levelLines = 7;
|
||||
glm::vec2 levelSpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float levelSpaceToEdge = 0.25f;
|
||||
std::array<int, 42> bricks;
|
||||
};*/
|
||||
|
||||
class LevelSystem : public System
|
||||
{
|
||||
@@ -64,10 +66,8 @@ public:
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||
void LoadLevel(char[20]);
|
||||
void CreateBrick(int, int, glm::vec2, float, int);
|
||||
void ProcessCollision();
|
||||
void CreateLevel();
|
||||
void CreateBrick(int, int, glm::vec2, float, int, int);
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
@@ -80,6 +80,8 @@ public:
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
@@ -101,8 +103,13 @@ public:
|
||||
void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; }
|
||||
|
||||
private:
|
||||
bool m_Cleared = false;
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
bool m_Pause = false;
|
||||
int m_LooseBricks = 0;
|
||||
int m_CurrentCluster = 2;
|
||||
int m_CurrentLevel = 1;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
@@ -113,6 +120,10 @@ private:
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_NotResettingTheStage = 5.f;
|
||||
|
||||
EntityID m_BrickTemplate;
|
||||
|
||||
std::array<int, 42> m_Bricks;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
@@ -120,6 +131,8 @@ private:
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
dd::EventRelay<LevelSystem, dd::Events::Pause> m_EPause;
|
||||
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
@@ -128,6 +141,10 @@ private:
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
bool OnHitPad(const dd::Events::HitPad &event);
|
||||
|
||||
void GetNextLevel();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -28,6 +28,8 @@
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EHitLag.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
@@ -63,6 +65,9 @@ public:
|
||||
Components::Pad* Pad() const { return m_Pad; }
|
||||
void SetPad(Components::Pad* pad) { m_Pad = pad; }
|
||||
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
|
||||
private:
|
||||
EntityID m_Entity = 0;
|
||||
glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
|
||||
@@ -74,18 +79,21 @@ private:
|
||||
Components::Transform* m_Transform = nullptr;
|
||||
Components::Pad* m_Pad = nullptr;
|
||||
|
||||
bool m_Pause = false;
|
||||
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
|
||||
|
||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||
bool OnKeyUp(const dd::Events::KeyUp &event);
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnContactPowerUp(const dd::Events::Contact &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
class PadSteeringInputController;
|
||||
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Components
|
||||
|
||||
struct CircleShape : public Component
|
||||
{
|
||||
// Circles are circles
|
||||
float Radius = 1.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -18,15 +18,30 @@ enum Type
|
||||
Wall = 1 << 6
|
||||
};
|
||||
}
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
namespace CollisionType
|
||||
{
|
||||
bool Static = true;
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
enum Type
|
||||
{
|
||||
Static = 0,
|
||||
Kinematic = 1,
|
||||
Dynamic = 2,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
{
|
||||
CollisionType::Type CollisionType = CollisionType::Type::Static;
|
||||
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
|
||||
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask = static_cast<CollisionLayer::Type>(
|
||||
CollisionLayer::Pad
|
||||
| CollisionLayer::Ball
|
||||
@@ -36,7 +51,7 @@ struct Physics: public Component
|
||||
| CollisionLayer::Wall
|
||||
| CollisionLayer::Other
|
||||
);
|
||||
};
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Components
|
||||
|
||||
struct RectangleShape : public Component
|
||||
{
|
||||
|
||||
glm::vec2 Dimensions = glm::vec2(1.f, 1.f);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+105
-132
@@ -3,159 +3,132 @@
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Core/CTemplate.h"
|
||||
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Game/EPause.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
|
||||
void Update(double dt) override;
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
double m_TimeStep;
|
||||
double m_Accumulator;
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
namespace Systems
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> Emitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
//TODO: Struct med listor är bättre än en lista med structs
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Vector;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
friend class ContractListener;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
~PhysicsSystem();
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
private:
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
bool m_Pause = false;
|
||||
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
b2World* m_PhysicsWorld = nullptr;
|
||||
float m_TimeStep = 1.f/60.f;
|
||||
float m_Accumulator = 0.f;
|
||||
int m_VelocityIterations = 6;
|
||||
int m_PositionIterations = 2;
|
||||
|
||||
}
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void SyncEntitiesWithBodies();
|
||||
void SyncBodiesWithEntities();
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact);
|
||||
void EndContact(b2Contact* contact);
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user