diff --git a/include/Core/Engine.h b/include/Core/Engine.h old mode 100644 new mode 100755 index eedd53a..2379d04 --- a/include/Core/Engine.h +++ b/include/Core/Engine.h @@ -52,6 +52,8 @@ #include "Physics/CRectangleShape.h" #include "Physics/ESetImpulse.h" #include "Physics/CWaterVolume.h" +#include "Physics/CParticle.h" +#include "Physics/CParticleEmitter.h" #include "Game/EGameStart.h" #include "Sound/EPlaySound.h" @@ -111,10 +113,6 @@ public: m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); - m_World->SystemFactory.Register( - [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - m_World->SystemFactory.Register( [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); @@ -124,11 +122,16 @@ public: m_World->SystemFactory.Register( [this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); m_World->Initialize(); @@ -136,7 +139,7 @@ public: { auto ent = m_World->CreateEntity(); std::shared_ptr transform = m_World->AddComponent(ent); - transform->Position = glm::vec3(-0.f, 0.26f, -9.f); + transform->Position = glm::vec3(-0.f, 0.26f, -10.f); transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); transform->Velocity = glm::vec3(0.0f, -10.f, 0.f); auto model = m_World->AddComponent(ent); @@ -150,8 +153,8 @@ public: physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall; physics->Calculate = true; - auto plight = m_World->AddComponent(ent); - plight->Radius = 2.f; + //auto plight = m_World->AddComponent(ent); + //plight->Radius = 2.f; m_World->CommitEntity(ent); } @@ -165,7 +168,7 @@ public: pl->Radius = 20.f; pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f); auto model = m_World->AddComponent(t_Light); - model->ModelFile = "Core/UnitSphere.obj"; + model->ModelFile = "Models/Core/UnitSphere.obj"; m_World->CommitEntity(t_Light); } { @@ -176,7 +179,7 @@ public: pl->Radius = 15.f; pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f); auto model = m_World->AddComponent(t_Light); - model->ModelFile = "Core/UnitSphere.obj"; + model->ModelFile = "Models/Core/UnitSphere.obj"; m_World->CommitEntity(t_Light); } @@ -188,7 +191,7 @@ public: transform->Scale = glm::vec3(6.f, 6.f, 10.f); auto model = m_World->AddComponent(t_halfPipe); model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; - model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f); + model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f); m_World->CommitEntity(t_halfPipe); } @@ -203,6 +206,44 @@ public: m_World->CommitEntity(background); } + //ParticleTest +// { +// auto Pe = m_World->CreateEntity(); +// auto transform = m_World->AddComponent(Pe); +// auto particleEmitter= m_World->AddComponent(Pe); +// +// transform->Position = glm::vec3(0.f, -5.f, -10.f); +// particleEmitter->GravityScale = 0.0f; +// particleEmitter->SpawnRate = 1.0f; +// +// { +// auto Pt = m_World->CreateEntity(Pe); +// auto PtTransform = m_World->AddComponent(Pt); +// auto PtSprite = m_World->AddComponent(Pt); +// //auto PtModel = m_World->AddComponent(Pt); +// auto PtParticle = m_World->AddComponent(Pt); +// auto PtTemplate = m_World->AddComponent(Pt); +// +// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f); +// PtTransform->Position = transform->Position; +// PtSprite->SpriteFile = "Textures/Ball.png"; +// +// //PtModel->ModelFile = "Models/Brick/Brick.obj"; +// PtParticle->LifeTime = 1000.f; +// PtParticle->Flags = ParticleFlags::Type::powderParticle; +// } +// m_World->CommitEntity(Pe); +// } + +// { +// auto Pt = m_World->CreateEntity(); +// auto PtTransform = m_World->AddComponent(Pt); +// auto PtSprite = m_World->AddComponent(Pt); +// +// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f); +// PtSprite->SpriteFile = "Textures/Ball.png"; +// } + //Water test { auto t_waterBody = m_World->CreateEntity(); @@ -213,6 +254,7 @@ public: auto body = m_World->AddComponent(t_waterBody); m_World->CommitEntity(t_waterBody); } + //TODO: Why does the ball not collide with these bricks? //BottomBox { @@ -320,25 +362,6 @@ public: m_World->CommitEntity(rightWall); } - { - auto ent = m_World->CreateEntity(); - m_World->SetProperty(ent, "Name", "Pad"); - auto ctransform = m_World->AddComponent(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(ent); - auto physics = m_World->AddComponent(ent); - physics->Static = false; - physics->Category = CollisionLayer::Type::Pad; - physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp; - physics->Calculate = true; - auto cModel = m_World->AddComponent(ent); - cModel->ModelFile = "Models/Submarine2.obj"; - - auto pad = m_World->AddComponent(ent); - m_World->CommitEntity(ent); - } - //EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart); m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1)); @@ -449,7 +472,6 @@ public: auto spriteComponent = m_World->GetComponent(entity); if (spriteComponent) { - std::string normal = spriteComponent->NormalTexture; std::string spec = spriteComponent->SpecularTexture; @@ -472,7 +494,6 @@ public: EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); } } - } //TODO: Get this out of engine.h diff --git a/include/Core/Renderer.h b/include/Core/Renderer.h index 5a2b03f..33fb83a 100755 --- a/include/Core/Renderer.h +++ b/include/Core/Renderer.h @@ -16,8 +16,8 @@ along with Daydream Engine. If not, see . */ -#ifndef Renderer_h__ -#define Renderer_h__ +#ifndef DD_RENDERER_H__ +#define DD_RENDERER_H__ #include "Util/Rectangle.h" #include "Camera.h" @@ -30,8 +30,6 @@ namespace dd class Renderer { public: - //Render(); - GLFWwindow* Window() const { return m_Window; } Rectangle Resolution() const { return m_Resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } @@ -39,8 +37,6 @@ public: void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } bool VSYNC() const { return m_VSYNC; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; } - //void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; } - //void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; } const dd::Camera* Camera() const { return m_Camera; } void SetCamera(const dd::Camera* camera) { @@ -50,7 +46,6 @@ public: m_Camera = camera; } } - void Initialize(); void Draw(RenderQueueCollection& rq); @@ -58,8 +53,6 @@ private: Rectangle m_Resolution = Rectangle(1280, 720); bool m_Fullscreen = false; bool m_VSYNC = false; - //Rectangle m_Viewport; - //Rectangle m_Scissor; std::unique_ptr m_DefaultCamera = nullptr; const dd::Camera* m_Camera = nullptr; @@ -67,42 +60,37 @@ private: std::string m_GLVendor; GLFWwindow* m_Window = nullptr; - ShaderProgram* m_spDeferred1; - ShaderProgram* m_spDeferred2; - ShaderProgram* m_spDeferred3; - ShaderProgram* m_spForward; - ShaderProgram* m_spScreen; - ShaderProgram* t_m_spWater; - ShaderProgram* t_m_spWater2; + ShaderProgram* m_SpDeferred1; + ShaderProgram* m_SpDeferred2; + ShaderProgram* m_SpDeferred3; + ShaderProgram* m_SpForward; + ShaderProgram* m_SpScreen; + ShaderProgram* m_SpWater; + ShaderProgram* m_SpWater2; GLuint m_ScreenQuad = 0; Model* m_UnitSphere = nullptr; Model* m_UnitQuad = nullptr; Texture* m_StandardNormal; Texture* m_StandardSpecular; - Texture* t_m_WhiteSphereTexture; - - GLuint m_rbDepthBuffer = 0; - GLuint m_fbDeferred1 = 0; - GLuint m_GDiffuse = 0; - GLuint m_GPosition = 0; - GLuint m_GNormal = 0; - GLuint m_GSpecular = 0; - GLuint m_fbDeferred2 = 0; - GLuint m_tLighting = 0; - GLuint m_fbDeferred3 = 0; - GLuint m_tFinal = 0; - //Water GTexture - GLuint t_m_Gwater = 0; - //Water blur texture - GLuint t_m_BWater; - GLuint t_m_BWater2; - //WAterpass Framebuffer - GLuint t_m_fbWater; - //Waterpass Framebuffer - GLuint t_m_fbWaterBlur; - GLuint t_m_fbWaterBlur2; + Texture* m_WhiteSphereTexture; + GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture + GLuint m_FbDeferred1 = 0; //Framebuffer for first pass + GLuint m_GDiffuse = 0; //Texture for diffuseColors + GLuint m_GPosition = 0; //Texture for positions + GLuint m_GNormal = 0; //Texture for normals + GLuint m_GSpecular = 0; //Texture for specular + GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass + GLuint m_TLighting = 0; //Texture for the lighting pass + GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass. + GLuint m_TFinal = 0; //Final Texture to be printed to screen + GLuint m_Gwater = 0; //Water Color Texture + GLuint m_BWater; //Water blur texture + GLuint m_BWater2; //Water blur texture + GLuint m_FbWater; //Waterpass Framebuffer + GLuint m_FbWaterBlur; //Waterpass Framebuffer + GLuint m_FbWaterBlur2; //Waterpass Framebuffer GLuint m_CurrentScreenBuffer = 0; void LoadShaders(); diff --git a/include/Game/BallSystem.h b/include/Game/BallSystem.h index 1069ede..3ead5d8 100644 --- a/include/Game/BallSystem.h +++ b/include/Game/BallSystem.h @@ -5,15 +5,30 @@ #include "Core/World.h" #include "Core/EventBroker.h" #include "Core/CTransform.h" +#include "Core/CTemplate.h" +#include "Physics/CPhysics.h" +#include "Physics/CCircleShape.h" #include "Physics/EContact.h" +#include "Rendering/CModel.h" +#include "Rendering/CPointLight.h" #include "Game/CBall.h" #include "Game/CPowerUp.h" +#include "Game/CLife.h" +#include "Game/ELifeLost.h" +#include "Game/EComboEvent.h" +#include "Game/EResetBall.h" +#include "Game/EMultiBall.h" +#include "Game/EMultiBallLost.h" +#include "Game/EGameOver.h" -namespace dd { +namespace dd +{ -namespace Systems { +namespace Systems +{ -class BallSystem : public System { +class BallSystem : public System +{ public: BallSystem(World *world, std::shared_ptr eventBroker) : System(world, eventBroker) { } @@ -39,11 +54,53 @@ public: // Called when an entity is removed void OnEntityRemoved(EntityID entity) override; -private: + EntityID CreateBall(); + void CreateLife(int); + EntityID Ball() { return m_Ball; }; + void SetBall(const EntityID& ball) { m_Ball = ball; } + float& XMovementMultiplier() { return m_XMovementMultiplier; } + void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; } + float& EdgeX() { return m_EdgeX; } + void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; } + float& EdgeY() { return m_EdgeY; } + void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; } + int& MultiBalls() { return m_MultiBalls; } + void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; } + int& Lives() { return m_Lives; } + void SetLives(const int& lives) { m_Lives = lives; } + int& PastLives() { return m_PastLives; } + void SetPastLives(const int& pastLives) { m_PastLives = pastLives; } + bool ReplaceBall() const { return m_ReplaceBall; } + void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; } + bool MultiBall() const { return m_MultiBall; } + void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; } + +private: + float m_XMovementMultiplier = 2.f; + float m_EdgeX = 3.2f; + float m_EdgeY = 5.2f; + int m_MultiBalls = 0; + int m_Lives = 3; + int m_PastLives = 3; + bool m_ReplaceBall = false; + bool m_MultiBall = false; + + EntityID m_Ball; + + dd::EventRelay m_ELifeLost; + dd::EventRelay m_EMultiBallLost; + dd::EventRelay m_EResetBall; + dd::EventRelay m_EMultiBall; + + bool OnLifeLost(const dd::Events::LifeLost &event); + bool OnMultiBallLost(const dd::Events::MultiBallLost &event); + bool OnResetBall(const dd::Events::ResetBall &event); + bool OnMultiBall(const dd::Events::MultiBall &event); }; } + } #endif diff --git a/include/Game/CBall.h b/include/Game/CBall.h index 2990a3a..5dd1405 100644 --- a/include/Game/CBall.h +++ b/include/Game/CBall.h @@ -17,6 +17,7 @@ struct Ball : Component { int Number = 0; float Speed = 5.f; + int Combo = 0; }; } diff --git a/include/Game/CPad.h b/include/Game/CPad.h index f71c756..15afebd 100644 --- a/include/Game/CPad.h +++ b/include/Game/CPad.h @@ -22,7 +22,7 @@ struct Pad : Component float SlowdownModifier = 5.f; float AccelerationSpeed = 40.f; - float MaxSpeed = 20.f; + float MaxSpeed = 5.f; }; } diff --git