Merge branch 'master' of github.com:teamfisk/AgileBreakOut

This commit is contained in:
2015-09-15 17:11:35 +02:00
18 changed files with 468 additions and 97 deletions
Binary file not shown.

Before

Width:  |  Height:  |  Size: 17 KiB

After

Width:  |  Height:  |  Size: 4.0 MiB

Regular → Executable
+35 -17
View File
@@ -81,6 +81,7 @@ public:
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->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
@@ -97,22 +98,13 @@ public:
//TODO: Remove tobias light-test code.
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
/*{
}*/
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.5f, 0.f, -10.f);
transform->Position = glm::vec3(0.5f, 0.f, -9.9f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
@@ -136,11 +128,33 @@ public:
m_EventBroker->Publish(e);
}
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Ball.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.4f, 0.f, -9.5f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Ball.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
{
auto topWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
transform->Position = glm::vec3(0.f, 5.f, -10.f);
transform->Scale = glm::vec3(15.f, 0.5f, 1.f);
transform->Position = glm::vec3(0.f, 6.f, -10.f);
transform->Scale = glm::vec3(18.f, 0.5f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
@@ -342,7 +356,7 @@ public:
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
}
}
@@ -365,13 +379,15 @@ public:
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
//TODO: This Depth is probably wrong.
job.Depth = (glm::vec4(1,1,1,0) * modelMatrix).z;
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)
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
@@ -380,8 +396,10 @@ public:
job.SpecularTexture = *specularTexture;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.Depth = depth;
m_RendererQueue.Deferred.Add(job);
m_RendererQueue.Forward.Add(job);
}
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
+2
View File
@@ -93,6 +93,8 @@ private:
void CreateBuffers();
GLuint CreateQuad();
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
void DrawForward(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
+1 -1
View File
@@ -15,7 +15,7 @@ namespace Components
struct Ball : Component
{
int number = 0;
};
}
+26
View File
@@ -0,0 +1,26 @@
//
// Created by Administrator on 2015-09-15.
//
#ifndef DAYDREAM_CLIFE_H
#define DAYDREAM_CLIFE_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Life : Component {
int number = 0;
};
}
}
#endif //DAYDREAM_CLIFE_H
+27
View File
@@ -0,0 +1,27 @@
//
// Created by Administrator on 2015-09-15.
//
#ifndef DAYDREAM_ELIFELOST_H
#define DAYDREAM_ELIFELOST_H
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace dd
{
namespace Events
{
struct LifeLost : Event
{
EntityID entity;
};
}
}
#endif //DAYDREAM_ELIFELOST_H
+14 -2
View File
@@ -9,13 +9,17 @@
#include "Core/CTransform.h"
#include "Rendering/CSprite.h"
#include "Game/CBrick.h"
#include "Physics/EContact.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/EStageCleared.h"
#include "Game/ELifeLost.h"
#include "Physics/CBoxShape.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
@@ -47,6 +51,7 @@ public:
void Initialize() override;
void CreateBasicLevel(int, int, glm::vec2, int);
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);
@@ -56,12 +61,17 @@ public:
void EndLevel();
void Update(double dt);
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
int lives = 3;
int pastLives = 3;
private:
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
bool OnContact(const dd::Events::Contact &event);
bool LifeLost(const dd::Events::LifeLost &event);
bool m_Initialized = false;
@@ -70,6 +80,8 @@ private:
int tLines = 8;
glm::vec2 tSpaceBetweenBricks = glm::vec2(2, 0.5);
int tSpaceToEdge = 0;
EntityID entityToRemove = NULL;
};
}
+15 -5
View File
@@ -7,19 +7,22 @@
#include "Core/InputController.h"
#include "Core/System.h"
#include "Core/Component.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Input/EBindKey.h"
#include "Physics/EContact.h"
#include "Core/CTransform.h"
#include "Physics/CBoxShape.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Rendering/CSprite.h"
#include "Game/CBall.h"
#include "Core/Component.h"
#include "Physics/ESetImpulse.h"
#include "Physics/CCircleShape.h"
#include "Game/ELifeLost.h"
namespace dd
@@ -37,19 +40,26 @@ public:
void Initialize() override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
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::LifeLost> m_ELifeLost;
bool OnKeyDown(const dd::Events::KeyDown &event);
bool OnKeyUp(const dd::Events::KeyUp &event);
