Merge branch 'master' into water

Conflicts:
	src/game/Game/LevelSystem.cpp
	src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
Stiffly
2015-10-14 15:43:34 +02:00
40 changed files with 3621 additions and 139 deletions
+1 -1
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@@ -43,7 +43,7 @@ struct Transform : public Component
glm::vec3 Scale;
// Sticky is if it sticks with the player or not. True means it will follow the camera.
bool Sticky;
bool Sticky = true;
};
}
+74 -9
View File
@@ -50,12 +50,15 @@
#include "Game/CStickyAim.h"
#include "Game/BallSystem.h"
#include "Game/HitLagSystem.h"
#include "Game/TravellingSystem.h"
#include "Game/LifebuoySystem.h"
#include "Game/ProjectileSystem.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Game/BrickComponents.h"
#include "Game/EScreenShake.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CRectangleShape.h"
@@ -153,6 +156,9 @@ public:
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::TravellingSystem>(
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TravellingSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
@@ -280,8 +286,8 @@ public:
auto transform = m_World->AddComponent<Components::Transform>(BottomWall);
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>(BottomWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
@@ -298,8 +304,8 @@ public:
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::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
@@ -320,8 +326,8 @@ public:
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::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
@@ -342,8 +348,8 @@ public:
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::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
@@ -360,8 +366,10 @@ public:
//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_EScreenShake = decltype(m_EScreenShake)(std::bind(&Engine::OnScreenShake, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EScreenShake);
m_LastTime = glfwGetTime();
m_LastTime = glfwGetTime();
}
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
@@ -380,6 +388,9 @@ public:
//ResourceManager::Update();
if (m_GameIsRunning) {
m_World->Update(dt);
// I apologize about this.
ScreenShakeUpdate(dt);
}
m_EventBroker->Process<GUI::Frame>();
m_FrameStack->UpdateLayered(dt);
@@ -391,6 +402,8 @@ public:
TEMPAddToRenderQueue();
}
std::unique_ptr<dd::Camera> defaultCamera = nullptr;
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
@@ -550,6 +563,36 @@ public:
m_RendererQueue.Forward.Add(job);
}
void ScreenShakeUpdate(double dt)
{
if (m_ScreenShake) {
m_ShakeTimer += dt;
if (m_ShakeTimer >= m_ShakeEndTime) {
//std::cout << "Used: " << m_ShakeIntensity << " True: " << m_ShakeRepresentativeIntensity << std::endl;
m_ShakeRepresentativeIntensity -= m_ShakeRepresentativeIntensity * m_CoolerMultiplier * dt;
m_ShakeIntensity = m_ShakeRepresentativeIntensity;
if (m_ShakeIntensity <= 0) {
m_ScreenShake = false;
m_Renderer->PlaceCamera(glm::vec3(0, 0, 0));
return;
}
} else {
//std::cout << "Timer: " << m_ShakeTimer << " End: " << m_ShakeEndTime << std::endl;
}
float randomX = (rand() % m_ShakeIntensity);
float randomY = (rand() % m_ShakeIntensity);
float half = m_ShakeIntensity / 2;
randomX = (randomX - half) / 20;
randomY = (randomY - half) / 20;
//std::cout << "X: " << randomX << " Y: " << randomY << std::endl;
m_Renderer->PlaceCamera(glm::vec3(randomX, randomY, 0));
}
}
private:
std::shared_ptr<EventBroker> m_EventBroker;
GUI::Frame* m_FrameStack = nullptr;
@@ -557,6 +600,7 @@ private:
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;
glm::vec3 m_CameraPosition = glm::vec3(0.f, 0.f, 0.f);
//TODO: Redo
bool m_GameIsRunning = false;
@@ -581,6 +625,27 @@ private:
return true;
};
//TODO: Extreme Redo.