a/include/Game/EComboEvent.h b/include/Game/EComboEvent.h new file mode 100644 index 0000000..7253f55 --- /dev/null +++ b/include/Game/EComboEvent.h @@ -0,0 +1,27 @@ +// +// Created by Adniklastrator on 2015-09-29. +// + +#ifndef DAYDREAM_ECOMBOEVENT_H +#define DAYDREAM_ECOMBOEVENT_H + +#include "Core/Entity.h" +#include "Core/EventBroker.h" + +namespace dd +{ + +namespace Events +{ + +struct ComboEvent : Event +{ + EntityID Ball; + int Combo; +}; + +} + +} + +#endif //DAYDREAM_ECOMBOEVENT_H diff --git a/include/Game/EMultiBallLost.h b/include/Game/EMultiBallLost.h new file mode 100644 index 0000000..3d9c6d4 --- /dev/null +++ b/include/Game/EMultiBallLost.h @@ -0,0 +1,26 @@ +// +// Created by Adniklastrator on 2015-09-28. +// + +#ifndef DAYDREAM_EMULTIBALLLOST_H +#define DAYDREAM_EMULTIBALLLOST_H + +#include "Core/EventBroker.h" +#include "Core/Entity.h" + +namespace dd +{ + +namespace Events +{ + +struct MultiBallLost : Event +{ + +}; + +} + +} + +#endif //DAYDREAM_EMULTIBALLLOST_H diff --git a/include/Game/LevelSystem.h b/include/Game/LevelSystem.h index 9e73a6b..6849d4f 100755 --- a/include/Game/LevelSystem.h +++ b/include/Game/LevelSystem.h @@ -7,6 +7,7 @@ #include "Core/System.h" #include "Core/CTransform.h" +#include "Core/CTemplate.h" #include "Core/EventBroker.h" #include "Core/World.h" #include "Rendering/CSprite.h" @@ -19,14 +20,16 @@ #include "Game/ELifeLost.h" #include "Game/EResetBall.h" #include "Game/EScoreEvent.h" -#include "Physics/CRectangleShape.h" +#include "Game/EComboEvent.h" #include "Game/EMultiBall.h" +#include "Game/EMultiBallLost.h" #include "Game/EGameOver.h" #include "Game/ECreatePowerUp.h" #include "Game/EPowerUpTaken.h" #include "Game/Bricks/CPowerUpBrick.h" #include "Physics/CPhysics.h" #include "Physics/CCircleShape.h" +#include "Physics/CRectangleShape.h" #include "Physics/ESetImpulse.h" #include "Physics/EContact.h" #include "Sound/CCollisionSound.h" @@ -61,7 +64,6 @@ public: void Initialize() override; void CreateBasicLevel(int, int, glm::vec2, float); - void CreateLife(int); 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); @@ -78,10 +80,6 @@ public: void SetRestarting(const bool& restarting) { m_Restarting = restarting; } bool Initialized() const { return m_Initialized; } void SetInitialized(const bool& initialized) { m_Initialized = initialized; } - int& Lives() { return m_Lives; } - void SetLives(const int& lives) { m_Lives = lives; } - int& PastLives() { return m_PastLives; } - void SetPastLives(const int& pastLives) { m_PastLives = pastLives; } int& MultiBalls() { return m_MultiBalls; } void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; } int& PowerUps() { return m_PowerUps; } @@ -99,16 +97,12 @@ public: glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; } void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; } - float& EdgeX() { return m_EdgeX; } - void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; } - float& EdgeY() { return m_EdgeY; } - void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; } + float& NotResettingTheStage() { return m_NotResettingTheStage; } + void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; } private: bool m_Restarting = false; bool m_Initialized = false; - int m_Lives = 3; - int m_PastLives = 3; int m_MultiBalls = 0; int m_PowerUps = 0; int m_Score = 0; @@ -117,21 +111,20 @@ private: int m_Lines = 7; float m_SpaceToEdge = 0.25f; glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4); - float m_EdgeX = 3.2f; - float m_EdgeY = 5.2f; + float m_NotResettingTheStage = 5.f; dd::EventRelay m_EContact; - dd::EventRelay m_ELifeLost; dd::EventRelay m_EScoreEvent; dd::EventRelay m_EMultiBall; + dd::EventRelay m_EMultiBallLost; dd::EventRelay m_ECreatePowerUp; dd::EventRelay m_EPowerUpTaken; dd::EventRelay m_EStageCleared; bool OnContact(const dd::Events::Contact &event); - bool OnLifeLost(const dd::Events::LifeLost &event); bool OnScoreEvent(const dd::Events::ScoreEvent &event); bool OnMultiBall(const dd::Events::MultiBall &event); + bool OnMultiBallLost(const dd::Events::MultiBallLost &event); bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event); bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event); bool OnStageCleared(const dd::Events::StageCleared &event); diff --git a/include/Game/PadSystem.h b/include/Game/PadSystem.h index 549e0f6..9a95309 100755 --- a/include/Game/PadSystem.h +++ b/include/Game/PadSystem.h @@ -9,6 +9,7 @@ #include "Core/System.h" #include "Core/Component.h" #include "Core/CTransform.h" +#include "Core/CTemplate.h" #include "Core/EventBroker.h" #include "Core/EKeyDown.h" #include "Core/EKeyUp.h" @@ -45,8 +46,6 @@ public: void Update(double dt) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override; - EntityID CreateBall(); - EntityID& Entity() { return m_Entity; } void SetEntity(const EntityID& ent) { m_Entity = ent; } glm::vec3 Acceleration() const { return m_Acceleration; } @@ -56,10 +55,8 @@ public: void SetLeft(const bool& left) { m_Left = left; } bool Right() const { return m_Right; } void SetRight(const bool& right) { m_Right = right; } - bool ReplaceBall() const { return m_ReplaceBall; } - void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; } - bool MultiBall() const { return m_MultiBall; } - void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; } + float Edge() const { return m_Edge; } + void SetEdge(const float& edge) { m_Edge = edge; } Components::Transform* Transform() const { return m_Transform; } void SetTransform(Components::Transform* transform) { m_Transform = transform; } @@ -73,6 +70,7 @@ private: bool m_Right = false; bool m_ReplaceBall = false; bool m_MultiBall = false; + float m_Edge = 2.8f; Components::Transform* m_Transform = nullptr; Components::Pad* m_Pad = nullptr; @@ -80,8 +78,6 @@ private: dd::EventRelay m_EKeyUp; dd::EventRelay m_EContact; dd::EventRelay m_EContactPowerUp; - dd::EventRelay m_EResetBall; - dd::EventRelay m_EMultiBall; dd::EventRelay m_EStageCleared; bool OnKeyDown(const dd::Events::KeyDown &event); @@ -89,8 +85,6 @@ private: bool OnContact(const dd::Events::Contact &event); bool OnContactPowerUp(const dd::Events::Contact &event); - bool OnResetBall(const dd::Events::ResetBall &event); - bool OnMultiBall(const dd::Events::MultiBall &event); bool OnStageCleared(const dd::Events::StageCleared &event); class PadSteeringInputController; diff --git a/include/Physics/CParticle.h b/include/Physics/CParticle.h new file mode 100755 index 0000000..baec66d --- /dev/null +++ b/include/Physics/CParticle.h @@ -0,0 +1,65 @@ +#ifndef COMPONENTS_PARTICLE_H__ +#define COMPONENTS_PARTICLE_H__ +#include "Core/Component.h" + +namespace dd { + +namespace ParticleFlags { + +enum Type { + waterParticle = 0, + zombieParticle = 1 << 1, + wallParticle = 1 << 2, + springParticle = 1 << 3, + elasticParticle = 1 << 4, + viscousParticle = 1 << 5, + powderParticle = 1 << 6, + tensileParticle = 1 << 7, + colorMixingParticle = 1 << 8, + destructionListenerParticle = 1 << 9, + barrierParticle = 1 << 10, + staticPressureParticle = 1 << 11, + reactiveParticle = 1 << 12, + repulsiveParticle = 1 << 13, + fixtureContactListenerParticle = 1 << 14, + particleContactListenerParticle = 1 << 15, + fixtureContactFilterParticle = 1 << 16, + particleContactFilterParticle = 1 << 17 +}; +} + +namespace Components +{ + +struct Particle : public Component +{ + float Radius = 0.5f; + float LifeTime = 5.0f; + + ParticleFlags::Type Flags = + ParticleFlags::Type::waterParticle | + ParticleFlags::Type::zombieParticle | + ParticleFlags::Type::wallParticle | + ParticleFlags::Type::springParticle | + ParticleFlags::Type::elasticParticle | + ParticleFlags::Type::viscousParticle | + ParticleFlags::Type::powderParticle | + ParticleFlags::Type::tensileParticle | + ParticleFlags::Type::colorMixingParticle | + ParticleFlags::Type::destructionListenerParticle | + ParticleFlags::Type::barrierParticle | + ParticleFlags::Type::staticPressureParticle | + ParticleFlags::Type::reactiveParticle | + ParticleFlags::Type::repulsiveParticle | + ParticleFlags::Type::fixtureContactListenerParticle | + ParticleFlags::Type::particleContactListenerParticle | + ParticleFlags::Type::fixtureContactFilterParticle | + ParticleFlags::Type::particleContactFilterParticle; + +}; + +} + +} + +#endif \ No newline at end of file diff --git a/include/Physics/CParticleEmitter.h b/include/Physics/CParticleEmitter.h new file mode 100755 index 0000000..a965a84 --- /dev/null +++ b/include/Physics/CParticleEmitter.h @@ -0,0 +1,25 @@ +#ifndef COMPONENTS_PARTICLEEMITTER_H__ +#define COMPONENTS_PARTICLEEMITTER_H__ +#include "Core/Component.h" + +namespace dd +{ +namespace Components +{ + +struct ParticleEmitter : public Component +{ + int Amount = 10.f; + float InitialSpeed = 1.f; + double SpawnRate = 1.f; + double TimeSinceLastSpawn = 0; + + //ParticleSystem variables + float GravityScale = 1.0f; +}; + +} + +} + +#endif \ No newline at end of file diff --git a/include/Physics/CWaterVolume.h b/include/Physics/CWaterVolume.h index 33adcae..29692f6 100755 --- a/include/Physics/CWaterVolume.h +++ b/include/Physics/CWaterVolume.h @@ -9,7 +9,7 @@ namespace Components struct WaterVolume : public Component { - + float Radius; }; } diff --git a/include/Physics/PhysicsSystem.h b/include/Physics/PhysicsSystem.h old mode 100644 new mode 100755 index 05ea1e7..8a9a4bd --- a/include/Physics/PhysicsSystem.h +++ b/include/Physics/PhysicsSystem.h @@ -18,6 +18,9 @@ #include "Physics/CWaterVolume.h" #include "Game/CBall.h" #include "Rendering/CSprite.h" +#include "Physics/CParticle.h" +#include "Physics/CParticleEmitter.h" +#include "Core/CTemplate.h" namespace dd @@ -67,16 +70,28 @@ private: void CreateBody(EntityID entity); - b2ParticleSystem *m_ParticleSystem; - b2ParticleGroup* t_watergroup; + std::vector m_ParticleSystem; + std::vector t_ParticleGroup; - std::unordered_map m_EntitiesToParticleHandle; - std::unordered_map m_ParticleHandleToEntities; + std::vector> m_EntitiesToParticleHandle; + std::vector> m_ParticleHandleToEntities; + b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale); void InitializeWater(); - void SyncWater(); //TODO: Probably remove this 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 + { + std::vector ParticleSystem; + std::vector ParticleEmitter; + std::vector ParticleTemplate; + }; + ParticleEmitter m_ParticleEmitters; + + //TODO: Struct med listor är bättre än en lista med structs struct Impulse { b2Body* Body; diff --git a/src/game/CMakeLists.txt b/src/game/CMakeLists.txt index 6834897..8a8cca5 100755 --- a/src/game/CMakeLists.txt +++ b/src/game/CMakeLists.txt @@ -94,8 +94,7 @@ set(SOURCE_FILES ${SOURCE_FILES_Physics} ${SOURCE_FILES_Game} ${SOURCE_FILES_Sound} - ${SOURCE_FILES_GUI} -) + ${SOURCE_FILES_GUI}) if(CMAKE_COMPILER_IS_GNUCXX) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread") diff --git a/src/game/Core/Renderer.cpp b/src/game/Core/Renderer.cpp index 2226ba2..6abf221 100755 --- a/src/game/Core/Renderer.cpp +++ b/src/game/Core/Renderer.cpp @@ -70,7 +70,7 @@ void dd::Renderer::Initialize() LoadShaders(); CreateBuffers(); - m_CurrentScreenBuffer = m_tFinal; + m_CurrentScreenBuffer = m_TFinal; } void dd::Renderer::LoadShaders() { @@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders() */ // Pass #1: Fill G-buffers - m_spDeferred1 = ResourceManager::Load("Shaders/Deferred/1/"); - m_spDeferred1->BindFragDataLocation(0, "GDiffuse"); - m_spDeferred1->BindFragDataLocation(1, "GPosition"); - m_spDeferred1->BindFragDataLocation(2, "GNormal"); - m_spDeferred1->BindFragDataLocation(3, "GSpecular"); - m_spDeferred1->Link(); + m_SpDeferred1 = ResourceManager::Load("Shaders/Deferred/1/"); + m_SpDeferred1->BindFragDataLocation(0, "GDiffuse"); + m_SpDeferred1->BindFragDataLocation(1, "GPosition"); + m_SpDeferred1->BindFragDataLocation(2, "GNormal"); + m_SpDeferred1->BindFragDataLocation(3, "GSpecular"); + m_SpDeferred1->Link(); // Pass #2: Lighting - m_spDeferred2 = ResourceManager::Load("Shaders/Deferred/2/"); + m_SpDeferred2 = ResourceManager::Load("Shaders/Deferred/2/"); //glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting"); - m_spDeferred2->Link(); + m_SpDeferred2->Link(); //Water Pass - t_m_spWater = ResourceManager::Load("Shaders/Deferred/water/"); - t_m_spWater->Link(); - t_m_spWater2 = ResourceManager::Load("Shaders/Deferred/water2/"); - t_m_spWater2->Link(); + m_SpWater = ResourceManager::Load("Shaders/Deferred/water/"); + m_SpWater->Link(); + m_SpWater2 = ResourceManager::Load("Shaders/Deferred/water2/"); + m_SpWater2->Link(); // Pass #3: Combining into final image - m_spDeferred3 = ResourceManager::Load("Shaders/Deferred/3/"); - m_spDeferred3->Link(); + m_SpDeferred3 = ResourceManager::Load("Shaders/Deferred/3/"); + m_SpDeferred3->Link(); /* Forward rendering */ - m_spForward = ResourceManager::Load("Shaders/Forward/"); - m_spForward->Link(); + m_SpForward = ResourceManager::Load("Shaders/Forward/"); + m_SpForward->Link(); /* Screen draw */ - m_spScreen = ResourceManager::Load("Shaders/Screen/"); - m_spScreen->Link(); + m_SpScreen = ResourceManager::Load("Shaders/Screen/"); + m_SpScreen->Link(); } void dd::Renderer::CreateBuffers() @@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers() m_UnitSphere = ResourceManager::Load("Models/Core/UnitSphere.obj"); m_StandardNormal = ResourceManager::Load("Textures/Core/NeutralNormalMap.png"); m_StandardSpecular = ResourceManager::Load("Textures/Core/NeutralSpecularMap.png"); - t_m_WhiteSphereTexture = ResourceManager::Load("Textures/Test/Water.png"); + m_WhiteSphereTexture = ResourceManager::Load("Textures/Test/Water.png"); - glGenRenderbuffers(1, &m_rbDepthBuffer); - glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer); + glGenRenderbuffers(1, &m_RbDepthBuffer); + glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height); // Generate G-buffer textures @@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glGenTextures(1, &t_m_Gwater); - glBindTexture(GL_TEXTURE_2D, t_m_Gwater); + glGenTextures(1, &m_Gwater); + glBindTexture(GL_TEXTURE_2D, m_Gwater); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Create first pass framebuffer - glGenFramebuffers(1, &m_fbDeferred1); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); + glGenFramebuffers(1, &m_FbDeferred1); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0); @@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers() GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; glDrawBuffers(4, firstPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } // Generate lighting texture - glGenTextures(1, &m_tLighting); - glBindTexture(GL_TEXTURE_2D, m_tLighting); + glGenTextures(1, &m_TLighting); + glBindTexture(GL_TEXTURE_2D, m_TLighting); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -190,19 +190,19 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Create second pass framebuffer - glGenFramebuffers(1, &m_fbDeferred2); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0); + glGenFramebuffers(1, &m_FbDeferred2); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0); GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, secondPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } //Fill Water Texture - glGenTextures(1, &t_m_Gwater); - glBindTexture(GL_TEXTURE_2D, t_m_Gwater); + glGenTextures(1, &m_Gwater); + glBindTexture(GL_TEXTURE_2D, m_Gwater); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -210,19 +210,19 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //Fill water pass - glGenFramebuffers(1, &t_m_fbWater); - glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0); + glGenFramebuffers(1, &m_FbWater); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0); GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, waterPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } //water Blur texture - glGenTextures(1, &t_m_BWater); - glBindTexture(GL_TEXTURE_2D, t_m_BWater); + glGenTextures(1, &m_BWater); + glBindTexture(GL_TEXTURE_2D, m_BWater); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Fill waterBlur pass - glGenFramebuffers(1, &t_m_fbWaterBlur); - glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0); + glGenFramebuffers(1, &m_FbWaterBlur); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0); GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, waterBlurDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } //water Blur texture2 - glGenTextures(1, &t_m_BWater2); - glBindTexture(GL_TEXTURE_2D, t_m_BWater2); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); + glGenTextures(1, &m_BWater2); + glBindTexture(GL_TEXTURE_2D, m_BWater2); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Fill waterBlur pass2 - glGenFramebuffers(1, &t_m_fbWaterBlur2); - glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0); + glGenFramebuffers(1, &m_FbWaterBlur2); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0); GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, waterBlur2DrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } // Generate final deferred texture - glGenTextures(1, &m_tFinal); - glBindTexture(GL_TEXTURE_2D, m_tFinal); + glGenTextures(1, &m_TFinal); + glBindTexture(GL_TEXTURE_2D, m_TFinal); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create third pass framebuffer - glGenFramebuffers(1, &m_fbDeferred3); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0); + glGenFramebuffers(1, &m_FbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0); GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, thirdPassDrawBuffers); if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus); + LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus); exit(EXIT_FAILURE); } } @@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq) glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); - m_spScreen->Bind(); + m_SpScreen->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer); glBindVertexArray(m_ScreenQuad); @@ -312,17 +312,17 @@ void dd::Renderer::Draw(RenderQueueCollection& rq) void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) { // Pass #1: Fill G-buffers - glDisable(GL_CULL_FACE); + glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1); glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_spDeferred1->Bind(); - DrawScene(objects, *m_spDeferred1); + m_SpDeferred1->Bind(); + DrawScene(objects, *m_SpDeferred1); // Pass #2: Lighting glEnable(GL_CULL_FACE); @@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); glDepthMask(GL_FALSE); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - m_spDeferred2->Bind(); + m_SpDeferred2->Bind(); DrawLightSpheres(lights); // Pass #3: Combine into final deferred image glCullFace(GL_BACK); glDisable(GL_BLEND); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - m_spDeferred3->Bind(); - glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f))); + m_SpDeferred3->Bind(); + glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f))); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GDiffuse); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, m_tLighting); + glBindTexture(GL_TEXTURE_2D, m_TLighting); glBindVertexArray(m_ScreenQuad); glDrawArrays(GL_TRIANGLES, 0, 6); } @@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights) //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); // glClearColor(1, 0.9, 0.8f, 1); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_spForward->Bind(); - DrawScene(objects, *m_spForward); + m_SpForward->Bind(); + DrawScene(objects, *m_SpForward); //WaterPass glDisable(GL_CULL_FACE); @@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights) glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - t_m_spWater->Bind(); + m_SpWater->Bind(); DrawWater(objects); } @@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program) glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture); glActiveTexture(GL_TEXTURE1); @@ -462,7 +463,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program) void dd::Renderer::DrawLightSpheres(RenderQueue &lights) { - GLuint shaderProgramHandle = *m_spDeferred2; + GLuint shaderProgramHandle = *m_SpDeferred2; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GPosition); @@ -499,7 +500,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights) void dd::Renderer::DrawWater(RenderQueue &rq) { - GLuint shaderProgramHandle = *t_m_spWater; + GLuint shaderProgramHandle = *m_SpWater; glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix(); glm::mat4 viewMatrix = m_Camera->ViewMatrix(); @@ -517,7 +518,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq) glm::value_ptr(viewMatrix)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture); + glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture); glBindVertexArray(m_UnitQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer); @@ -528,16 +529,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq) //blur1 - shaderProgramHandle = *t_m_spWater2; + shaderProgramHandle = *m_SpWater2; glDisable(GL_CULL_FACE); glDepthMask(GL_FALSE); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - t_m_spWater2->Bind(); + m_SpWater2->Bind(); + //TODO: Add this in water particle component. Blurradius float radius = 3.f; glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f))); @@ -545,64 +547,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq) glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, t_m_Gwater); + glBindTexture(GL_TEXTURE_2D, m_Gwater); glBindVertexArray(m_ScreenQuad); glDrawArrays(GL_TRIANGLES, 0, 6); //blur2 - shaderProgramHandle = *t_m_spWater2; + shaderProgramHandle = *m_SpWater2; glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); - t_m_spWater2->Bind(); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); + m_SpWater2->Bind(); glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f))); glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height); glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, t_m_BWater); + glBindTexture(GL_TEXTURE_2D, m_BWater); glBindVertexArray(m_ScreenQuad); glDrawArrays(GL_TRIANGLES, 0, 6); } - - -GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles) -{ - float waterVerts[particles.Size()]; - int i = 0; - - for ( auto &job : particles ) { - auto waterJob = std::dynamic_pointer_cast(job); - if (!waterJob) - continue; - waterVerts[i ] = waterJob->Position.x; - waterVerts[i+1] = waterJob->Position.y; - waterVerts[i+2] = waterJob->Position.z; - i+3; - } - - GLuint vbo[1], vao; - glGenBuffers(1, vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); - glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW); - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); - glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); - glEnableVertexAttribArray(0); - - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - return vao; -} - GLuint dd::Renderer::CreateQuad() { float quadVertices[] = @@ -649,7 +618,7 @@ GLuint dd::Renderer::CreateQuad() void dd::Renderer::DebugKeys() { if (glfwGetKey(m_Window, GLFW_KEY_F1)) { - m_CurrentScreenBuffer = m_tFinal; + m_CurrentScreenBuffer = m_TFinal; } if (glfwGetKey(m_Window, GLFW_KEY_F2)) { m_CurrentScreenBuffer = m_GDiffuse; @@ -664,19 +633,19 @@ void dd::Renderer::DebugKeys() m_CurrentScreenBuffer = m_GSpecular; } if (glfwGetKey(m_Window, GLFW_KEY_F6)) { - m_CurrentScreenBuffer = m_tLighting; + m_CurrentScreenBuffer = m_TLighting; } if (glfwGetKey(m_Window, GLFW_KEY_F7)) { - m_CurrentScreenBuffer = t_m_Gwater; + m_CurrentScreenBuffer = m_Gwater; } if (glfwGetKey(m_Window, GLFW_KEY_F8)) { - m_CurrentScreenBuffer = t_m_BWater; + m_CurrentScreenBuffer = m_BWater; } } void