Merge master

This commit is contained in:
tleety
2015-09-25 00:03:28 +02:00
53 changed files with 6061 additions and 382 deletions
+2 -1
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@@ -3,10 +3,11 @@
#include "Core/System.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/CTransform.h"
#include "Physics/EContact.h"
#include "Core/EventBroker.h"
#include "Game/CBall.h"
#include "Game/CPowerUp.h"
namespace dd {
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-09-22.
//
#ifndef DAYDREAM_CPOWERUPBRICK_H
#define DAYDREAM_CPOWERUPBRICK_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct PowerUpBrick : Component
{
};
}
}
#endif //DAYDREAM_CPOWERUPBRICK_H
+1
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@@ -16,6 +16,7 @@ namespace Components
struct Ball : Component
{
int Number = 0;
float Speed = 5.f;
};
}
+1
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@@ -18,6 +18,7 @@ struct Brick : Component
int Points = 10;
int Hits = 1;
int Score = 50;
bool Removed = false;
};
}
+2 -2
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@@ -21,8 +21,8 @@ struct Pad : Component
int Points;
float SlowdownModifier = 5.f;
float AccelerationSpeed = 80.f;
float MaxSpeed = 40.f;
float AccelerationSpeed = 40.f;
float MaxSpeed = 20.f;
};
}
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-09-22.
//
#ifndef DAYDREAM_CPOWERUP_H
#define DAYDREAM_CPOWERUP_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct PowerUp : Component
{
int Type;
};
}
}
#endif //DAYDREAM_CPOWERUP_H
+26
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@@ -0,0 +1,26 @@
//
// Created by Adniklastrator on 2015-09-22.
//
#ifndef DAYDREAM_ECREATEPOWERUP_H
#define DAYDREAM_ECREATEPOWERUP_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct CreatePowerUp : Event
{
glm::vec3 Position;
};
}
}
#endif //DAYDREAM_ECREATEPOWERUP_H
+27
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@@ -0,0 +1,27 @@
//
// Created by Adniklastrator on 2015-09-22.
//
#ifndef DAYDREAM_EGAMEOVER_H
#define DAYDREAM_EGAMEOVER_H
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace dd
{
namespace Events
{
struct GameOver : Event
{
EntityID Entity;
};
}
}
#endif //DAYDREAM_EGAMEOVER_H
+26
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@@ -0,0 +1,26 @@
//
// Created by Adniklastrator on 2015-09-17.
//
#ifndef DAYDREAM_EMULTIBALL_H
#define DAYDREAM_EMULTIBALL_H
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace dd
{
namespace Events
{
struct MultiBall : Event
{
Components::Transform* padTransform;
};
}
}
#endif //DAYDREAM_EMULTIBALL_H
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-09-23.
//
#ifndef DAYDREAM_EPOWERUPTAKEN_H
#define DAYDREAM_EPOWERUPTAKEN_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct PowerUpTaken : Event
{
std::string Name = "Name";
};
}
}
#endif //DAYDREAM_EPOWERUPTAKEN_H
+43 -12
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@@ -7,22 +7,30 @@
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Game/CBrick.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/CPowerUp.h"
#include "Game/EStageCleared.h"
#include "Game/ELifeLost.h"
#include "Game/EResetBall.h"
#include "Game/EScoreEvent.h"
#include "Physics/CRectangleShape.h"
#include "Game/EMultiBall.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/ESetImpulse.h"
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
#include "Game/PadSystem.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
@@ -53,11 +61,11 @@ public:
void Initialize() override;
void CreateBasicLevel(int, int, glm::vec2, int);
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, int, int);
void CreateBrick(int, int, glm::vec2, float, int);
void ProcessCollision();
void OnEntityRemoved(EntityID entity);
@@ -67,12 +75,18 @@ public:
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
bool Restarting() const { return m_Restarting; }
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; }
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
int& Score() { return m_Score; }
void SetScore(const int& score) { m_Score = score; }
int& NumberOfBricks() { return m_NumberOfBricks; }
@@ -81,30 +95,47 @@ public:
void SetRows(const int& rows) { m_Rows = rows; }
int& Lines() { return m_Lines; }
void SetLines(const int& lines) { m_Lines = lines; }
int& SpaceToEdge() { return m_SpaceToEdge; }
void SetSpaceToEdge(const int& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
float& SpaceToEdge() { return m_SpaceToEdge; }
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
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; }
