Implemented a Kraken State Machine that can grab the player, and the Generating Bricks option.

This commit is contained in:
PlatinumSkink
2015-10-19 13:31:38 +02:00
parent bd59cd4108
commit c5d88301ad
13 changed files with 282 additions and 23 deletions
+126 -10
View File
@@ -20,6 +20,7 @@ void dd::Systems::LevelSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &LevelSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &LevelSystem::OnBrickGenerating);
//PointLightTest
{
@@ -389,11 +390,11 @@ void dd::Systems::LevelSystem::CreateLevel(int aboveBasicLevel)
SetRestarting(false);
}
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int aboveLevel, int num, int typeInt, glm::vec4 colorVec)
EntityID dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int aboveLevel, int num, int typeInt, glm::vec4 colorVec)
{
if (typeInt == EmptyBrickSpace) {
SetNumberOfBricks(NumberOfBricks() - 1);
return;
return NULL;
}
auto brick = m_World->CloneEntity(m_BrickTemplate);
m_World->RemoveComponent<Components::Template>(brick);
@@ -436,13 +437,128 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
e.Health = 10;
EventBroker->Publish(e);
m_World->RemoveEntity(brick);
return;
return brick;
}
cBrick->Score = 10 * num;
return;
return brick;
}
bool dd::Systems::LevelSystem::OnBrickGenerating(const dd::Events::BrickGenerating &event)
{
GetBrickSet(event.Set);
LOG_DEBUG("This is happening.");
int rows = 2;
int lines = 7;
int getter = 0;
for (int i = 0; i < rows; i++) {
for (int j = 0; j < lines; j++) {
auto ent = CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), -4, 1, m_BrickSet[getter], m_ColorSet[getter]);
if (ent != NULL) {
auto transform = m_World->GetComponent<Components::Transform>(ent);
Events::Move e;
e.GoalPosition = transform->Position;
transform->Position = event.Origin;
e.Entity = ent;
e.Speed = 6;
e.Queue = false;
EventBroker->Publish(e);
m_LooseBricks++;
SetNumberOfBricks(NumberOfBricks() + 1);
}
getter++;
}
}
return true;
}
void dd::Systems::LevelSystem::GetBrickSet(int set)
{
std::array<int, 14> level;
std::array<glm::vec4, 14> color;
// Level array indicates type of brick.
// 0 is empty space.
// 1 is standard brick.
// 2 is multiball brick.
// 3 is lifebuoy brick.
// 4 is sticky brick.
// 5 is ink blaster brick.
// 6 is kraken attack brick.
// color array determines the color of standard bricks.
// w is white.
// r is red.
// g is green.
// b is blue.
// y is yellow.
// c is cyan.
// m is magenta.
// d is dark.
// Feel free to make your own.
glm::vec4 w = glm::vec4(1, 1, 1, 0);
glm::vec4 r = glm::vec4(1, 0, 0, 0);
glm::vec4 g = glm::vec4(0, 1, 0, 0);
glm::vec4 b = glm::vec4(0, 0, 1, 0);
glm::vec4 y = glm::vec4(1, 1, 0, 0);
glm::vec4 c = glm::vec4(0, 1, 1, 0);
glm::vec4 m = glm::vec4(1, 0, 1, 0);
glm::vec4 d = glm::vec4(0, 0, 0, 0);
if (set == 1) {
level =
{1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1 };
color =
{r, r, r, r, r, r, r,
r, r, r, r, r, r, r };
}
else if (set == 2) {
level =
{2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2 };
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w };
}
else if (set == 3) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 };
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w };
}
else if (set == 4) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 };
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w };
}
else if (set == 5) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 };
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w };
}
else if (set == 6) {
level =
{0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0 };
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w };
}
std::copy(std::begin(level), std::end(level), std::begin(m_BrickSet));
std::copy(std::begin(color), std::end(color), std::begin(m_ColorSet));
}
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
{
@@ -710,7 +826,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
// 100 is KRAKEN!
// wolor array determines the color of standard bricks.
// color array determines the color of standard bricks.
// w is white.
// r is red.
// g is green.
@@ -746,12 +862,12 @@ void dd::Systems::LevelSystem::GetNextLevel()
if (m_CurrentCluster == 0) {
if (m_CurrentLevel == 1) {
level =
{1, 0, 0, 0, 0, 0, 0,
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
0, 0, 0, 0, 0, 0, 1};
color =
{w, w, w, w, w, w, w,
w, w, w, w, w, w, w,
@@ -761,9 +877,9 @@ void dd::Systems::LevelSystem::GetNextLevel()
w, w, w, w, w, w, w};
} else if (m_CurrentLevel == 2) {
level =
{0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0,
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 100, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
@@ -808,7 +924,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 100, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};