Merge branch 'master' into gui
This commit is contained in:
Regular → Executable
+52
-31
@@ -52,6 +52,8 @@
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||||
#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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@@ -111,10 +113,6 @@ public:
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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@@ -124,11 +122,16 @@ public:
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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||||
m_World->ComponentFactory.Register<Components::PointLight>();
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||||
m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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@@ -136,7 +139,7 @@ public:
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||||
{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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||||
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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@@ -150,8 +153,8 @@ public:
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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||||
physics->Calculate = true;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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||||
plight->Radius = 2.f;
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//auto plight = m_World->AddComponent<Components::PointLight>(ent);
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//plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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@@ -165,7 +168,7 @@ public:
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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||||
model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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||||
{
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||||
@@ -176,7 +179,7 @@ public:
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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||||
model->ModelFile = "Core/UnitSphere.obj";
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||||
model->ModelFile = "Models/Core/UnitSphere.obj";
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||||
m_World->CommitEntity(t_Light);
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||||
}
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||||
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||||
@@ -188,7 +191,7 @@ public:
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||||
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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||||
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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||||
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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||||
model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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||||
m_World->CommitEntity(t_halfPipe);
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||||
}
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||||
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||||
@@ -203,6 +206,44 @@ public:
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||||
m_World->CommitEntity(background);
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||||
}
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||||
|
||||
//ParticleTest
|
||||
// {
|
||||
// auto Pe = m_World->CreateEntity();
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||||
// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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||||
// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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||||
//
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||||
// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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||||
// particleEmitter->GravityScale = 0.0f;
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||||
// particleEmitter->SpawnRate = 1.0f;
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||||
//
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||||
// {
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||||
// auto Pt = m_World->CreateEntity(Pe);
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||||
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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||||
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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||||
// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
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||||
// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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||||
// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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||||
//
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// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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||||
// PtTransform->Position = transform->Position;
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||||
// PtSprite->SpriteFile = "Textures/Ball.png";
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//
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// //PtModel->ModelFile = "Models/Brick/Brick.obj";
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||||
// PtParticle->LifeTime = 1000.f;
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||||
// PtParticle->Flags = ParticleFlags::Type::powderParticle;
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||||
// }
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||||
// m_World->CommitEntity(Pe);
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||||
// }
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||||
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||||
// {
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||||
// auto Pt = m_World->CreateEntity();
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||||
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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||||
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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||||
//
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||||
// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
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// PtSprite->SpriteFile = "Textures/Ball.png";
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||||
// }
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||||
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||||
//Water test
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{
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||||
auto t_waterBody = m_World->CreateEntity();
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@@ -213,6 +254,7 @@ public:
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||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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||||
m_World->CommitEntity(t_waterBody);
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||||
}
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||||
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||||
//TODO: Why does the ball not collide with these bricks?
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||||
//BottomBox
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||||
{
|
||||
@@ -320,25 +362,6 @@ public:
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||||
m_World->CommitEntity(rightWall);
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||||
}
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||||
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||||
{
|
||||
auto ent = m_World->CreateEntity();
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||||
m_World->SetProperty(ent, "Name", "Pad");
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||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
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||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
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||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
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||||
physics->Static = false;
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
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||||
physics->Calculate = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine2.obj";
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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||||
m_World->CommitEntity(ent);
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}
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||||
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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@@ -449,7 +472,6 @@ public:
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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||||
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||||
std::string normal = spriteComponent->NormalTexture;
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||||
std::string spec = spriteComponent->SpecularTexture;
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||||
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||||
@@ -472,7 +494,6 @@ public:
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||||
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
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||||
}
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}
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}
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//TODO: Get this out of engine.h
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+26
-38
@@ -16,8 +16,8 @@
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef Renderer_h__
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#define Renderer_h__
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#ifndef DD_RENDERER_H__
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#define DD_RENDERER_H__
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#include "Util/Rectangle.h"
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#include "Camera.h"
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@@ -30,8 +30,6 @@ namespace dd
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||||
class Renderer
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{
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public:
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//Render();
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GLFWwindow* Window() const { return m_Window; }
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Rectangle Resolution() const { return m_Resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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@@ -39,8 +37,6 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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||||
bool VSYNC() const { return m_VSYNC; }
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||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
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//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
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const dd::Camera* Camera() const { return m_Camera; }
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void SetCamera(const dd::Camera* camera)
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{
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@@ -50,7 +46,6 @@ public:
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||||
m_Camera = camera;
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||||
}
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||||
}
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|
||||
void Initialize();
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||||
void Draw(RenderQueueCollection& rq);
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||||
@@ -58,8 +53,6 @@ private:
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Rectangle m_Resolution = Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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||||
//Rectangle m_Viewport;
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//Rectangle m_Scissor;
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std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
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const dd::Camera* m_Camera = nullptr;
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||||
|
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@@ -67,42 +60,37 @@ private:
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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||||
|
||||
ShaderProgram* m_spDeferred1;
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||||
ShaderProgram* m_spDeferred2;
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||||
ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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||||
ShaderProgram* m_spScreen;
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||||
ShaderProgram* t_m_spWater;
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||||
ShaderProgram* t_m_spWater2;
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ShaderProgram* m_SpDeferred1;
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ShaderProgram* m_SpDeferred2;
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ShaderProgram* m_SpDeferred3;
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||||
ShaderProgram* m_SpForward;
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||||
ShaderProgram* m_SpScreen;
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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();
|
||||
|
||||
@@ -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<dd::EventBroker> 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<BallSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBall> 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
|
||||
|
||||
@@ -17,6 +17,7 @@ struct Ball : Component
|
||||
{
|
||||
int Number = 0;
|
||||
float Speed = 5.f;
|
||||
int Combo = 0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+1
-1
@@ -22,7 +22,7 @@ struct Pad : Component
|
||||
|
||||
float SlowdownModifier = 5.f;
|
||||
float AccelerationSpeed = 40.f;
|
||||
float MaxSpeed = 20.f;
|
||||
float MaxSpeed = 5.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> 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);
|
||||
|
||||
@@ -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<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> 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;
|
||||
|
||||
Executable
+65
@@ -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
|
||||
Executable
+25
@@ -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
|
||||
@@ -9,7 +9,7 @@ namespace Components
|
||||
|
||||
struct WaterVolume : public Component
|
||||
{
|
||||
|
||||
float Radius;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Regular → Executable
+20
-5
@@ -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<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void InitializeWater();
|
||||
void 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<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
//TODO: Struct med listor är bättre än en lista med structs
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
|
||||
Reference in New Issue
Block a user