bool OnContact(const dd::Events::Contact &event);
bool LifeLost(const dd::Events::LifeLost &event);
EntityID removeThisObject = NULL;
float slowdownModifier = 5.f;
float accelerationSpeed = 80.f;
float maxSpeed = 40.f;
@@ -59,7 +69,7 @@ private:
EntityID ent = 0;
Components::Transform* transform;
glm::vec3 acceleration = glm::vec3(0.f, 0.f, 0.f);
bool left = false, right = false;
bool left = false, right = false, replaceBall = false;
};
class PadSystem::PadSteeringInputController : InputController<PadSystem>
+1
View File
@@ -80,6 +80,7 @@ private:
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)
+1 -2
View File
@@ -75,8 +75,7 @@ set(SOURCE_FILES
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Physics}
${SOURCE_FILES_Game}
)
${SOURCE_FILES_Game} ../../include/Game/CLife.h ../../include/Game/ELifeLost.h)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
+13 -2
View File
@@ -207,7 +207,9 @@ void dd::Renderer::CreateBuffers()
void dd::Renderer::Draw(RenderQueueCollection& rq)
{
DrawDeferred(rq.Deferred, rq.Lights);
//DrawDeferred(rq.Deferred, rq.Lights);
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
DrawForward(rq.Forward, rq.Lights);
// Finally: Draw the deferred+forward combined texture to the screen
@@ -276,14 +278,20 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
{
// Forward-render semi-transparent objects on top of the current framebuffer
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glClearColor(1, 0.9, 0.8f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_spForward->Bind();
DrawScene(objects, *m_spForward);
}
@@ -304,10 +312,13 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightPosition"), 1, glm::value_ptr(glm::vec3(0.f,0.f,-9.f)));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightSpecular"), 1, glm::value_ptr(glm::vec3(1.f)));
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightDiffuse"), 1, glm::value_ptr(glm::vec3(1.f)));
glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), 40.0f);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
//TODO: Make sure that a normal/specular is loaded in.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0) {
@@ -38,7 +38,7 @@ void main()
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
//frag_Diffuse = DiffuseTexel;
//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
frag_Diffuse = DiffuseTexel;
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
}
+5 -4
View File
@@ -46,7 +46,7 @@ in VertexData
vec4 BoneWeights2;
} Input;
out vec4 FragmentColor;
out vec4 frag_Diffuse;
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
{
@@ -83,7 +83,8 @@ void main()
vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//FragmentColor = diffuseTexel;
vec4 La = vec4(0.3, 0.3, 0.3, 1.0);
vec4 light = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//frag_Diffuse = light;
frag_Diffuse = diffuseTexel;
}
+89
View File
@@ -0,0 +1,89 @@
/*
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/>.
*/
#version 440
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D NormalMap;
layout (binding=2) uniform sampler2D SpecularMap;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec3 LightPosition;
uniform float LightRadius;
uniform vec3 LightSpecular;
uniform vec3 LightDiffuse;
in VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Input;
out vec4 frag_Diffuse;
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
{
// Diffuse
vec3 lightPos = vec3(V * vec4(LightPosition, 1.0));
vec3 distanceToLight = lightPos - position;
vec3 directionToLight = normalize(distanceToLight);
float dotProd = dot(directionToLight, normal);
dotProd = max(dotProd, 0.0);
vec3 Idiffuse = LightDiffuse * dotProd;
// Specular
//vec3 reflection = reflect(-directionToLight, normal);
vec3 surfaceToViewer = normalize(-position);
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
float dotSpecular = max(dot(halfWay, normal), 0.0);
float specularFactor = pow(dotSpecular, specularExponent);
vec3 Ispecular = specular * LightSpecular * specularFactor;
//Attenuation
float dist = distance(lightPos, position);
//float attenuation = 1.0 - pow(dist / LightRadius, 2);
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
}
void main()
{
vec4 normalTexel = texture(NormalMap, Input.TextureCoord);
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 normal = normalize(vec4(TBN * normalTexel.xyz, 0.0).xyz);
vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
//frag_Diffuse = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
frag_Diffuse = diffuseTexel;
}
+83
View File
@@ -0,0 +1,83 @@
/*
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/>.
