Merge branch 'master' of github.com:teamfisk/AgileBreakOut
This commit is contained in:
@@ -0,0 +1,12 @@
|
||||
# Blender MTL File: 'submarine.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material
|
||||
Ns 96.078431
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd SubmarineTexture.png
|
||||
File diff suppressed because it is too large
Load Diff
+16
-3
@@ -146,6 +146,9 @@ public:
|
||||
ball->Speed = 5.f;
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||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;
|
||||
@@ -204,7 +207,7 @@ public:
|
||||
{
|
||||
auto t_waterBody = m_World->CreateEntity();
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||||
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
|
||||
transform->Position = glm::vec3(0.f, -4.5f, -10.f);
|
||||
transform->Position = glm::vec3(0.f, -5.5f, -10.f);
|
||||
transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
|
||||
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
|
||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
|
||||
@@ -269,6 +272,8 @@ public:
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
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physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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||||
|
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m_World->CommitEntity(topWall);
|
||||
}
|
||||
@@ -288,6 +293,8 @@ public:
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
|
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physics->Static = true;
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||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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||||
|
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m_World->CommitEntity(leftWall);
|
||||
}
|
||||
@@ -307,6 +314,8 @@ public:
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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|
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m_World->CommitEntity(rightWall);
|
||||
}
|
||||
@@ -315,13 +324,17 @@ public:
|
||||
auto ent = m_World->CreateEntity();
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||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
|
||||
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<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(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<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine.obj";
|
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cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,562 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <Sound/CCollisionSound.h>
|
||||
|
||||
#include "ResourceManager.h"
|
||||
#include "OBJ.h"
|
||||
#include "Model.h"
|
||||
#include "Texture.h"
|
||||
#include "EventBroker.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "Renderer.h"
|
||||
#include "InputManager.h"
|
||||
//TODO: Remove includes that are only here for the temporary draw solution.
|
||||
#include "World.h"
|
||||
#include "CTransform.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "CTemplate.h"
|
||||
#include "Rendering/CPointLight.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Sound/SoundSystem.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/LevelSystem.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/BallSystem.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
|
||||
#include "Game/EGameStart.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "Game/MainMenu.h"
|
||||
#include "Game/HUD.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
class Engine
|
||||
{
|
||||
|
||||
public:
|
||||
Engine(int argc, char* argv[]) {
|
||||
m_EventBroker = std::make_shared<EventBroker>();
|
||||
|
||||
m_Renderer = std::make_shared<Renderer>();
|
||||
m_Renderer->SetFullscreen(false);
|
||||
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
|
||||
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
|
||||
m_Renderer->Initialize();
|
||||
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker.get());
|
||||
m_FrameStack->Width = 675;
|
||||
m_FrameStack->Height = 1080;
|
||||
auto hud = new GUI::HUD(m_FrameStack, "HUD");
|
||||
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
|
||||
|
||||
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
|
||||
|
||||
m_World = std::make_shared<World>(m_EventBroker);
|
||||
|
||||
//TODO: Move this out of engine.h
|
||||
m_World->ComponentFactory.Register<Components::Transform>();
|
||||
m_World->SystemFactory.Register<Systems::TransformSystem>(
|
||||
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::TransformSystem>();
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::CollisionSound>();
|
||||
m_World->SystemFactory.Register<Systems::SoundSystem>(
|
||||
[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::SoundSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Sprite>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::RectangleShape>();
|
||||
m_World->ComponentFactory.Register<Components::Physics>();
|
||||
m_World->ComponentFactory.Register<Components::Ball>();
|
||||
m_World->ComponentFactory.Register<Components::Brick>();
|
||||
m_World->ComponentFactory.Register<Components::Pad>();
|
||||
m_World->ComponentFactory.Register<Components::Life>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::PowerUp>();
|
||||
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
|
||||
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PhysicsSystem>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::LevelSystem>(
|
||||
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::LevelSystem>();
|
||||
m_World->SystemFactory.Register<Systems::PadSystem>(
|
||||
[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PadSystem>();
|
||||
m_World->SystemFactory.Register<Systems::BallSystem>(
|
||||
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::BallSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
m_World->ComponentFactory.Register<Components::PointLight>();
|
||||
m_World->ComponentFactory.Register<Components::WaterVolume>();
|
||||
m_World->Initialize();
|
||||
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 0.26f, -9.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<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
<<<<<<< HEAD
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
=======
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
>>>>>>> origin/master
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
//PointLightTest
|
||||
{
|
||||
auto t_Light = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
|
||||
transform->Position = glm::vec3(2.f, 1.5f, -9.f);
|
||||
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
|
||||
pl->Radius = 8.f;
|
||||
m_World->CommitEntity(t_Light);
|
||||
}
|
||||
|
||||
//Halfpipe background test model.