bool m_ScreenShake = false;
int m_ShakeIntensity = 0;
float m_ShakeRepresentativeIntensity = 0;
float m_ShakeTimer = 0;
float m_ShakeEndTime = 0;
float m_TimeTakenToCoolDown = 0;
float m_CoolerMultiplier = 0;
dd::EventRelay<Engine, dd::Events::ScreenShake> m_EScreenShake;
bool OnScreenShake(const dd::Events::ScreenShake &event)
{
m_ScreenShake = true;
m_ShakeIntensity = event.Intensity;
m_ShakeRepresentativeIntensity = event.Intensity;
m_ShakeEndTime = event.Time;
m_ShakeTimer = 0;
m_TimeTakenToCoolDown = event.TimeTakenToCoolDown;
m_CoolerMultiplier = m_ShakeIntensity / m_TimeTakenToCoolDown;
return true;
}
double m_LastTime;
};
+13
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@@ -20,6 +20,12 @@
#define DD_RENDERER_H__
#include "Util/Rectangle.h"
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/EScreenShake.h"
#include "Camera.h"
#include "RenderQueue.h"
#include "ShaderProgram.h"
@@ -48,6 +54,7 @@ public:
}
void Initialize();
void Draw(RenderQueueCollection& rq);
void PlaceCamera(glm::vec3 position);
private:
Rectangle m_Resolution = Rectangle(1280, 720);
@@ -107,6 +114,12 @@ 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;
};
}
+27
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@@ -0,0 +1,27 @@
//
// Created by Administrator on 2015-10-13.
//
#ifndef DAYDREAM_ESCREENSHAKE_H
#define DAYDREAM_ESCREENSHAKE_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct ScreenShake : Event
{
float Time;
int Intensity;
float TimeTakenToCoolDown;
};
}
}
#endif //DAYDREAM_ESCREENSHAKE_H
+15 -23
View File
@@ -26,22 +26,9 @@ public:
Width = parent->Width;
Height = parent->Height;
//m_LevelIndicator = new GUI::TextureFrame(this, "HUDLevelIndicator");
//m_LevelIndicator->SetTexture("Textures/GUI/HUD/LevelIndicatorBG.png");
//m_AreaNumberFrame = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
//m_AreaNumberFrame->X = 132;
//m_AreaNumberFrame->Y = 19;
//m_AreaNumberFrame->SetNumber(6);
//m_StageNumberFrame = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
//m_StageNumberFrame->X = 165;
//m_StageNumberFrame->Y = 19;
//m_StageNumberFrame->SetNumber(5);
//m_ScoreIndicator = new GUI::TextureFrame(this, "HUDScoreIndicator");
//m_ScoreIndicator->SetTexture("Textures/GUI/HUD/ScoreIndicatorBG.png");
m_ScoreBackground = new GUI::TextureFrame(this, "HUDScoreBackgroundFrame");
m_ScoreBackground->SetTexture("Textures/GUI/Numbers/Background.png");
m_ScoreNumberFrame = new GUI::NumberFrame(this, "HUDScoreNumberFrame");
m_ScoreNumberFrame->SetTexture("Textures/GUI/Numbers/Background.png");
//m_ScoreNumberFrame->X = 15;
m_ScoreNumberFrame->Y = 18;
@@ -58,18 +45,14 @@ public:
EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &HUD::OnGameOver);
EVENT_SUBSCRIBE_MEMBER(m_ClusterClear, &HUD::OnClusterClear);
EVENT_SUBSCRIBE_MEMBER(m_KrakenAttack, &HUD::OnKrakenAttack);
updateScore();
}
void Update(double dt) override
{
m_ScoreNumberFrame->SetLeft(Width / 2.f - m_ScoreNumberFrame->Width / 2.f);
}
private:
TextureFrame* m_LevelIndicator = nullptr;
TextureFrame* m_ScoreIndicator = nullptr;
NumberFrame* m_AreaNumberFrame = nullptr;
NumberFrame* m_StageNumberFrame = nullptr;
TextureFrame* m_ScoreBackground = nullptr;
NumberFrame* m_ScoreNumberFrame = nullptr;
FPSCounter* m_FPSCounter = nullptr;
TextureFrame* m_GameOverFrame = nullptr;
@@ -81,9 +64,18 @@ private:
EventRelay<Frame, Events::ClusterClear> m_ClusterClear;
EventRelay<Frame, Events::KrakenAttack> m_KrakenAttack;
void updateScore()
{
m_ScoreNumberFrame->SetLeft(Width / 2.f - m_ScoreNumberFrame->Width / 2.f);
m_ScoreBackground->SetLeft(m_ScoreNumberFrame->Left() - 20);
m_ScoreBackground->Width = m_ScoreNumberFrame->Width + 40;
m_ScoreBackground->Height = m_ScoreNumberFrame->Height + 30;
}
bool OnScore(const Events::ScoreEvent& event)
{
m_ScoreNumberFrame->SetNumber(m_ScoreNumberFrame->Number() + event.Score);