*/
#version 440
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec3 Tangent;
layout (location = 3) in vec3 BiTangent;
layout (location = 4) in vec2 TextureCoord;
layout (location = 5) in vec4 DiffuseColor;
layout (location = 6) in vec4 SpecularColor;
layout (location = 7) in vec4 BoneIndices1;
layout (location = 8) in vec4 BoneIndices2;
layout (location = 9) in vec4 BoneWeights1;
layout (location = 10) in vec4 BoneWeights2;
out VertexData
{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoord;
vec4 DiffuseColor;
vec4 SpecularColor;
vec4 BoneIndices1;
vec4 BoneIndices2;
vec4 BoneWeights1;
vec4 BoneWeights2;
} Output;
void main()
{
mat4 boneTransform = mat4(1);
if (length(BoneWeights1 + BoneWeights2) > 0) {
boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
//TODO: Make sure that boneTransform works here.
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
Output.Tangent = Tangent;
Output.BiTangent = BiTangent;
Output.TextureCoord = TextureCoord;
Output.DiffuseColor = DiffuseColor;
Output.SpecularColor = SpecularColor;
Output.BoneIndices1 = BoneIndices1;
Output.BoneIndices2 = BoneIndices2;
Output.BoneWeights1 = BoneWeights1;
Output.BoneWeights2 = BoneWeights2;
}
+69 -43
View File
@@ -10,15 +10,76 @@
void dd::Systems::LevelSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::LifeLost);
for (int i = 0; i < lives; i++)
{
CreateLife(i);
}
return;
}
void dd::Systems::LevelSystem::Update(double dt) {
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(-11.f + number, -8.f, -10.f);
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
lifeNr->number = number;
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(life);
sprite->SpriteFile = "Textures/Ball.png";
m_World->CommitEntity(life);
}
void dd::Systems::LevelSystem::Update(double dt)
{
if (!m_Initialized) {
CreateBasicLevel(tRows, tLines, tSpaceBetweenBricks, tSpaceToEdge);
m_Initialized = true;
}
if (entityToRemove != NULL)
{
//m_World->RemoveEntity(entityToRemove);
entityToRemove = NULL;
}
}
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto ball = m_World->GetComponent<Components::Ball>(entity);
if (ball != NULL)
{
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
if (transformBall->Position.y < -10)
{
if (lives == pastLives)
{
Events::LifeLost e;
e.entity = entity;
EventBroker->Publish(e);
return;
}
}
}
if (lives != pastLives)
{
auto life = m_World->GetComponent<Components::Life>(entity);
if (life != NULL)
{
if (life->number + 1 == pastLives) {
m_World->RemoveEntity(entity);
pastLives = lives;
}
}
}
}
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, int spaceToEdge)
@@ -55,7 +116,6 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
float y = spaceToEdge + row * spacesBetweenBricks.y;
transform->Scale = glm::vec3(1.6, 0.4, 0.);
transform->Position = glm::vec3(x - 7, y + 1, -10.f);
//sprite->Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
m_World->CommitEntity(brick);
return;
}
@@ -82,8 +142,6 @@ void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
{
/*event.Entity1 - Vi vet inte vilken som.
event.Entity2 - */
EntityID entityBrick = event.Entity1;
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
if (brick == NULL)
@@ -91,49 +149,17 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
return false;
}
EntityID entityBall = event.Entity2;
//EntityID entity1 = event.Entity1;
//EntityID entity2 = event.Entity2;
//auto brick = m_World->GetComponent<Components::Brick>(entity1);
//auto ball = m_World->GetComponent<Components::Ball>(entity2);
//std::cout << brick << std::endl;
//std::cout << ball << std::endl;
/*if (brick != NULL)
{
std::cout << "Entity1 is a brick!" << std::endl;
entityBrick = entity1;
if (ball != NULL)
{
std::cout << "Entity2 is a ball!" << std::endl;
entityBall = entity2;
}
}
else
{
brick = m_World->GetComponent<Components::Brick>(entity2);
if (brick != NULL)
{
std::cout << "Entity2 is a brick!" << std::endl;
entityBrick = entity2;
}
m_World->RemoveEntity(entityBrick);
ball = m_World->GetComponent<Components::Ball>(entity1);
if (ball != NULL)
{
std::cout << "Entity1 is a ball!" << std::endl;
entityBall = entity1;
}
}
return true;
}
if (entityBrick != NULL && entityBall != NULL)
{*/
//std::cout << "We're destroying!" << std::endl;
m_World->RemoveEntity(entityBrick);
bool dd::Systems::LevelSystem::LifeLost(const dd::Events::LifeLost &event)
{
lives--;
return true;
//}
return false;
return true;
}
void dd::Systems::LevelSystem::EndLevel()
+75 -15
View File
@@ -24,10 +24,45 @@ void dd::Systems::PadSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, PadSystem::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, PadSystem::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EContact, PadSystem::OnContact);
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, PadSystem::LifeLost);
return;
}
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto ball = m_World->GetComponent<Components::Ball>(entity);
if (ball != NULL) {
if (replaceBall == true) {
replaceBall = false;
auto transformEntity = m_World->GetComponent<Components::Transform>(entity);
transformEntity->Position = glm::vec3(20, 20, -10);
//Temporary. Create new ball.