|
||||
{
|
||||
auto t_halfPipe = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
|
||||
transform->Position = glm::vec3(0.f, 0.f, -15.f);
|
||||
transform->Scale = glm::vec3(15.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
|
||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
|
||||
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
|
||||
m_World->CommitEntity(t_halfPipe);
|
||||
}
|
||||
|
||||
//Background
|
||||
{
|
||||
auto background = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(background);
|
||||
transform->Position = glm::vec3(0.f, 0.f, -30.f);
|
||||
transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
|
||||
auto sprite = m_World->AddComponent<Components::Sprite>(background);
|
||||
sprite->SpriteFile = "Textures/Background.png";
|
||||
m_World->CommitEntity(background);
|
||||
}
|
||||
|
||||
//Water test
|
||||
{
|
||||
auto t_waterBody = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
|
||||
transform->Position = glm::vec3(0.f, -4.5f, -10.f);
|
||||
transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
|
||||
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
|
||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
|
||||
m_World->CommitEntity(t_waterBody);
|
||||
}
|
||||
//TODO: Why does the ball not collide with these bricks?
|
||||
//BottomBox
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, -6.f, -9.9f);
|
||||
transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
//SideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
|
||||
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
// //OtherSideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
|
||||
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
topWall);
|
||||
transform->Position = glm::vec3(0.f, 6.f, -10.f);
|
||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto leftWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
leftWall);
|
||||
transform->Position = glm::vec3(-4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
leftWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(leftWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto rightWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
rightWall);
|
||||
transform->Position = glm::vec3(4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
rightWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(rightWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(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<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(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));
|
||||
m_EventBroker->Subscribe(m_EGameStart);
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
|
||||
|
||||
void Tick()
|
||||
{
|
||||
double currentTime = glfwGetTime();
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
// Update input
|
||||
m_InputManager->Update(dt);
|
||||
// Swap event queues to get fresh input data in the read queue
|
||||
//m_EventBroker->Swap();
|
||||
|
||||
ResourceManager::Update();
|
||||
if (m_GameIsRunning) {
|
||||
m_World->Update(dt);
|
||||
}
|
||||
m_EventBroker->Process<GUI::Frame>();
|
||||
m_FrameStack->UpdateLayered(dt);
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
m_FrameStack->DrawLayered(m_RendererQueue);
|
||||
//TODO Fill up the renderQueue with models (Temp fix)
|
||||
if (m_GameIsRunning) {
|
||||
TEMPAddToRenderQueue();
|
||||
}
|
||||
|
||||
// Render scene
|
||||
//TODO send renderqueue to draw.
|
||||
m_Renderer->Draw(m_RendererQueue);
|
||||
|
||||
m_EventBroker->Process<Engine>();
|
||||
// Swap event queues
|
||||
m_EventBroker->Swap();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
continue;
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
continue;
|
||||
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent)
|
||||
{
|
||||
Model* modelAsset = nullptr;
|
||||
modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
|
||||
|
||||
if (modelAsset)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
|
||||
* glm::toMat4(absoluteTransform.Orientation)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (pointLightComponent)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
EnqueuePointLight(absoluteTransform.Position,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Radius);
|
||||
}
|
||||
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if(parent != 0) {
|
||||
auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
|
||||
if (waterParticleComponent) {
|
||||
//TODO: Remove hardcoded color.
|
||||
//TODO: Do i even need modelMatrix?