dd::Renderer::DrawGUI(dd::RenderQueue& rq) { - glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3); + glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3); glDisable(GL_CULL_FACE); glCullFace(GL_BACK); glDisable(GL_DEPTH_TEST); @@ -684,7 +653,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq) //glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); - m_spScreen->Bind(); + m_SpScreen->Bind(); glm::mat4 MVP; @@ -696,9 +665,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq) glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix; glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix; MVP = PV * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); + glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture); diff --git a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl index b82af8f..44beeed 100755 --- a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl +++ b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl @@ -61,9 +61,9 @@ void main() sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541; sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162; - frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0); - float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b; + float avgColor = sum.r + sum.g + sum.b; avgColor = avgColor/3; + frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0); if ( avgColor*dir.y > Threshhold ){ frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0); } diff --git a/src/game/Game/BallSystem.cpp b/src/game/Game/BallSystem.cpp index 6f1b510..53206fb 100644 --- a/src/game/Game/BallSystem.cpp +++ b/src/game/Game/BallSystem.cpp @@ -14,16 +14,115 @@ void dd::Systems::BallSystem::Initialize() { EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact); + EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost); + EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost); + EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall); + EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall); + + auto ent = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent(ent); + transform->Position = glm::vec3(-0.f, 50.f, -10.f); + transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); + transform->Velocity = glm::vec3(0.0f, 0.f, 0.f); + auto model = m_World->AddComponent(ent); + model->ModelFile = "Models/Test/Ball/Ballopus.obj"; + std::shared_ptr circleShape = m_World->AddComponent(ent); + std::shared_ptr ball = m_World->AddComponent(ent); + ball->Speed = 5.f; + std::shared_ptr physics = m_World->AddComponent(ent); + std::shared_ptr ballTemplate = m_World->AddComponent(ent); + physics->Static = false; + physics->Category = CollisionLayer::Type::Ball; + physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall; + physics->Calculate = true; + m_World->CommitEntity(ent); + + SetBall(ent); + + for (int i = 0; i < Lives(); i++) { + CreateLife(i); + } } void dd::Systems::BallSystem::Update(double dt) { - + if (Lives() < 0) + { + SetLives(3); + Events::GameOver e; + EventBroker->Publish(e); + } } void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { + auto templateCheck = m_World->GetComponent(entity); + if (templateCheck != nullptr){ return; } auto ballComponent = m_World->GetComponent(entity); + if (ballComponent != nullptr) { + if (ReplaceBall() == true) { + SetReplaceBall(false); + + auto transform = m_World->GetComponent(entity); + transform->Position = glm::vec3(0.0f, 0.26f, -10.f); + transform->Velocity = glm::vec3(0.0f, -ballComponent->Speed, 0.f); + } + + auto transformBall = m_World->GetComponent(entity); + if (glm::abs(transformBall->Velocity.y) < 2) { + if (transformBall->Velocity.y > 0) { + transformBall->Velocity.y = 2; + } else { + transformBall->Velocity.y = -2; + } + } + if (transformBall->Position.y < -EdgeY() - 4) { + if (MultiBalls() != 0) { +// m_World->RemoveComponent(entity); +// m_World->RemoveComponent(entity); +// m_World->RemoveComponent(entity); +// m_World->RemoveComponent(entity); + m_World->RemoveEntity(entity); + Events::MultiBallLost e; + EventBroker->Publish(e); + } else if (Lives() == PastLives()) { + Events::ResetBall be; + EventBroker->Publish(be); + Events::LifeLost e; + e.Entity = entity; + EventBroker->Publish(e); + return; + } + } 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); + } + } 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); + } + } else if (transformBall->Position.y > EdgeY()) { + if (transformBall->Velocity.y > 0) { + 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()) { + auto life = m_World->GetComponent(entity); + if (life != nullptr) { + if (life->Number + 1 == PastLives()) { + m_World->RemoveComponent(entity); + m_World->RemoveComponent(entity); + m_World->RemoveEntity(entity); + SetPastLives(Lives()); + } + } + } + if (ballComponent != nullptr) { auto transform = m_World->GetComponent(entity); glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y)); @@ -86,11 +185,17 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event) if (m_World->GetProperty(otherEntitiy, "Name") == "Pad"){ auto padTransform = m_World->GetComponent(otherEntitiy); - float x = ballTransform->Position.x - padTransform->Position.x; + float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier(); float y = glm::cos((abs(x) / (1.6f)) * glm::pi() / 2.f) + 1.f; ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed; + ballComponent->Combo = 0; + Events::ComboEvent ec; + ec.Combo = ballComponent->Combo; + ec.Ball = ballEntity; + EventBroker->Publish(ec); + //std::cout << "Combo: " << ballComponent->Combo << std::endl; } else { glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal); @@ -99,3 +204,96 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event) return true; } + +EntityID dd::Systems::BallSystem::CreateBall() +{ + auto ent = m_World->CloneEntity(Ball()); + + m_World->RemoveComponent(ent); + + /* auto ent = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent(ent); + transform->Position = glm::vec3(0.5f, 0.26f, -10.f); + transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); + auto model = m_World->AddComponent(ent); + model->ModelFile = "Models/Test/Ball/Ballopus.obj"; + //auto pointlight = m_World->AddComponent(ent); + std::shared_ptr circleShape = m_World->AddComponent(ent); + std::shared_ptr cball = m_World->AddComponent(ent); + std::shared_ptr physics = m_World->AddComponent(ent); + physics->Static = false; + physics->Category = CollisionLayer::Type::Ball; + physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall; + physics->Calculate = true; + cball->Speed = 5.f; + + auto plight = m_World->AddComponent(ent); + plight->Radius = 2.f;*/ + + m_World->CommitEntity(ent); + + return ent; +} + +void dd::Systems::BallSystem::CreateLife(int number) +{ + auto life = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent(life); + transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f); + transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f); + + std::shared_ptr lifeNr = m_World->AddComponent(life); + lifeNr->Number = number; + + auto model = m_World->AddComponent(life); + model->ModelFile = "Models/Test/Ball/Ballopus.obj"; + + + m_World->CommitEntity(life); +} + +bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event) +{ + SetLives(Lives() - 1); + + return true; +} + +bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event) +{ + SetMultiBalls(MultiBalls()-1); + return true; +} + +bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event) +{ + SetReplaceBall(true); + return true; +} + +bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event) +{ + auto ent1 = CreateBall(); + auto ent2 = CreateBall(); + auto transform1 = m_World->GetComponent(ent1); + auto transform2 = m_World->GetComponent(ent2); + auto ball1 = m_World->GetComponent(ent1); + auto ball2 = m_World->GetComponent(ent2); + auto padTransform = event.padTransform; + float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2; + if (x1 < -3.1) { + x1 = 3; + } + if (x2 > 3.1) { + x2 = -3; + } + transform1->Position = glm::vec3(x1, -5.5, -10); + transform2->Position = glm::vec3(x2, -5.5, -10); + + transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed; + transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed; + + SetMultiBalls(MultiBalls() + 2); + + return true; +} diff --git a/src/game/Game/LevelSystem.cpp b/src/game/Game/LevelSystem.cpp index 4b87242..d8c1765 100755 --- a/src/game/Game/LevelSystem.cpp +++ b/src/game/Game/LevelSystem.cpp @@ -10,130 +10,54 @@ void dd::Systems::LevelSystem::Initialize() { EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact); - EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &LevelSystem::OnLifeLost); EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent); EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall); EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp); + EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost); EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken); EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared); - for (int i = 0; i < Lives(); i++) { - CreateLife(i); - } - return; } -void dd::Systems::LevelSystem::CreateLife(int number) -{ - auto life = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(life); - transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f); - transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f); - - std::shared_ptr lifeNr = m_World->AddComponent(life); - lifeNr->Number = number; - - auto model = m_World->AddComponent(life); - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - - - m_World->CommitEntity(life); -} - void dd::Systems::LevelSystem::Update(double dt) { if (!m_Initialized) { CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge()); m_Initialized = true; } - - if (Lives() < 0) - { - SetLives(3); - Events::GameOver e; - EventBroker->Publish(e); - } } void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { + auto templateCheck = m_World->GetComponent(entity); + if (templateCheck != nullptr){ return; } + auto ball = m_World->GetComponent(entity); + SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt); - if (ball != nullptr) { - auto transformBall = m_World->GetComponent(entity); - if (glm::abs(transformBall->Velocity.y) < 2) { - if (transformBall->Velocity.y > 0) { - transformBall->Velocity.y = 2; - } else { - transformBall->Velocity.y = -2; - } - } - if (transformBall->Position.y < -EdgeY() - 4) { - if (MultiBalls() != 0) { - SetMultiBalls(MultiBalls() - 1); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); - m_World->RemoveEntity(entity); - } else if (Lives() == PastLives()) { - Events::ResetBall be; - EventBroker->Publish(be); - Events::LifeLost e; - e.Entity = entity; - EventBroker->Publish(e); - return; - } - } 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); - } - } 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); - } - } else if (transformBall->Position.y > EdgeY()) { - if (transformBall->Velocity.y > 0) { - 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()) { - auto life = m_World->GetComponent(entity); - if (life != nullptr) { - if (life->Number + 1 == PastLives()) { -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); - m_World->RemoveEntity(entity); - SetPastLives(Lives()); - } - } - } - if (NumberOfBricks() <= 0) { - /*SetRestarting(true); + if (NumberOfBricks() <= 0 && Restarting() == false) { if (MultiBalls() <= 0 && PowerUps() <= 0) { - Events::ResetBall e; - EventBroker->Publish(e); - Events::ScoreEvent es; - es.Score = 500; - EventBroker->Publish(es); - Events::StageCleared ec; - EventBroker->Publish(ec); - CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge()); + if (NotResettingTheStage() > 5) { + SetRestarting(true); + Events::ResetBall e; + EventBroker->Publish(e); + Events::ScoreEvent es; + es.Score = 