This commit is contained in:
PlatinumSkink
2015-10-13 18:34:46 +02:00
27 changed files with 3309 additions and 38 deletions
+99 -36
View File
@@ -9,6 +9,8 @@
void dd::Systems::LevelSystem::Initialize()
{
std::random_device rd;
m_RandomGenerator = std::mt19937(rd());
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
@@ -34,14 +36,11 @@ void dd::Systems::LevelSystem::Initialize()
transform->Sticky = false;
model->ModelFile = "Models/Brick/WhiteBrick.obj";
transform->Position = glm::vec3(50, 50, -10);
//sound
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(m_BrickTemplate);
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
m_World->CommitEntity(m_BrickTemplate);
transform->Position = glm::vec3(50, 50, -10);
//sound
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(m_BrickTemplate);
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
m_World->CommitEntity(m_BrickTemplate);
return;
}
@@ -78,7 +77,7 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transform = m_World->GetComponent<Components::Transform>(entity);
//Removes bricks that falls out of the stage.
if (transform->Position.y < -10) {
/*if (brick->Type == StandardBrick) {
if (brick->Type == StandardBrick) {
} else if (brick->Type == MultiBallBrick) {
Events::MultiBall e;
e.padTransform = transform;
@@ -99,9 +98,9 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
e.KrakenStrength = 0.1;
e.PlayerStrength = 0.05;
EventBroker->Publish(e);
}*/
m_LooseBricks--;
m_World->RemoveEntity(entity);
}
m_LooseBricks--;
m_World->RemoveEntity(entity);
}
}
@@ -203,6 +202,7 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
cBrick->Type = StandardBrick;
auto type = m_World->AddComponent<Components::StandardBrick>(brick);
model->Color = colorVec;
SetBrokenModel(brick);
} else if (typeInt == MultiBallBrick) {
cBrick->Type = MultiBallBrick;
auto type = m_World->AddComponent<Components::MultiBallBrick>(brick);
@@ -310,12 +310,14 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
{
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->CollisionType = CollisionType::Type::Dynamic;
physicsComponent->GravityScale = 1.f;
physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
//physicsComponent->CollisionType = CollisionType::Type::Dynamic;
//physicsComponent->GravityScale = 1.f;
//physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
auto transformComponentHitter = m_World->GetComponent<Components::Transform>(entityHitter);
auto brickModel = m_World->GetComponent<Components::Model>(entityBrick);
// Check if the brick is any kind of special.
@@ -364,36 +366,43 @@ void dd::Systems::LevelSystem::BrickHit(EntityID entityHitter, EntityID entityBr
}
}
}
auto brickChildren = m_World->GetEntityChildren(entityBrick);
for (auto b : brickChildren)
{
Events::SetImpulse e;
e.Entity = entityBrick;
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentHitter->Position.x - transformComponentBrick->Position.x) / 4),
transformComponentBrick->Position.y + ((transformComponentHitter->Position.y - transformComponentBrick->Position.y) / 4));
auto cTransform = m_World->GetComponent<Components::Transform>(b);
cTransform->Position = cTransform->Position + transformComponentBrick->Position;
glm::vec2 ballToBrick = 4.f * glm::normalize(glm::vec2(cTransform->Position.x - transformComponentHitter->Position.x, cTransform->Position.y - transformComponentHitter->Position.y));
cTransform->Velocity = glm::vec3(ballToBrick.x, ballToBrick.y, 0.f);
std::uniform_real_distribution<float> dist(-1.5f, 1.5f);
int impulseStrength = dist(m_RandomGenerator);
Events::SetImpulse i;
i.Entity = b;
i.Impulse = glm::vec2(impulseStrength, 0.f);
i.Point = glm::vec2(cTransform->Position.x, cTransform->Position.y + 0.5f);
EventBroker->Publish(i);