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (spriteComponent)
|
||||
{
|
||||
|
||||
std::string normal = spriteComponent->NormalTexture;
|
||||
std::string spec = spriteComponent->SpecularTexture;
|
||||
|
||||
if (normal.empty()) {
|
||||
normal = "Textures/Core/NeutralNormalMap.png";
|
||||
}
|
||||
if (spec.empty()) {
|
||||
spec = "Textures/Core/NeutralSpecularMap.png";
|
||||
}
|
||||
auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
|
||||
auto texturenorm = ResourceManager::Load<Texture>(normal);
|
||||
auto texturespec = ResourceManager::Load<Texture>(spec);
|
||||
|
||||
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
|
||||
* glm::toMat4(orientation2D)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
ModelJob job;
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
|
||||
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
|
||||
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
|
||||
job.VAO = model->VAO;
|
||||
job.ElementBuffer = model->ElementBuffer;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Get this out of engine.h
|
||||
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
|
||||
{
|
||||
SpriteJob job;
|
||||
job.TextureID = texture->ResourceID;
|
||||
job.DiffuseTexture = *texture;
|
||||
job.NormalTexture = *normalTexture;
|
||||
job.SpecularTexture = *specularTexture;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.Depth = depth;
|
||||
|
||||
|
||||
m_RendererQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
|
||||
{
|
||||
PointLightJob job;
|
||||
job.Position = position;
|
||||
job.DiffuseColor = diffuseColor;
|
||||
job.SpecularColor = specularColor;
|
||||
job.Radius = radius;
|
||||
|
||||
m_RendererQueue.Lights.Add(job);
|
||||
|
||||
}
|
||||
|
||||
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
|
||||
{
|
||||
WaterParticleJob job;
|
||||
job.Position = position;
|
||||
job.Color = color;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Depth = depth;
|
||||
|
||||
m_RendererQueue.Forward.Add(job);
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
GUI::Frame* m_FrameStack = nullptr;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
RenderQueueCollection m_RendererQueue;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
std::shared_ptr<World> m_World;
|
||||
|
||||
//TODO: Redo
|
||||
bool m_GameIsRunning = false;
|
||||
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
|
||||
bool OnGameStart(const dd::Events::GameStart &event)
|
||||
{
|
||||
m_GameIsRunning = true;
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
}
|
||||
+1
-1
@@ -43,7 +43,7 @@ private:
|
||||
|
||||
bool OnScore(const Events::ScoreEvent& event)
|
||||
{
|
||||
m_ScoreNumberFrame->SetNumber(event.Score);
|
||||
m_ScoreNumberFrame->SetNumber(m_ScoreNumberFrame->Number() + event.Score);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -4,17 +4,40 @@
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace CollisionLayer
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
Pad = 1 << 0,
|
||||
Ball = 1 << 1,
|
||||
Brick = 1 << 2,
|
||||
Water = 1 << 3,
|
||||
PowerUp = 1 << 4,
|
||||
Other = 1 << 5,
|
||||
Wall = 1 << 6
|
||||
};
|
||||
}
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
{
|
||||
//idk if anything should be here :)
|
||||
bool Static = true;
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask =
|
||||
CollisionLayer::Type::Pad |
|
||||
CollisionLayer::Type::Ball |
|
||||
CollisionLayer::Type::Brick |
|
||||
CollisionLayer::Type::Water |
|
||||
CollisionLayer::Type::PowerUp |
|
||||
CollisionLayer::Type::Wall |
|
||||
CollisionLayer::Type::Other;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_CPHYSICS_H
|
||||
|
||||
Executable → Regular
+8
-4
@@ -16,6 +16,7 @@
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
|
||||
|
||||
@@ -113,16 +114,19 @@ private:
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
@@ -15,8 +15,12 @@
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
<<<<<<< HEAD
|
||||
#include "Game/CBall.h"
|
||||
=======
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
>>>>>>> origin/master
|
||||
|
||||
|
||||
namespace dd
|
||||
@@ -101,12 +105,8 @@ private:
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
<<<<<<< HEAD
|
||||
e.Normal = glm::normalize(glm::vec2(worldManifold.normal.x, worldManifold.normal.y));
|
||||
=======
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
@@ -117,16 +117,19 @@ private:
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
@@ -60,9 +60,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
//Which is the ball?