500; + EventBroker->Publish(es); + Events::StageCleared ec; + EventBroker->Publish(ec); + SetNotResettingTheStage(0); + //CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge()); + } } else { if (ball != nullptr && MultiBalls() > 0) { - SetMultiBalls(MultiBalls() - 1); + SetMultiBalls(MultiBalls()-1); m_World->RemoveComponent(entity); m_World->RemoveComponent(entity); m_World->RemoveComponent(entity); m_World->RemoveComponent(entity); m_World->RemoveEntity(entity); - auto transformBall = m_World->GetComponent(entity); } else { auto powerUp = m_World->GetComponent(entity); if (powerUp != nullptr) { @@ -143,22 +67,22 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID m_World->RemoveEntity(entity); } } - }*/ + } } } void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge) { SetNumberOfBricks(rows * lines); - std::cout << "You're only doing this once, right?" << std::endl; - int num = 0; + //std::cout << "You're only doing this once, right?" << std::endl; + int num = Lines(); for (int i = 0; i < rows; i++) { - num++; + num--; for (int j = 0; j < Lines(); j++) { CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num); } - if (num == 7) - num = 0; + if (num == 1) + num = Lines(); } SetNumberOfBricks(rows * lines); @@ -179,12 +103,12 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe cPhys->Category = CollisionLayer::Type::Brick; cPhys->Mask = CollisionLayer::Type::Ball; - std::string fileName = "Textures/Bricks/"; + /*std::string fileName = "Textures/Bricks/"; fileName.append(std::to_string(num)); - fileName.append(".png"); + fileName.append(".png");*/ //sprite->SpriteFile = fileName; model->ModelFile = "Models/Test/Brick/Brick.obj"; - if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) { + if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) { std::shared_ptr cPow = m_World->AddComponent(brick); } float x = line * spacesBetweenBricks.x; @@ -209,17 +133,17 @@ void dd::Systems::LevelSystem::ProcessCollision() void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity) { - auto brick = m_World->GetComponent(entity); + /*auto brick = m_World->GetComponent(entity); if (brick != nullptr) { SetNumberOfBricks(NumberOfBricks() - 1); Events::ScoreEvent es; es.Score = brick->Score; EventBroker->Publish(es); - /*if (numberOfBricks < 1) { + if (numberOfBricks < 1) { EndLevel(); - }*/ + } } - return; + return;*/ } bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event) @@ -255,7 +179,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event) } auto power = m_World->GetComponent(entityBrick); - if (power != nullptr) { + if (power != nullptr && NumberOfBricks() > 1) { Events::CreatePowerUp e; auto transform = m_World->GetComponent(entityBrick); e.Position = transform->Position; @@ -263,6 +187,12 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event) } if (ball != nullptr && Restarting() == false) { + ball->Combo += 1; + Events::ComboEvent ec; + ec.Combo = ball->Combo; + ec.Ball = entityBall; + EventBroker->Publish(ec); + auto ballTransform = m_World->GetComponent(entityBall); // m_World->RemoveComponent(entityBrick); @@ -289,28 +219,24 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event) EventBroker->Publish(e); //TODO: Bricks dont collide with walls D= + SetNumberOfBricks(NumberOfBricks() - 1); if (NumberOfBricks() <= 0) { - SetMultiBalls(MultiBalls() + 1); + //SetMultiBalls(MultiBalls() + 1); } Events::ScoreEvent es; - es.Score = brick->Score; + es.Score = brick->Score * ball->Combo; EventBroker->Publish(es); - // std::cout << NumberOfBricks() << std::endl; - //std::cout << "Score: " << Score() << std::endl; + std::cout << "Combo: " << ball->Combo << std::endl; + //std::cout << NumberOfBricks() << std::endl; + //std::cout << "Brick Score: " << brick->Score << std::endl; + std::cout << "Score: " << Score() << std::endl; } return true; } -bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event) -{ - SetLives(Lives() - 1); - - return true; -} - bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event) { SetScore(Score() += event.Score); @@ -321,6 +247,15 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event) bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event) { SetMultiBalls(MultiBalls()+2); + std::cout << MultiBalls() << std::endl; + return true; +} + +bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event) +{ + SetMultiBalls(MultiBalls()-1); + std::cout << MultiBalls() << std::endl; + return true; } bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event) diff --git a/src/game/Game/LevelSystem.cpp.orig b/src/game/Game/LevelSystem.cpp.orig deleted file mode 100644 index b1d1139..0000000 --- a/src/game/Game/LevelSystem.cpp.orig +++ /dev/null @@ -1,372 +0,0 @@ -// -// Created by Adniklastrator on 2015-09-09. -// - - -#include "PrecompiledHeader.h" -#include "Game/LevelSystem.h" - - -void dd::Systems::LevelSystem::Initialize() -{ - EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact); - EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::OnLifeLost); - EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, LevelSystem::OnScoreEvent); - EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, LevelSystem::OnMultiBall); - EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, LevelSystem::OnCreatePowerUp); - EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, LevelSystem::OnPowerUpTaken); - EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, LevelSystem::OnStageCleared); - - for (int i = 0; i < Lives(); i++) { - CreateLife(i); - } - - return; -} - -void dd::Systems::LevelSystem::CreateLife(int number) -{ - auto life = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(life); - transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f); - transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f); - - std::shared_ptr lifeNr = m_World->AddComponent(life); - lifeNr->Number = number; - - auto model = m_World->AddComponent(life); - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - - - m_World->CommitEntity(life); -} - -void dd::Systems::LevelSystem::Update(double dt) -{ - if (!m_Initialized) { - CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge()); - m_Initialized = true; - } - - if (Lives() < 0) - { - SetLives(3); - Events::GameOver e; - EventBroker->Publish(e); - } -} - -void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) -{ - auto ball = m_World->GetComponent(entity); - - if (ball != nullptr) { - auto transformBall = m_World->GetComponent(entity); - if (glm::abs(transformBall->Velocity.y) < 2) { - if (transformBall->Velocity.y > 0) { - transformBall->Velocity.y = 2; - } else { - transformBall->Velocity.y = -2; - } - } - if (transformBall->Position.y < -EdgeY() - 4) { - if (MultiBalls() != 0) { - SetMultiBalls(MultiBalls() - 1); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); - m_World->RemoveEntity(entity); - } else if (Lives() == PastLives()) { - Events::ResetBall be; - EventBroker->Publish(be); - Events::LifeLost e; - e.Entity = entity; - EventBroker->Publish(e); - return; - } - } 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); - } - } 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); - } - } else if (transformBall->Position.y > EdgeY()) { - if (transformBall->Velocity.y > 0) { - 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()) { - auto life = m_World->GetComponent(entity); - if (life != nullptr) { - if (life->Number + 1 == PastLives()) { -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); - m_World->RemoveEntity(entity); - SetPastLives(Lives()); - } - } - } - if (NumberOfBricks() <= 0) { - /*SetRestarting(true); - if (MultiBalls() <= 0 && PowerUps() <= 0) { - Events::ResetBall e; - EventBroker->Publish(e); - Events::ScoreEvent es; - es.Score = 500; - EventBroker->Publish(es); - Events::StageCleared ec; - EventBroker->Publish(ec); - CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge()); - } else { - if (ball != nullptr && MultiBalls() > 0) { - SetMultiBalls(MultiBalls() - 1); - m_World->RemoveComponent(entity); - m_World->RemoveComponent(entity); - m_World->RemoveComponent(entity); - m_World->RemoveComponent(entity); - m_World->RemoveEntity(entity); - auto transformBall = m_World->GetComponent(entity); - } else { - auto powerUp = m_World->GetComponent(entity); - if (powerUp != nullptr) { - SetPowerUps(PowerUps() - 1); - m_World->RemoveComponent(entity); - m_World->RemoveComponent(entity); - m_World->RemoveEntity(entity); - } - } - }*/ - } -} - -void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge) -{ - SetNumberOfBricks(rows * lines); - std::cout << "You're only doing this once, right?" << std::endl; - int num = 0; - for (int i = 0; i < rows; i++) { - num++; - for (int j = 0; j < Lines(); j++) { - CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num); - } - if (num == 7) - num = 0; - } - - SetNumberOfBricks(rows * lines); - SetRestarting(false); - return; -} - -void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num) -{ - auto brick = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(brick); - auto model = m_World->AddComponent(brick); - std::shared_ptr cBrick = m_World->AddComponent(brick); - std::shared_ptr cRec = m_World->AddComponent(brick); - std::shared_ptr cPhys = m_World->AddComponent(brick); - cPhys->Static = false; - cPhys->GravityScale = 0.f; - cPhys->Category = CollisionLayer::Type::Brick; - cPhys->Mask = CollisionLayer::Type::Ball; - - std::string fileName = "Textures/Bricks/"; - fileName.append(std::to_string(num)); - fileName.append(".png"); - //sprite->SpriteFile = fileName; - model->ModelFile = "Models/Test/Brick/Brick.obj"; - if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) { - std::shared_ptr cPow = m_World->AddComponent(brick); - } - 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; - - //sound - auto collisionSound = m_World->AddComponent(brick); - collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav"; - - m_World->CommitEntity(brick); - return; -} - -void dd::Systems::LevelSystem::ProcessCollision() -{ - // Like, go into brick component and check what it does upon collision. Maybe not done here? - return; -} - -void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity) -{ - auto brick = m_World->GetComponent(entity); - if (brick != nullptr) { - SetNumberOfBricks(NumberOfBricks() - 1); - Events::ScoreEvent es; - es.Score = brick->Score; - EventBroker->Publish(es); - /*if (numberOfBricks < 1) { - EndLevel(); - }*/ - } - return; -} - -bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event) -{ - EntityID entityBrick; - EntityID entityBall; - auto ball = m_World->GetComponent(event.Entity2); - auto brick = m_World->GetComponent(event.Entity1); - if (brick != nullptr) { - entityBrick = event.Entity1; - } else { - brick = m_World->GetComponent(event.Entity2); - if (brick != nullptr) { - entityBrick = event.Entity2; - } else { - return false; - } - } - if (ball != nullptr) { - entityBall = event.Entity2; - } else { - ball = m_World->GetComponent(event.Entity1); - if (ball != nullptr) { - entityBall = event.Entity1; - } else { - return false; - } - } - - brick = m_World->GetComponent(entityBrick); - if (brick == nullptr) { - return false; - } - - auto power = m_World->GetComponent(entityBrick); - if (power != nullptr) { - Events::CreatePowerUp e; - auto transform = m_World->GetComponent(entityBrick); - e.Position = transform->Position; - EventBroker->Publish(e); - } - - if (ball != nullptr && Restarting() == false) { - auto ballTransform = m_World->GetComponent(entityBall); - -// m_World->RemoveComponent(entityBrick); -// m_World->RemoveComponent(entityBrick); -// m_World->RemoveComponent(entityBrick); -// m_World->RemoveComponent(entityBrick); -// m_World->RemoveEntity(entityBrick); - - auto physicsComponent = m_World->GetComponent(entityBrick); - physicsComponent->GravityScale = 1.f; - physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall; - - auto transformComponentBrick = m_World->GetComponent(entityBrick); - auto transformComponentBall = m_World->GetComponent(entityBall); - - Events::SetImpulse e; - e.Entity = entityBrick; - - glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBrick->Position.x - transformComponentBall->Position.x)/4), transformComponentBrick->Position.y + ((transformComponentBrick->Position.y - transformComponentBall->Position.y )/4)); - - e.Impulse = glm::normalize(point)/2.f; - e.Point = point; - EventBroker->Publish(e); - //TODO: Bricks dont collide with walls D= - - SetNumberOfBricks(NumberOfBricks() - 1); - if (NumberOfBricks() <= 0) { - SetMultiBalls(MultiBalls() + 1); - } - Events::ScoreEvent es; - es.Score = brick->Score; - EventBroker->Publish(es); - -<<<<<<< HEAD - // std::cout << NumberOfBricks() << std::endl; -======= - //std::cout << NumberOfBricks() << std::endl; ->>>>>>> origin/master - //std::cout << "Score: " << Score() << std::endl; - } - - return true; -} - -bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event) -{ - SetLives(Lives() - 1); - - return true; -} - -bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event) -{ - SetScore(Score() += event.Score); - - return true; -} - -bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event) -{ - SetMultiBalls(MultiBalls()+2); -} - -bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event) -{ - SetPowerUps(PowerUps() + 1); - auto powerUp = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(powerUp); - auto model = m_World->AddComponent(powerUp); - std::shared_ptr cRec = m_World->AddComponent(powerUp); - std::shared_ptr cPhys = m_World->AddComponent(powerUp); - cPhys->Static = false; - cPhys->Category = CollisionLayer::Type::PowerUp; - cPhys->Mask = CollisionLayer::Type::Pad; - - std::shared_ptr cPow = m_World->AddComponent(powerUp); - - - transform->Position = event.Position; - transform->Scale = glm::vec3(0.2, 0.2, 0.2); - transform->Velocity = glm::vec3(0, -4, 0); - - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - - m_World->CommitEntity(powerUp); - - return true; -} - -bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &event) -{ - SetPowerUps(PowerUps() - 1); - return true; -} - -bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event) -{ - return true; -} - -void dd::Systems::LevelSystem::EndLevel() -{ - Events::StageCleared e; - EventBroker->Publish(e); - return; -} - diff --git a/src/game/Game/PadSystem.cpp b/src/game/Game/PadSystem.cpp index 3241b28..34e5bb9 100755 --- a/src/game/Game/PadSystem.cpp +++ b/src/game/Game/PadSystem.cpp @@ -26,23 +26,34 @@ void dd::Systems::PadSystem::Initialize() EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp); EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact); EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp); - EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall); - EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall); EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared); + + { + auto ent = m_World->CreateEntity(); + m_World->SetProperty(ent, "Name", "Pad"); + auto ctransform = m_World->AddComponent(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(ent); + auto physics = m_World->AddComponent(ent); + physics->Static = false; + physics->Category = CollisionLayer::Type::Pad; + physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp; + physics->Calculate = true; + auto cModel = m_World->AddComponent(ent); + cModel->ModelFile = "Models/Submarine2.obj"; + + auto pad = m_World->AddComponent(ent); + m_World->CommitEntity(ent); + + SetEdge(3.2 - (ctransform->Scale.x / 2)); + } } void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto ball = m_World->GetComponent(entity); - if (ball != nullptr) { - if (ReplaceBall() == true) { - SetReplaceBall(false); - - auto transform = m_World->GetComponent(entity); - transform->Position = glm::vec3(0.0f, 0.26f, -10.f); - transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f); - } - } + auto templateCheck = m_World->GetComponent(entity); + if (templateCheck != nullptr){ return; } } void dd::Systems::PadSystem::Update(double dt) @@ -69,9 +80,15 @@ void dd::Systems::PadSystem::Update(double dt) transform->Velocity.x = pad->MaxSpeed; } transform->Position += transform->Velocity * (float)dt; + if (transform->Position.x > Edge()) { + transform->Position.x = Edge(); + } else if (transform->Position.x < -Edge()) { + transform->Position.x = -Edge(); + } transform->Velocity += acceleration * (float)dt; - transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt; - + if (glm::abs(transform->Velocity.x) > 1 || (!Left() && !Right())) { + transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float) dt; + } if (Left()) { acceleration.x = -pad->AccelerationSpeed; @@ -85,40 +102,9 @@ void dd::Systems::PadSystem::Update(double dt) SetPad(pad); SetAcceleration(acceleration); - if (MultiBall() == true) { - SetMultiBall(false); - - Events::MultiBall e; - e.padTransform = transform; - EventBroker->Publish(e); - } - return; } -EntityID dd::Systems::PadSystem::CreateBall() -{ - auto ent = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(ent); - transform->Position = glm::vec3(0.5f, 0.26f, -10.f); - transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); - auto model = m_World->AddComponent(ent); - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - //auto pointlight = m_World->AddComponent(ent); - std::shared_ptr circleShape = m_World->AddComponent(ent); - std::shared_ptr cball = m_World->AddComponent(ent); - std::shared_ptr physics = m_World->AddComponent(ent); - physics->Static = false; - physics->Category = CollisionLayer::Type::Ball; - physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall; - physics->Calculate = true; - cball->Speed = 5.f; - - m_World->CommitEntity(ent); - - return ent; -} - bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) { int val = event.KeyCode; @@ -135,9 +121,12 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) //acceleration.x = 0.01f; SetRight(true); } else if (val == GLFW_KEY_R) { - SetReplaceBall(true); + Events::ResetBall e; + EventBroker->Publish(e); } else if (val == GLFW_KEY_M) { - SetMultiBall(true); + Events::MultiBall e; + e.padTransform = Transform(); + EventBroker->Publish(e); } else if (val == GLFW_KEY_D) { return false; } @@ -251,40 +240,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event) return true; } -bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event) -{ - SetReplaceBall(true); - return true; -} - -bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event) -{ - auto ent1 = CreateBall(); - auto ent2 = CreateBall(); - auto transform1 = m_World->GetComponent(ent1); - auto transform2 = m_World->GetComponent(ent2); - auto ball1 = m_World->GetComponent(ent1); - auto ball2 = m_World->GetComponent(ent2); - auto padTransform = event.padTransform; - float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2; - if (x1 < -3.1) { - x1 = 3; - } - if (x2 > 3.1) { - x2 = -3; - } - transform1->Position = glm::vec3(x1, -5.5, -10); - transform2->Position = glm::vec3(x2, -5.5, -10); - - transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed; - transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed; - - return true; -} - bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event) { - auto entity = CreateBall(); + //auto entity = CreateBall(); return true; } diff --git a/src/game/Game/PadSystem.cpp.orig b/src/game/Game/PadSystem.cpp.orig deleted file mode 100755 index 7d21606..0000000 --- a/src/game/Game/PadSystem.cpp.orig +++ /dev/null @@ -1,313 +0,0 @@ -// -// Created by Adniklastrator on 2015-09-10. -// - -#include "PrecompiledHeader.h" -#include "Game/PadSystem.h" -#include "Core/World.h" -#include -#include -#include - - -void dd::Systems::PadSystem::Initialize() -{ - Events::BindKey r; - r.KeyCode = GLFW_KEY_RIGHT; - r.Command = "right"; - EventBroker->Publish(r); - - Events::BindKey l; - l.KeyCode = GLFW_KEY_LEFT; - l.Command = "left"; - EventBroker->Publish(l); - - EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PadSystem::OnKeyDown); - EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp); - EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact); - EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp); - EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall); - EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall); - EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared); -} - -void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) -{ - auto ball = m_World->GetComponent(entity); - if (ball != nullptr) { - if (ReplaceBall() == true) { - SetReplaceBall(false); - - auto transform = m_World->GetComponent(entity); - transform->Position = glm::vec3(0.0f, 0.26f, -10.f); - transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f); - } - } -} - -void dd::Systems::PadSystem::Update(double dt) -{ - if (Entity() == 0) { - for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) { - if (m_World->GetProperty(it->first, "Name") == "Pad") { - SetEntity(it->first); - SetTransform(m_World->GetComponent(Entity())); - SetPad(m_World->GetComponent(Entity())); - break; - } - } - } - - auto transform = Transform(); - auto pad = Pad(); - auto acceleration = Acceleration(); - - if (transform->Velocity.x < -pad->MaxSpeed) { - transform->Velocity.x = -pad->MaxSpeed; - } - else if (transform->Velocity.x > pad->MaxSpeed) { - transform->Velocity.x = pad->MaxSpeed; - } - transform->Position += transform->Velocity * (float)dt; - transform->Velocity += acceleration * (float)dt; - transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt; - - - if (Left()) { - acceleration.x = -pad->AccelerationSpeed; -<<<<<<< HEAD - } - else if (Right()) { -======= - } else if (Right()) { ->>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db - acceleration.x = pad->AccelerationSpeed; - } else { - acceleration.x = 0.f; - } - - SetTransform(transform); - SetPad(pad); - SetAcceleration(acceleration); - - if (MultiBall() == true) { - SetMultiBall(false); - - Events::MultiBall e; - e.padTransform = transform; - EventBroker->Publish(e); - } - - return; -} - -EntityID dd::Systems::PadSystem::CreateBall() -{ - auto ent = m_World->CreateEntity(); - std::shared_ptr transform = m_World->AddComponent(ent); - transform->Position = glm::vec3(0.5f, 0.26f, -10.f); - transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); - auto model = m_World->AddComponent(ent); - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - //auto pointlight = m_World->AddComponent(ent); - std::shared_ptr circleShape = m_World->AddComponent(ent); - std::shared_ptr cball = m_World->AddComponent(ent); - std::shared_ptr physics = m_World->AddComponent(ent); - physics->Static = false; - - cball->Speed = 10; - - m_World->CommitEntity(ent); - - return ent; -} - -bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event) -{ - int val = event.KeyCode; - if (val == GLFW_KEY_UP) { - //std::cout << "Up!" << std::endl; - } else if (val == GLFW_KEY_DOWN) { - //std::cout << "Down!" << std::endl; - } else if (val == GLFW_KEY_LEFT) { - //std::cout << "Left!" << std::endl; - //acceleration.x = -0.01f; - SetLeft(true); - } else if (val == GLFW_KEY_RIGHT) { - //std::cout << "Right!" << std::endl; - //acceleration.x = 0.01f; - SetRight(true); - } else if (val == GLFW_KEY_R) { - SetReplaceBall(true); - } else if (val == GLFW_KEY_M) { - SetMultiBall(true); - } else if (val == GLFW_KEY_D) { - return false; - } - return true; -} - -bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event) -{ - int val = event.KeyCode; - if (val == GLFW_KEY_UP) { - - } else if (val == GLFW_KEY_DOWN) { - - } else if (val == GLFW_KEY_LEFT) { - SetLeft(false); - } else if (val == GLFW_KEY_RIGHT) { - SetRight(false); - } - return true; -} - -bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event) -{ - /* - EntityID entityBall = event.Entity2; - auto ball = m_World->GetComponent(entityBall); - if (ball == NULL) { - return false; - } - EntityID entityPad = event.Entity1; - auto pad = m_World->GetComponent(entityPad); - if (pad == NULL) { - return false; - } - auto transformBall = m_World->GetComponent(entityBall); - auto transformPad = m_World->GetComponent(entityPad); - - float movementMultiplier = 0.5f; - - //float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier; - //float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f; - if (whatX > 0) { - movementX = movementMultiplier * whatX; - //std::cout << "Right!" << std::endl; - } else { - movementX = movementMultiplier * whatX; - //std::cout << "Left!" << std::endl; - } - - // std::cout << movementX << " " << movementY << std::endl; - - //float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier; -<<<<<<< HEAD - float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1; -======= - float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2; ->>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db - - //std::cout << movementX << " " << movementY << std::endl; - - float len = glm::length(transformBall->Velocity); - //auto pointlight = m_World->AddComponent(ent); - - - transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0); - transformBall->Velocity = glm::normalize(transformBall->Velocity) * len; - - - //transform->Velocity = glm::vec3(movementX, movementY, 0.f); - */ -} - -bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event) -{ - EntityID entityPower; - EntityID entityPad; - auto powerUp = m_World->GetComponent(event.Entity1); - auto pad = m_World->GetComponent(event.Entity2); - if (powerUp != nullptr) { - entityPower = event.Entity1; - } else { - powerUp = m_World->GetComponent(event.Entity2); - if (powerUp != nullptr) { - entityPower = event.Entity2; - } - } - if (pad != nullptr) { - entityPad = event.Entity2; - } else { - pad = m_World->GetComponent(event.Entity1); - if (pad != nullptr) { - entityPad = event.Entity1; - } - } - - if (entityPower == NULL || entityPad == NULL) { - return false; - } - - pad = m_World->GetComponent(entityPad); - if (pad == nullptr) { - return false; - } - - m_World->RemoveComponent(entityPower); - m_World->RemoveComponent(entityPower); - m_World->RemoveComponent(entityPower); - m_World->RemoveEntity(entityPower); - Events::PowerUpTaken ep; - ep.Name = "Something"; - EventBroker->Publish(ep); - - Events::MultiBall e; - auto transform = m_World->GetComponent(entityPad); - e.padTransform = transform; - EventBroker->Publish(e); - return true; -} - -bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event) -{ - SetReplaceBall(true); - return true; -} - -bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event) -{ - auto ent1 = CreateBall(); - auto ent2 = CreateBall(); - auto transform1 = m_World->GetComponent(ent1); - auto transform2 = m_World->GetComponent(ent2); - auto ball1 = m_World->GetComponent(ent1); - auto ball2 = m_World->GetComponent(ent2); - auto padTransform = event.padTransform; - float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2; - if (x1 < -3.1) { - x1 = 3; - } - if (x2 > 3.1) { - x2 = -3; - } - transform1->Position = glm::vec3(x1, -5.5, -10); - transform2->Position = glm::vec3(x2, -5.5, -10); - - transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed; - transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed; - - return true; -} - -bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event) -{ - auto entity = CreateBall(); - return true; -} - -bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event) -{ - std::string command = event.Command; - - std::cout << "Command!" << std::endl; - - if (command == "right") { - std::cout << "Right!" << std::endl; - } else if (command == "left") { - std::cout << "Left!" << std::endl; - } - - return true; -} \ No newline at end of file diff --git a/src/game/Physics/PhysicsSystem.cpp b/src/game/Physics/PhysicsSystem.cpp old mode 100644 new mode 100755 index c425b5f..e298131 --- a/src/game/Physics/PhysicsSystem.cpp +++ b/src/game/Physics/PhysicsSystem.cpp @@ -29,10 +29,9 @@ void dd::Systems::PhysicsSystem::Initialize() void dd::Systems::PhysicsSystem::InitializeWater() { - b2ParticleSystemDef m_ParticleSystemDef; - m_ParticleSystemDef.radius = 0.13f; - - m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef); + float radius = 0.13f; + float gravityScale = 1.0f; + CreateParticleSystem(radius, gravityScale); } bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) @@ -58,24 +57,22 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) return true; } -void dd::Systems::PhysicsSystem::Update(double dt) -{ +void dd::Systems::PhysicsSystem::Update(double dt) { m_Accumulator += dt; - while(m_Accumulator >= m_TimeStep) - { + while (m_Accumulator >= m_TimeStep) { for (auto i : m_EntitiesToBodies) { EntityID entity = i.first; - b2Body* body = i.second; + b2Body *body = i.second; auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) { + if (!transformComponent) { continue; LOG_ERROR("RigidBody with no TransformComponent"); } auto physicsComponent = m_World->GetComponent(entity); - if (! physicsComponent) { + if (!physicsComponent) { continue; LOG_ERROR("RigidBody with no PhysicsComponent"); } @@ -102,19 +99,19 @@ void dd::Systems::PhysicsSystem::Update(double dt) } } + UpdateParticleEmitters(dt); + for (auto i : m_Impulses) { i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true); } m_Impulses.clear(); - m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); - for (auto i : m_EntitiesToBodies) { EntityID entity = i.first; - b2Body* body = i.second; + b2Body *body = i.second; if (body == nullptr) { LOG_ERROR("This body should not exist"); @@ -122,15 +119,17 @@ void dd::Systems::PhysicsSystem::Update(double dt) } auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) + if (!transformComponent) continue; - auto parent = m_World->GetEntityParent(entity); - if (parent == 0) { + auto parent = m_World->GetEntityParent(entity); + if (parent == 0) { auto physicsComponent = m_World->GetComponent(entity); if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS - transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); - transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); + transformComponent->Position.x = + transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); + transformComponent->Position.y = + transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); } else { b2Vec2 position = body->GetPosition(); @@ -138,36 +137,42 @@ void dd::Systems::PhysicsSystem::Update(double dt) transformComponent->Position.y = position.y; float angle = body->GetAngle(); - transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); + transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); b2Vec2 velocity = body->GetLinearVelocity(); transformComponent->Velocity.x = velocity.x; transformComponent->Velocity.y = velocity.y; } } - } - b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer(); - for (auto i : m_EntitiesToParticleHandle) { - EntityID entity = i.first; - b2ParticleHandle* particleH = i.second; + for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) { + b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer(); + for (auto i : m_EntitiesToParticleHandle[e]){ + EntityID entity = i.first; + b2ParticleHandle *particleH = i.second; - b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; - glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); + b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; + glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); + EntityID entityParent = m_World->GetEntityParent(entity); + glm::vec3 parentTransform = glm::vec3(0.f); + if(entityParent) { + auto tp = m_World->GetComponent(entityParent); + parentTransform = tp->Position; + } + auto transform = m_World->GetComponent(entity); - EntityID entityParent = m_World->GetEntityParent(entity); - auto transform = m_World->GetComponent(entity); - auto transformParent = m_World->GetComponent(entityParent); + transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform; - transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position; - } + } + } m_Accumulator -= dt; } } + void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { @@ -177,15 +182,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity) { auto physicsComponent = m_World->GetComponent(entity); auto waterComponent = m_World->GetComponent(entity); + auto particleEmitterComponent = m_World->GetComponent(entity); if (physicsComponent && waterComponent) { LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted."); return; } + if (physicsComponent && particleEmitterComponent) { + LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted."); + return; + } + if (physicsComponent) { CreateBody(entity); } else if (waterComponent) { CreateParticleGroup(entity); + } else if (particleEmitterComponent) { + CreateParticleEmitter(entity); } } @@ -208,7 +221,6 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity) } - void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) { auto physicsComponent = m_World->GetComponent(entity); @@ -289,40 +301,131 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) { - //TODO: L�gg alla pd i en lista auto transform = m_World->GetComponent(e); if (!transform) { LOG_ERROR("No Transform component in CreateParticleGroup"); - return; } - b2ParticleGroupDef pd; b2PolygonShape shape; + auto water = m_World->GetComponent(e); + if (water) { - shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f); - pd.shape = &shape; - pd.flags = b2_tensileParticle; - pd.position.Set(transform->Position.x, transform->Position.y); - //TODO: PUT IN LIST - t_watergroup = m_ParticleSystem->CreateParticleGroup(pd); - b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer(); - for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){ - { - auto t_waterparticle = m_World->CreateEntity(e); - auto transformChild = m_World->AddComponent(t_waterparticle); - //auto sprite = m_World->AddComponent(t_waterparticle); + shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f); + pd.shape = &shape; + pd.flags = b2_tensileParticle; + pd.position.Set(transform->Position.x, transform->Position.y); + t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd)); + b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer(); + for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){ + { + auto t_waterparticle = m_World->CreateEntity(e); + auto transformChild = m_World->AddComponent(t_waterparticle); - transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f); - transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale; - //sprite->SpriteFile = "Textures/Ball.png"; - m_World->CommitEntity(t_waterparticle); + transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f); + transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale; + m_World->CommitEntity(t_waterparticle); + + m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i))); + m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle)); + } - m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i))); - m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle)); } } - LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount()); +} + +void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt) +{ + for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) { + auto e = m_ParticleEmitters.ParticleEmitter[i]; + auto pt = m_ParticleEmitters.ParticleTemplate[i]; + auto ps = m_ParticleEmitters.ParticleSystem[i]; + + + auto emitter = m_World->GetComponent(e); + auto