updateScore();
return true;
}
+9 -2
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@@ -5,6 +5,10 @@
#ifndef DAYDREAM_LEVELSYSTEM_H
#define DAYDREAM_LEVELSYSTEM_H
#include <fstream>
#include <iostream>
#include <random>
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
@@ -46,11 +50,10 @@
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
#include "Game/PadSystem.h"
#include <fstream>
#include <iostream>
#include "Physics/ECreateParticleSequence.h"
namespace dd
{
@@ -116,6 +119,8 @@ public:
void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; }
private:
std::mt19937 m_RandomGenerator;
bool m_Cleared = false;
bool m_Restarting = false;
bool m_Initialized = false;
@@ -167,6 +172,8 @@ private:
bool OnHitPad(const dd::Events::HitPad &event);
void GetNextLevel();
void SetBrokenModel(EntityID entity);
void CreateBrokenModelPart(EntityID Parent, std::string ModelPath, glm::vec3 RelativePosition, glm::vec2 Hitbox);
};
}
+4
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@@ -35,6 +35,7 @@
#include "Game/EStageCleared.h"
#include "Game/EPause.h"
#include "Game/EHitLag.h"
#include "Game/EScreenShake.h"
#include "Game/EActionButton.h"
@@ -92,6 +93,7 @@ private:
std::shared_ptr<Components::Transform> m_StickTransform;
std::shared_ptr<Components::StickyAim> m_StickyAim;
bool m_ResetBall = false;
bool m_Pause = false;
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
@@ -99,6 +101,7 @@ private:
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<PadSystem, dd::Events::KrakenAttack> m_EKrakenAttack;
dd::EventRelay<PadSystem, dd::Events::StickyPad> m_EStickyPad;
@@ -110,6 +113,7 @@ private:
bool OnContact(const dd::Events::Contact &event);
bool OnContactPowerUp(const dd::Events::Contact &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnResetBall(const dd::Events::ResetBall &event);
bool OnPause(const dd::Events::Pause &event);
bool OnKrakenAttack(const dd::Events::KrakenAttack &event);
bool OnStickyPad(const dd::Events::StickyPad &event);
+56
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@@ -0,0 +1,56 @@
//
// Created by Adniklastrator on 2015-10-13.
//
#ifndef DAYDREAM_TRAVELLINGSYSTEM_H
#define DAYDREAM_TRAVELLINGSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/EPause.h"
#include "Game/EArrivedAtNewStage.h"
#include "Game/EStageCleared.h"
namespace dd
{
namespace Systems
{
class TravellingSystem : public System
{
public:
TravellingSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
bool IsPaused() const { return m_Pause; }
void SetPause(const bool& pause) { m_Pause = pause; }
private:
bool m_Pause = false;
bool m_Travelling = false;
float m_DistanceTravelled = 0;
dd::EventRelay<TravellingSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<TravellingSystem, dd::Events::StageCleared> m_EStageCleared;
bool OnPause(const dd::Events::Pause &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}
}
#endif //DAYDREAM_TRAVELLINGSYSTEM_H
-7
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@@ -31,9 +31,6 @@
#include "Transform/TransformSystem.h"
#include "CRectangleShape.h"
#include "Game/EStageCleared.h"
#include "Game/EArrivedAtNewStage.h"
#include "Game/EPause.h"
#include "Game/CPad.h"
#include "Game/CBrick.h"
@@ -118,12 +115,8 @@ namespace dd
bool SetImpulse(const Events::SetImpulse &event);
dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
bool OnPause(const dd::Events::Pause &event);
dd::EventRelay<PhysicsSystem, dd::Events::StageCleared> m_EStageCleared;
bool OnStageCleared(const dd::Events::StageCleared &event);
dd::EventRelay<PhysicsSystem, dd::Events::Contact> m_EContact;
bool OnContact(const dd::Events::Contact &event);
bool m_Travelling = false;
float m_DistanceTravelled = 0;
//TODO: Fill struct with info needed.
struct EmitterHandler //TODO CHANGE NAMES