Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch

This commit is contained in:
PlatinumSkink
2015-10-23 15:13:50 +02:00
23 changed files with 3693 additions and 53 deletions
+20 -2
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@@ -37,6 +37,7 @@
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
#include "Rendering/CPointLight.h"
#include "Rendering/CCamera.h"
#include "Transform/TransformSystem.h"
#include "Sound/SoundSystem.h"
#include "Sound/CCollisionSound.h"
@@ -67,6 +68,7 @@
#include "Game/BrickComponents.h"
#include "Game/ScreenShakeSystem.h"
#include "Game/EScreenShake.h"
#include "Physics/PhysicsSystem.h"
@@ -147,6 +149,7 @@ public:
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::Camera>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->ComponentFactory.Register<Components::Ball>();
@@ -209,6 +212,9 @@ public:
m_World->SystemFactory.Register<Systems::LifeSystem>(
[this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LifeSystem>();
m_World->SystemFactory.Register<Systems::ScreenShakeSystem>(
[this]() { return new Systems::ScreenShakeSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::ScreenShakeSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
@@ -271,8 +277,6 @@ public:
TEMPAddToRenderQueue();
}
std::unique_ptr<dd::Camera> defaultCamera = nullptr;
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
@@ -292,6 +296,20 @@ public:
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
// HACK: How do we handle multiple cameras? Maybe view and projection matrices in render queue...
auto cameras = m_World->GetComponentsOfType<Components::Camera>();
if (cameras != nullptr) {
for (auto& component : *cameras) {
auto camera = static_cast<Components::Camera*>(component.get());
auto transform = m_World->GetComponent<Components::Transform>(camera->Entity);
m_Renderer->Camera()->SetPosition(transform->Position);
m_Renderer->Camera()->SetOrientation(transform->Orientation);
m_Renderer->Camera()->SetFOV(camera->FOV);
m_Renderer->Camera()->SetNearClip(camera->NearClip);
m_Renderer->Camera()->SetFarClip(camera->FarClip);
}
}
for (auto &pair : *m_World->GetEntities())
{
+3
View File
@@ -50,6 +50,7 @@
#include "Physics/ECreateParticleSequence.h"
#include "Sound/CCollisionSound.h"
#include "Sound/EPlaySound.h"
#include "Rendering/EAnimationComplete.h"
namespace dd
{
@@ -145,6 +146,7 @@ private:
dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<BallSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
dd::EventRelay<BallSystem, dd::Events::AnimationComplete> m_EAnimationComplete;
bool Contact(const Events::Contact &event);
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
@@ -160,6 +162,7 @@ private:
bool OnActionButton(const dd::Events::ActionButton &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event);
bool OnAnimationComplete(const dd::Events::AnimationComplete &event);
};
}
+1
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@@ -22,6 +22,7 @@ struct Ball : Component
bool Waiting = true;
bool InkBlaster = false;
bool Sticky = false;
bool Loaded = false;
glm::vec3 StickyPlacement = glm::vec3(0, 0, 0);
glm::vec3 SavedSpeed = glm::vec3(0, 1, 0);
+3 -3
View File
@@ -15,9 +15,9 @@ namespace Events
struct ScreenShake : Event
{
float Time;
int Intensity;
float TimeTakenToCoolDown;
float Time = 1.f;
float Intensity = 1.f;
float TimeTakenToCoolDown = 1.f;
};
}
+1
View File
@@ -33,6 +33,7 @@
#include "Game/CKraken.h"
#include "Game/CBall.h"
#include "Game/CProjectile.h"
#include "Game/EScreenShake.h"
#include "Sound/CCollisionSound.h"
#include "Rendering/CAnimation.h"
#include "Rendering/CSprite.h"
+1
View File
@@ -19,6 +19,7 @@
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Rendering/CPointLight.h"
#include "Rendering/CCamera.h"
#include "Transform/EMove.h"
+1
View File
@@ -30,6 +30,7 @@
#include "Game/CProjectile.h"
#include "Game/CBall.h"
#include "Rendering/CSprite.h"
#include "Rendering/CAnimation.h"
namespace dd
{
+3 -3
View File
@@ -37,8 +37,8 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
const dd::Camera* Camera() const { return m_Camera; }
void SetCamera(const dd::Camera* camera)
dd::Camera* Camera() const { return m_Camera; }
void SetCamera(dd::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera.get();
@@ -55,7 +55,7 @@ protected:
bool m_Fullscreen = false;
bool m_VSYNC = false;
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
const dd::Camera* m_Camera = nullptr;
dd::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr;
};
+3 -8
View File
@@ -30,14 +30,9 @@ namespace Components
struct Camera : Component
{
Camera()
: FOV(glm::radians(45.f))
, NearClip(0.1f)
, FarClip(100.f) { }
float FOV;
float NearClip;
float FarClip;
float FOV = glm::radians(45.f);
float NearClip = 0.01f;
float FarClip = 100.f;
};
}
+1 -1
View File
@@ -9,7 +9,7 @@ namespace dd
namespace Events
{
struct AnimationComplete
struct AnimationComplete : Event
{
EntityID Entity;
std::string Animation;
@@ -43,7 +43,6 @@ class Renderer : public BaseRenderer
public:
void Initialize() override;
void Draw(RenderQueueCollection& rq) override;
void PlaceCamera(glm::vec3 position);
private:
int m_GLVersion[2];
@@ -97,12 +96,6 @@ private:
void DrawWater(RenderQueue &objects);
void DrawGUI(RenderQueue& rq);
void DebugKeys();
dd::EventRelay<Renderer, dd::Events::ScreenShake> m_EScreenShake;
bool OnScreenShake(dd::Events::ScreenShake &event);
bool m_ScreenShake = false;
float m_ShakeIntensity = 0;
float m_ShakeTimer = 0;
};
}