particleTemplate = m_World->GetComponent(pt); + emitter->TimeSinceLastSpawn += dt; + if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) { + continue; + } + emitter->TimeSinceLastSpawn -= emitter->SpawnRate; + auto templateTransform = m_World->GetComponent(pt); + + b2ParticleDef particleDef; + particleDef.flags = particleTemplate->Flags; + //particleDef.color TODO: Implement this if we want color mixing and shit. + particleDef.lifetime = particleTemplate->LifeTime; + particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y); + particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y); + + auto particle = m_World->CloneEntity(pt, 0); + m_World->RemoveComponent(particle); + + auto b2Particle = ps->CreateParticle(particleDef); + auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle); + m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle)); + m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle)); + + //TODO: Ta bort detta + int particles = 0; + for (auto i : m_EntitiesToParticleHandle) + { + particles += i.size(); + } + LOG_INFO("--I have %i particles.", particles); + } +} + +void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity) +{ + auto childEntities = m_World->GetEntityChildren(entity); + if (childEntities.empty()) { + LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work."); + return; + } + int pf = 0; + dd::Components::Particle* particle; + EntityID childEntity; + for ( auto c : childEntities ) { + auto p = m_World->GetComponent(c); + auto particleTemplate = m_World->GetComponent(c); + if (!p) { + continue; + LOG_WARNING("--ParticleEmitter's Child is not a particle."); + } + if(!particleTemplate) { + LOG_ERROR("ParticleEmitter's particleChild is not a template."); + continue; + } + if (pf != 0) { + LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used."); + break; + } + childEntity = c; + particle = p; + pf++; + } + //TODO: Skicka med fler flaggor till particlesystemet; + m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f)); + m_ParticleEmitters.ParticleEmitter.push_back(entity); + m_ParticleEmitters.ParticleTemplate.push_back(childEntity); +} + + +b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale) +{ + std::unordered_map m1; + std::unordered_map m2; + m_EntitiesToParticleHandle.push_back(m1); + m_ParticleHandleToEntities.push_back(m2); + + b2ParticleSystemDef m_ParticleSystemDef; + m_ParticleSystemDef.radius = radius; + m_ParticleSystemDef.gravityScale = gravityScale; + + m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef)); + + return m_ParticleSystem.back(); } dd::Systems::PhysicsSystem::~PhysicsSystem() diff --git a/src/game/Physics/PhysicsSystem.cpp.orig b/src/game/Physics/PhysicsSystem.cpp.orig deleted file mode 100755 index 7fb8bc1..0000000 --- a/src/game/Physics/PhysicsSystem.cpp.orig +++ /dev/null @@ -1,363 +0,0 @@ -#include "PrecompiledHeader.h" -#include "Physics/PhysicsSystem.h" - - - -void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf) -{ - cf->Register(); -} - -void dd::Systems::PhysicsSystem::Initialize() -{ - m_ContactListener = new ContactListener(this); - - m_Gravity = b2Vec2(0.f, -9.82f); - m_PhysicsWorld = new b2World(m_Gravity); - - m_TimeStep = 1.f/60.f; - m_VelocityIterations = 6; - m_PositionIterations = 2; - m_Accumulator = 0.f; - - m_PhysicsWorld->SetContactListener(m_ContactListener); - - InitializeWater(); - - EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse); -} - -void dd::Systems::PhysicsSystem::InitializeWater() -{ - b2ParticleSystemDef m_ParticleSystemDef; - m_ParticleSystemDef.radius = 0.13f; - - m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef); -} - -bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) -{ - b2Body* body = m_EntitiesToBodies[event.Entity]; - - b2Vec2 impulse; - impulse.x = event.Impulse.x; - impulse.y = event.Impulse.y; - - b2Vec2 point; - point.x = event.Point.x; - point.y = event.Point.y; - - - Impulse i; - i.Body = body; - i.Impulse = impulse; - i.Point = point; - - m_Impulses.push_back(i); - - return true; -} - -void dd::Systems::PhysicsSystem::Update(double dt) -{ - - m_Accumulator += dt; - while(m_Accumulator >= m_TimeStep) - { - - for (auto i : m_EntitiesToBodies) { - EntityID entity = i.first; - b2Body* body = i.second; - - auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) { - continue; - LOG_ERROR("RigidBody with no TransformComponent"); - } - auto physicsComponent = m_World->GetComponent(entity); - if (! physicsComponent) { - continue; - LOG_ERROR("RigidBody with no PhysicsComponent"); - } - - - if (body == nullptr) { - LOG_ERROR("This body should not exist"); - continue; - } - - if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too - b2Vec2 position; - position.x = transformComponent->Position.x; - position.y = transformComponent->Position.y; - float angle = -glm::eulerAngles(transformComponent->Orientation).z; - body->SetTransform(position, angle); - body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y)); - - body->SetGravityScale(physicsComponent->GravityScale); - -<<<<<<< HEAD - - b2Filter filter; - filter.categoryBits = physicsComponent->Category; - filter.maskBits = physicsComponent->Mask; - body->GetFixtureList()->SetFilterData(filter); - } - } - - for (auto i : m_Impulses) { - i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true); -======= ->>>>>>> origin/master - } - m_Impulses.clear(); - - -<<<<<<< HEAD - - -======= - for (auto i : m_Impulses) { - i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true); - } - m_Impulses.clear(); - m_Accumulator += dt; - while(m_Accumulator >= m_TimeStep) - { ->>>>>>> origin/master - m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); - m_Accumulator -= dt; - -<<<<<<< HEAD - -======= - for (auto i : m_EntitiesToBodies) { - EntityID entity = i.first; - b2Body* body = i.second; ->>>>>>> origin/master - - for (auto i : m_EntitiesToBodies) { - EntityID entity = i.first; - b2Body* body = i.second; - - if (body == nullptr) { - LOG_ERROR("This body should not exist"); - continue; - } - -<<<<<<< HEAD - auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) - continue; - if (m_World->GetEntityParent(entity) == 0) { - b2Vec2 position = body->GetPosition(); - transformComponent->Position.x = position.x; - transformComponent->Position.y = position.y; -======= - auto transformComponent = m_World->GetComponent(entity); - if (! transformComponent) - continue; - auto parent = m_World->GetEntityParent(entity); - if (parent == 0) { - b2Vec2 position = body->GetPosition(); - transformComponent->Position.x = position.x; - transformComponent->Position.y = position.y; ->>>>>>> origin/master - - float angle = body->GetAngle(); - - - transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle)); - -<<<<<<< HEAD - b2Vec2 velocity = body->GetLinearVelocity(); - transformComponent->Velocity.x = velocity.x; - transformComponent->Velocity.y = velocity.y; - - } -======= ->>>>>>> origin/master - } - } - - b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer(); - for (auto i : m_EntitiesToParticleHandle) { - EntityID entity = i.first; - b2ParticleHandle* particleH = i.second; - - b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; - glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); - - - EntityID entityParent = m_World->GetEntityParent(entity); - auto transform = m_World->GetComponent(entity); - auto transformParent = m_World->GetComponent(entityParent); - - transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position; - } -} - -void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) -{ - -} - -void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity) -{ - auto physicsComponent = m_World->GetComponent(entity); - auto waterComponent = m_World->GetComponent(entity); - - if (physicsComponent && waterComponent) { - LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted."); - return; - } - if (physicsComponent) { - CreateBody(entity); - } else if (waterComponent) { - CreateParticleGroup(entity); - } -} - - -void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity) -{ - auto physics = m_World->GetComponent(entity); - if (physics == nullptr) { - return; - } - - b2Body* body = m_EntitiesToBodies[entity]; - - if (body != nullptr) { - m_EntitiesToBodies.erase(entity); - m_BodiesToEntities.erase(body); - - m_PhysicsWorld->DestroyBody(body); - } - -} - - -void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) -{ - auto physicsComponent = m_World->GetComponent(entity); - if(!physicsComponent){ - LOG_ERROR("No PhysicsComponent in CreateBody"); - return; - } - - - auto transformComponent = m_World->GetComponent(entity); - if(!transformComponent) { - LOG_ERROR("No TransformComponent in CreateBody"); - return; - } - - auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); - - b2BodyDef bodyDef; - bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y); - bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z; - - if (physicsComponent->Static) { - bodyDef.type = b2_staticBody; - } else { - bodyDef.type = b2_dynamicBody; - - } - - b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef); - - b2Shape* pShape; - - auto boxComponent = m_World->GetComponent(entity); - if (boxComponent) { - b2PolygonShape* bShape = new b2PolygonShape(); - bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2); - pShape = bShape; - } else { - auto circleComponent = m_World->GetComponent(entity); - if (circleComponent) { - pShape = new b2CircleShape(); - pShape->m_radius = absoluteTransform.Scale.x; - - - if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) { - LOG_WARNING("Circles has to be of uniform scale."); - } - pShape->m_radius = absoluteTransform.Scale.x/2; - - } - } - - b2FixtureDef fixtureDef; - fixtureDef.shape = pShape; - fixtureDef.filter.categoryBits = physicsComponent->Category; - fixtureDef.filter.maskBits = physicsComponent->Mask; - - - if(physicsComponent->Static) { - body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar - } - else { - fixtureDef.shape = pShape; - fixtureDef.density = 1.f; - fixtureDef.restitution = 1.0f; - fixtureDef.friction = 0.0f; - body->CreateFixture(&fixtureDef); - - } - - delete pShape; - - - body->SetGravityScale(physicsComponent->GravityScale); - m_EntitiesToBodies.insert(std::make_pair(entity, body)); - m_BodiesToEntities.insert(std::make_pair(body, entity)); -} - -void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e) -{ - //TODO: Lägg alla pd i en lista - auto transform = m_World->GetComponent(e); - if (!transform) { - LOG_ERROR("No Transform component in CreateParticleGroup"); - return; - } - - b2ParticleGroupDef pd; - b2PolygonShape shape; - - shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f); - pd.shape = &shape; - pd.flags = b2_tensileParticle; - pd.position.Set(transform->Position.x, transform->Position.y); - //TODO: PUT IN LIST - t_watergroup = m_ParticleSystem->CreateParticleGroup(pd); - b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer(); - for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){ - { - auto t_waterparticle = m_World->CreateEntity(e); - auto transformChild = m_World->AddComponent(t_waterparticle); - //auto sprite = m_World->AddComponent(t_waterparticle); - - transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f); - transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale; - //sprite->SpriteFile = "Textures/Ball.png"; - m_World->CommitEntity(t_waterparticle); - - m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i))); - m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle)); - } - - } - LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount()); -} - -dd::Systems::PhysicsSystem::~PhysicsSystem() -{ - if (m_ContactListener != nullptr) { - delete m_ContactListener; - m_ContactListener = nullptr; - } -}