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;
int m_NumberOfBricks;
int m_Rows = 7;
int m_Lines = 8;
int m_SpaceToEdge = 0;
glm::vec2 m_SpaceBetweenBricks = glm::vec2(2, 0.5);
int m_Rows = 6;
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;
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::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 LifeLost(const dd::Events::LifeLost &event);
bool ScoreEvent(const dd::Events::ScoreEvent &event);
bool OnLifeLost(const dd::Events::LifeLost &event);
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
bool OnMultiBall(const dd::Events::MultiBall &event);
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}
+149
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@@ -0,0 +1,149 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_LEVELSYSTEM_H
#define DAYDREAM_LEVELSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Game/CBrick.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/CPowerUp.h"
#include "Game/EStageCleared.h"
#include "Game/ELifeLost.h"
#include "Game/EResetBall.h"
#include "Game/EScoreEvent.h"
<<<<<<< HEAD
#include "Physics/CRectangleShape.h"
=======
#include "Game/EMultiBall.h"
#include "Game/EGameOver.h"
#include "Game/ECreatePowerUp.h"
#include "Game/EPowerUpTaken.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Physics/CBoxShape.h"
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
#include "Game/PadSystem.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
namespace dd
{
namespace Systems
{
// Me trying things out.
class Level
{
public:
int levelRows;
int levelLines;
int levelSpaceBetweenBricks;
int levelSpaceToEdge;
int bricks[];
};
class LevelSystem : public System
{
public:
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
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);
void ProcessCollision();
void OnEntityRemoved(EntityID entity);
void EndLevel();
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
bool Restarting() const { return m_Restarting; }
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; }
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
int& Score() { return m_Score; }
void SetScore(const int& score) { m_Score = score; }
int& NumberOfBricks() { return m_NumberOfBricks; }
void SetNumberOfBricks(const int& numberOfBricks) { m_NumberOfBricks = numberOfBricks; }
int& Rows() { return m_Rows; }
void SetRows(const int& rows) { m_Rows = rows; }
int& Lines() { return m_Lines; }
void SetLines(const int& lines) { m_Lines = lines; }
float& SpaceToEdge() { return m_SpaceToEdge; }
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
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; }
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;
int m_NumberOfBricks;
int m_Rows = 6;
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;
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::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 OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}
}
#endif //DAYDREAM_LEVELSYSTEM_H
+19 -5
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@@ -21,8 +21,12 @@
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Game/CBall.h"
#include "Game/CPad.h"
#include "Game/CPowerUp.h"
#include "Game/EResetBall.h"
#include "CPad.h"
#include "Game/EMultiBall.h"
#include "Game/EPowerUpTaken.h"
#include "Game/EStageCleared.h"
namespace dd
@@ -41,6 +45,8 @@ 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; }
@@ -52,29 +58,37 @@ public:
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; }
Components::Transform* Transform() const { return m_Transform; }
void SetTransform(const Components::Transform* transform) { m_Transform = transform; }
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
Components::Pad* Pad() const { return m_Pad; }
void SetPad(const Components::Pad* pad) { m_Pad = pad; }
void SetPad(Components::Pad* pad) { m_Pad = pad; }
private:
EntityID m_Entity = 0;
glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
bool m_Left = false, m_Right = false, m_ReplaceBall = false;
bool m_Left = false, m_Right = false, m_ReplaceBall = false, m_MultiBall = false;
Components::Transform* m_Transform;
Components::Pad* m_Pad;
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
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);
bool OnKeyUp(const dd::Events::KeyUp &event);
bool OnContact(const dd::Events::Contact &event);
bool ResetBall(const dd::Events::ResetBall &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;
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;