Merge branch 'master' of github.com:teamfisk/AgileBreakOut
# Conflicts: # include/Core/Engine.h
This commit is contained in:
+44
-14
@@ -53,6 +53,9 @@
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "GUI/Frame.h"
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#include "GUI/Button.h"
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#include "Game/MainMenu.h"
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@@ -82,8 +85,6 @@ public:
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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@@ -131,7 +132,7 @@ public:
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//OctoBall
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{
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
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@@ -142,14 +143,14 @@ public:
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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}
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//PointLightTest
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{
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@@ -310,6 +311,11 @@ public:
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m_World->CommitEntity(ent);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EGameStart);
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m_LastTime = glfwGetTime();
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}
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@@ -327,22 +333,27 @@ public:
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//m_EventBroker->Swap();
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ResourceManager::Update();
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m_World->Update(dt);
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m_EventBroker->Process<GUI::Frame>();
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m_FrameStack->UpdateLayered(dt);
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_ENTER)) {
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Events::GameStart e;
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m_EventBroker->Publish(e);
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}
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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}
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//TODO Fill up the renderQueue with models (Temp fix)
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TEMPAddToRenderQueue();
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m_FrameStack->DrawLayered(m_RendererQueue);
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if (m_GameIsRunning) {
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TEMPAddToRenderQueue();
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}
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// Render scene
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
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m_EventBroker->Process<Engine>();
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// Swap event queues
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m_EventBroker->Swap();
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@@ -440,7 +451,6 @@ public:
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}
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}
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m_RendererQueue.Sort();
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}
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//TODO: Get this out of engine.h
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@@ -511,7 +521,27 @@ private:
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std::shared_ptr<InputManager> m_InputManager;
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std::shared_ptr<World> m_World;
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//TODO: Redo
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bool m_GameIsRunning = false;
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dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event)
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{
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m_GameIsRunning = true;
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.isAmbient = true;
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m_EventBroker->Publish(e);
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}
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 0.3f;
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e.isAmbient = true;
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m_EventBroker->Publish(e);
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}
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};
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double m_LastTime;
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};
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@@ -0,0 +1,25 @@
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//
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// Created by Adam on 2015-09-25.
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//
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#ifndef EVENTS_EGAMESTART_H__
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#define EVENTS_EGAMESTART_H__
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct GameStart : public Event
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{
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};
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}
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}
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#endif
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@@ -36,26 +36,7 @@ void dd::Systems::SoundSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
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//Todo: Move this
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
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e.isAmbient = true;
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EventBroker->Publish(e);
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}
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{
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dd::Events::PlaySound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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e.volume = 0.3f;
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e.isAmbient = true;
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EventBroker->Publish(e);
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}
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{
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dd::Events::MasterVolume e;
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e.isAmbient = true;
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e.gain = 1.f;
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EventBroker->Publish(e);
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}
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}
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void dd::Systems::SoundSystem::Update(double dt)
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@@ -182,12 +163,6 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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}
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}
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{
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dd::Events::StopSound e;
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e.path = "Sounds/BGM/water-flowing.wav";
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EventBroker->Publish(e);
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}
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//Send play-sound event
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dd::Events::PlaySound e;
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e.path = collisionSound->filePath;
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