auto cModel = m_World->GetComponent<Components::Model>(b);
cModel->Color = brickModel->Color;
cModel->Color *= 0.5f;
m_World->RemoveComponent<Components::Template>(b);
m_World->SetEntityParent(b, 0);
m_World->CommitEntity(b);
}
e.Impulse = glm::normalize(point)*5.f;
e.Point = point;
EventBroker->Publish(e);
SetNumberOfBricks(NumberOfBricks() - 1);
Events::ScoreEvent es;
es.Score = brick->Score * combo;
EventBroker->Publish(es);
Events::CreateParticleSequence ep;
ep.parent = entityBrick;
ep.EmitterLifeTime = 1.f;
ep.ParticleLifeTime = 1.5f;
ep.ParticlesPerTick = 1;
ep.SpawnRate = 0.2;
ep.EmittingAngle = glm::half_pi<float>();
ep.Spread = 1.5f;
ep.Position = transformComponentBrick->Position;
ep.Radius = 0.05;
ep.SpriteFile = "Textures/Particles/FadeBall.png";
ep.Color = brickModel->Color + glm::vec4(0.3f);
ep.Speed = 50;
EventBroker->Publish(ep);
m_LooseBricks--;
m_World->RemoveEntity(entityBrick);
}
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
@@ -692,3 +701,57 @@ bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
m_Cleared = false;
return true;
}
void dd::Systems::LevelSystem::SetBrokenModel(EntityID entity)
{
std::uniform_int_distribution<int> dist(0, 2);
int index = dist(m_RandomGenerator);
switch (index)
{
case 0:
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/1/WhiteBrickBreak1.obj", glm::vec3(-0.29912f, 0.0082f, 0.f), glm::vec2(0.281f, 0.351f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/1/WhiteBrickBreak2.obj", glm::vec3(0.07597f, -0.02899f, 0.f), glm::vec2(0.559f, 0.351f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/1/WhiteBrickBreak3.obj", glm::vec3(0.3227f, 0.05632, 0.f), glm::vec2(0.25f, 0.25f));
break;
case 1:
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/2/WhiteBrickBreak1.obj", glm::vec3(-0.3236f, 0.0159f, 0.f), glm::vec2(0.237f, 0.327f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/2/WhiteBrickBreak2.obj", glm::vec3(0.07645f, 0.03131f, 0.f), glm::vec2(0.594f, 0.211f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/2/WhiteBrickBreak3.obj", glm::vec3(0.09468f, -0.11792f, 0.f), glm::vec2(0.692f, 0.112f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/2/WhiteBrickBreak4.obj", glm::vec3(0.33957f, 0.13079f, 0.f), glm::vec2(0.208f, 0.085f));
break;
case 2:
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/3/WhiteBrickBreak1.obj", glm::vec3(-0.34882f, 0.0564f, 0.f), glm::vec2(0.175f, 0.228f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/3/WhiteBrickBreak2.obj", glm::vec3(0.0678f, 0.07679f, 0.f), glm::vec2(0.699f, 0.183f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/3/WhiteBrickBreak3.obj", glm::vec3(-0.11862f, -0.10342, 0.f), glm::vec2(0.563f, 0.164f));
CreateBrokenModelPart(entity, "Models/Brick/BrickBreak/3/WhiteBrickBreak4.obj", glm::vec3(0.31479f, -0.06351f, 0.f), glm::vec2(0.261f, 0.21f));
break;
default:
LOG_INFO("Something went wrong with the random generator in SetBrokenModel");
break;
}
}
void dd::Systems::LevelSystem::CreateBrokenModelPart(EntityID Parent, std::string ModelPath, glm::vec3 RelativePosition, glm::vec2 Hitbox)
{
auto ent = m_World->CreateEntity(Parent);
auto cTemplate = m_World->AddComponent<Components::Template>(ent);
auto cTransform = m_World->AddComponent<Components::Transform>(ent);
cTransform->Position = RelativePosition;
auto cModel = m_World->AddComponent<Components::Model>(ent);
cModel->ModelFile = ModelPath;
auto cRec = m_World->AddComponent<Components::RectangleShape>(ent);
cRec->Dimensions = Hitbox;
auto cPhys = m_World->AddComponent<Components::Physics>(ent);
cPhys->CollisionType = CollisionType::Type::Dynamic;
cPhys->GravityScale = 1.f;
cPhys->Category = CollisionLayer::Type::Brick;
cPhys->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Wall);
}