|
||||
|
||||
EntityID ballEntity, otherEntitiy;
|
||||
|
||||
//Which is the ball?
|
||||
if (ballComponent1 != nullptr) {
|
||||
ballEntity = event.Entity1;
|
||||
otherEntitiy = event.Entity2;
|
||||
@@ -78,6 +79,8 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
//TODO: Add support for power-up collisions
|
||||
}
|
||||
|
||||
//if this is a brick thats dead do not collide :)
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
|
||||
glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
|
||||
|
||||
@@ -85,7 +88,6 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
float x = ballTransform->Position.x - padTransform->Position.x;
|
||||
|
||||
float movementMultiplier = 5.0f;
|
||||
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
||||
|
||||
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
||||
|
||||
@@ -72,10 +72,10 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
m_World->RemoveComponent<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
@@ -107,8 +107,8 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
m_World->RemoveComponent<Components::Life>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::Life>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
@@ -170,11 +170,15 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
||||
{
|
||||
auto brick = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(brick);
|
||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(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");
|
||||
@@ -261,11 +265,29 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
m_World->RemoveComponent<Components::Transform>(entityBrick);
|
||||
m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
||||
m_World->RemoveComponent<Components::Physics>(entityBrick);
|
||||
m_World->RemoveEntity(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Transform>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityBrick);
|
||||
// m_World->RemoveEntity(entityBrick);
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||
physicsComponent->GravityScale = 1.f;
|
||||
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = entityBrick;
|
||||
|
||||
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBall->Position.x - transformComponentBrick->Position.x )/4),
|
||||
transformComponentBrick->Position.y + ((transformComponentBall->Position.y - transformComponentBrick->Position.y)/4));
|
||||
|
||||
e.Impulse = glm::normalize(point)*5.f;///2.f;
|
||||
e.Point = point;
|
||||
EventBroker->Publish(e);
|
||||
//TODO: Bricks dont collide with walls D=
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
@@ -275,7 +297,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
//std::cout << NumberOfBricks() << std::endl;
|
||||
// std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Score: " << Score() << std::endl;
|
||||
}
|
||||
|
||||
@@ -309,8 +331,12 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
||||
|
||||
|
||||
transform->Position = event.Position;
|
||||
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
|
||||
|
||||
@@ -0,0 +1,372 @@
|
||||
//
|
||||
// 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<Components::Transform> transform = m_World->AddComponent<Components::Transform>(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<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(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<Components::Ball>(entity);
|
||||
|
||||
if (ball != nullptr) {
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(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<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(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<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
// m_World->RemoveComponent<Components::Life>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(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<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
} else {
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||
if (powerUp != nullptr) {
|
||||
SetPowerUps(PowerUps() - 1);
|
||||
m_World->RemoveComponent<Components::PowerUp>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(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<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(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<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(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<Components::CollisionSound>(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<Components::Brick>(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<Components::Ball>(event.Entity2);
|
||||
auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
|
||||
if (brick != nullptr) {
|
||||
entityBrick = event.Entity1;
|
||||
} else {
|
||||
brick = m_World->GetComponent<Components::Brick>(event.Entity2);
|
||||
if (brick != nullptr) {
|
||||
entityBrick = event.Entity2;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (ball != nullptr) {
|
||||
entityBall = event.Entity2;
|
||||
} else {
|
||||
ball = m_World->GetComponent<Components::Ball>(event.Entity1);
|
||||
if (ball != nullptr) {
|
||||
entityBall = event.Entity1;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
brick = m_World->GetComponent<Components::Brick>(entityBrick);
|
||||
if (brick == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr) {
|
||||
Events::CreatePowerUp e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
e.Position = transform->Position;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Transform>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityBrick);
|
||||
// m_World->RemoveEntity(entityBrick);
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
||||
physicsComponent->GravityScale = 1.f;
|
||||
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
auto transformComponentBall = m_World->GetComponent<Components::Transform>(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<Components::Transform> transform = m_World->AddComponent<Components::Transform>(powerUp);