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.5f, 0.f, -10.f);;
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Ball.png";
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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;
m_World->RemoveEntity(entity);
m_World->CommitEntity(ent);
Events::SetImpulse e;
e.Entity = ent;
e.Impulse = glm::vec2(0.f, -7.f);
e.Point = glm::vec2(transform->Position.x, transform->Position.y);
EventBroker->Publish(e);
}
}
}
void dd::Systems::PadSystem::Update(double dt)
{
if (ent == 0) {
@@ -40,25 +75,25 @@ void dd::Systems::PadSystem::Update(double dt)
}
}
if (transform->Velocity.x < -400.f)
if (transform->Velocity.x < -maxSpeed)
{
transform->Velocity.x = -400.f;
transform->Velocity.x = -maxSpeed;
}
else if (transform->Velocity.x > 400.f)
else if (transform->Velocity.x > maxSpeed)
{
transform->Velocity.x = 400.f;
transform->Velocity.x = maxSpeed;
}
transform->Position += transform->Velocity * (float)dt;
transform->Velocity += acceleration * (float)dt;
transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
transform->Velocity -= transform->Velocity * slowdownModifier * (float)dt;
if (left)
{
acceleration.x = -20.f;
acceleration.x = -accelerationSpeed;
}
else if (right)
{
acceleration.x = 20.f;
acceleration.x = accelerationSpeed;
}
else
{
@@ -85,12 +120,16 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
//acceleration.x = -0.01f;
left = true;
}
else if (val = 262)
else if (val == 262)
{
//std::cout << "Right!" << std::endl;
//acceleration.x = 0.01f;
right = true;
}
else if (val == 82)
{
replaceBall = true;
}
return true;
}
@@ -109,7 +148,7 @@ bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
{
left = false;
}
else if (val = 262)
else if (val == 262)
{
right = false;
}
@@ -133,17 +172,32 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
float movementMultiplier = 2.f;
float movementMultiplier = 4.f;
float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
float whatX = transformBall->Position.x - transformPad->Position.x;
float movementX;
if (whatX > 0)
{
movementX = movementMultiplier * whatX;
//std::cout << "Right!" << std::endl;
}
else
{
movementX = movementMultiplier * whatX;
//std::cout << "Left!" << std::endl;
}
std::cout << movementX << " " << movementY << std::endl;
//float movementY = 1;
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
//std::cout << movementX << " " << movementY << std::endl;
//Temporary solution. Add a new ball and delete the old one.
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.1f, -10.f);
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Ball.png";
@@ -158,10 +212,16 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
Events::SetImpulse e;
e.Entity = ent;
e.Impulse = glm::vec2(movementX, movementY);
e.Point = glm::vec2(event.ContactPoint);
e.Point = glm::vec2(transform->Position.x, transform->Position.y);
EventBroker->Publish(e);
}
bool dd::Systems::PadSystem::LifeLost(const dd::Events::LifeLost &event)
{
replaceBall = true;
return true;
}
bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
{
std::string command = event.Command;
+10 -4
View File
@@ -49,6 +49,8 @@ void dd::Systems::PhysicsSystem::Update(double dt)
b2Body* body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent)
continue;
if (m_World->GetEntityParent(entity) == 0) {
@@ -85,7 +87,8 @@ void dd::Systems::PhysicsSystem::Update(double dt)
b2Body* body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent)
continue;
if (m_World->GetEntityParent(entity) == 0) {
b2Vec2 position = body->GetPosition();
@@ -119,10 +122,13 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
{
b2Body* body = m_EntitiesToBodies[entity];
m_EntitiesToBodies.erase(entity);
m_BodiesToEntities.erase(body);
if (body != nullptr) {
m_EntitiesToBodies.erase(entity);
m_BodiesToEntities.erase(body);
m_PhysicsWorld->DestroyBody(body);
}
m_PhysicsWorld->DestroyBody(body);
}