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(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;
|
||||
}
|
||||
|
||||
@@ -109,7 +109,9 @@ EntityID dd::Systems::PadSystem::CreateBall()
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(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);
|
||||
@@ -234,9 +236,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
// m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
// m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
m_World->RemoveEntity(entityPower);
|
||||
Events::PowerUpTaken ep;
|
||||
ep.Name = "Something";
|
||||
|
||||
Executable → Regular
+90
-53
@@ -60,67 +60,93 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
|
||||
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);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
m_Accumulator -= dt;
|
||||
}
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(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);
|
||||
|
||||
b2Filter filter;
|
||||
filter.categoryBits = physicsComponent->Category;
|
||||
filter.maskBits = physicsComponent->Mask;
|
||||
body->GetFixtureList()->SetFilterData(filter);
|
||||
}
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
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;
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(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;
|
||||
|
||||
float angle = body->GetAngle();
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(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);
|
||||
}
|
||||
else {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
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) {
|
||||
@@ -137,6 +163,9 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
|
||||
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)
|
||||
@@ -163,6 +192,11 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physics == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
@@ -194,8 +228,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
|
||||
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
@@ -205,7 +237,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
}
|
||||
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
@@ -230,14 +261,18 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
}
|
||||
}
|
||||
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.filter.categoryBits = physicsComponent->Category;
|
||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
||||
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
|
||||
body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
//TODO: FIX THIS SHIT INTO COMPONENTS
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.density = 10.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
@@ -246,6 +281,8 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
delete pShape;
|
||||
|
||||
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.1f;
|
||||
m_ParticleSystemDef.radius = 0.13f;
|
||||
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
}
|
||||
@@ -60,91 +60,123 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(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
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
|
||||
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);
|
||||
=======
|
||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
>>>>>>> origin/master
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
||||
|
||||
body->SetTransform(position, angle);
|
||||
|
||||
<<<<<<< HEAD
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
=======
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
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
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
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<Components::Transform>(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<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
<<<<<<< HEAD
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if (parent == 0) {
|
||||
=======
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
>>>>>>> origin/master
|
||||
|
||||
float angle = body->GetAngle();
|
||||
float angle = body->GetAngle();
|
||||
|
||||
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
|
||||
<<<<<<< HEAD
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
|
||||
}
|
||||
=======
|
||||
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
|
||||
>>>>>>> origin/master
|
||||
}
|
||||
}
|
||||
|
||||
@@ -189,6 +221,11 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physics == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
@@ -220,8 +257,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
|
||||
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
@@ -231,7 +266,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
}
|
||||
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
@@ -256,12 +290,16 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
}
|
||||
}
|
||||
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.filter.categoryBits = physicsComponent->Category;
|
||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
||||
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
|
||||
body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
//TODO: FIX THIS SHIT INTO COMPONENTS
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
@@ -272,6 +310,8 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
delete pShape;
|
||||
|
||||
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
@@ -291,7 +331,6 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.linearVelocity = b2Vec2(0, 5.f);
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
@@ -302,8 +341,6 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
//auto sprite = m_World->AddComponent<Components::Sprite>(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";
|
||||
|
||||
Reference in New Issue
Block a user