Merge remote-tracking branch 'origin/master' into Physics

Conflicts:
	include/Core/Engine.h
This commit is contained in:
viktorljung
2015-10-20 11:01:42 +02:00
53 changed files with 1674 additions and 467 deletions
-3
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@@ -41,9 +41,6 @@ struct Transform : public Component
glm::vec3 Velocity;
/** Physical scale multiplier. */
glm::vec3 Scale;
// Sticky is if it sticks with the player or not. True means it will follow the camera.
bool Sticky = true;
};
}
+13 -251
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@@ -48,12 +48,17 @@
#include "Game/CLifebuoy.h"
#include "Game/CProjectile.h"
#include "Game/CBrick.h"
#include "Game/CWall.h"
#include "Game/CKraken.h"
#include "Game/CBackground.h"
#include "Game/CTravels.h"
#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/KrakenSystem.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Game/BrickComponents.h"
@@ -139,10 +144,14 @@ public:
m_World->ComponentFactory.Register<Components::Ball>();
m_World->ComponentFactory.Register<Components::Brick>();
m_World->ComponentFactory.Register<Components::Pad>();
m_World->ComponentFactory.Register<Components::Wall>();
m_World->ComponentFactory.Register<Components::Background>();
m_World->ComponentFactory.Register<Components::Life>();
m_World->ComponentFactory.Register<Components::Lifebuoy>();
m_World->ComponentFactory.Register<Components::Projectile>();
m_World->ComponentFactory.Register<Components::Kraken>();
m_World->ComponentFactory.Register<Components::StickyAim>();
m_World->ComponentFactory.Register<Components::Travels>();
m_World->ComponentFactory.Register<Components::PowerUp>();
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
@@ -181,6 +190,9 @@ public:
m_World->SystemFactory.Register<Systems::TravellingSystem>(
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TravellingSystem>();
m_World->SystemFactory.Register<Systems::KrakenSystem>(
[this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::KrakenSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
@@ -190,209 +202,13 @@ public:
m_World->ComponentFactory.Register<Components::ParticleEmitter>();
m_World->Initialize();
//PointLightTest
{
auto t_Light = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
transform->Position = glm::vec3(-3.f, 6.f, -5.f);
transform->Sticky = true;
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
pl->Radius = 20.f;
pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light);
}
{
auto t_Light = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
transform->Position = glm::vec3(3.f, -5.f, -5.f);
transform->Sticky = true;
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
pl->Radius = 15.f;
pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light);
}
//Halfpipe background test model.
{
auto t_halfPipe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 0.f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
transform->Sticky = false;
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}
{
auto t_halfPipe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 34.6f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
transform->Sticky = false;
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}
//Background
{
auto background = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(background);
transform->Position = glm::vec3(0.f, 0.f, -30.f);
transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
auto sprite = m_World->AddComponent<Components::Sprite>(background);
sprite->SpriteFile = "Textures/Background.png";
m_World->CommitEntity(background);
}
// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
//Water test
{
auto t_waterBody = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
transform->Position = glm::vec3(0.f, -3.5f, -10.f);
transform->Scale = glm::vec3(7.0f, 1.5f, 1.f);
transform->Sticky = true;
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody);
}
//auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
//ParticleTest
/*{
auto Pe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(Pe);
auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
particleEmitter->GravityScale = 0.0f;
particleEmitter->SpawnRate = 1.f;
particleEmitter->NumberOfTicks = 2;
particleEmitter->Speed = 1.f;
particleEmitter->ParticlesPerTick = 5;
particleEmitter->Spread = glm::pi<float>()*2;
particleEmitter->EmittingAngle = glm::pi<float>();
particleEmitter->LifeTime = 50;
{
auto Pt = m_World->CreateEntity(Pe);
auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
PtTransform->Position = transform->Position;
PtSprite->SpriteFile = "Textures/Background.png";
PtParticle->LifeTime = 3.f;
PtParticle->Flags = static_cast<ParticleFlags::Type>(ParticleFlags::Type::Powder | ParticleFlags::Type::ParticleContactFilter | ParticleFlags::Type::FixtureContactFilter);
}
m_World->CommitEntity(Pe);
}*/
//TODO: Why does the ball not collide with these bricks?
//BottomBox
{
auto BottomWall = m_World->CreateEntity();
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::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);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
transform->Sticky = true;
m_World->CommitEntity(BottomWall);
}
{
auto topWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(topWall);
}
{
auto leftWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
leftWall);
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::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(leftWall);
}
{
auto rightWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
rightWall);
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::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(rightWall);
}
//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();
}
@@ -413,9 +229,6 @@ public:
//ResourceManager::Update();
if (m_GameIsRunning) {
m_World->Update(dt);
// I apologize about this.
ScreenShakeUpdate(dt);
} else {
m_EventBroker->Process<Systems::SoundSystem>();
}
@@ -600,36 +413,6 @@ 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;
@@ -662,27 +445,6 @@ 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;
};
+2
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@@ -25,6 +25,8 @@
#include "Core/CTemplate.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Game/EScreenShake.h"
#include "Camera.h"
#include "RenderQueue.h"
+1 -1
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@@ -76,7 +76,7 @@ protected:
e.FrameName = m_Name;
EventBroker->Publish(e);
Events::PlaySound soundEvent;
soundEvent.FilePath = "Sounds/GUI/hover.wav";
soundEvent.FilePath = "Sounds/GUI/hover-n.wav";
EventBroker->Publish(soundEvent);
} else if (!isOver && m_MouseIsOver) { // Leave
+1 -1
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@@ -82,7 +82,7 @@ private:
}
else {
Events::PlaySound e;
e.FilePath = "Sounds/GUI/click.wav";
e.FilePath = "Sounds/GUI/click-n.wav";
EventBroker->Publish(e);
}
+7 -1
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@@ -6,6 +6,8 @@
#include "Core/EventBroker.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/CRectangleShape.h"
@@ -32,6 +34,7 @@
#include "Game/EArrivedAtNewStage.h"
#include "Game/EGameOver.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EHitPad.h"
#include "Game/EHitLag.h"
#include "Game/EActionButton.h"
@@ -94,7 +97,7 @@ public:
private:
float m_XMovementMultiplier = 2.f;
float m_EdgeX = 3.2f;
float m_EdgeX = 3.4f; //Actually 3.2, but anyways.
float m_EdgeY = 5.2f;
int m_MultiBalls = 0;
int m_Lives = 3;
@@ -108,6 +111,7 @@ private:
bool m_InkBlockedWaiting = false;
bool m_Restarting = false;
int m_StickyCounter = 3;
bool m_GodMode = false;
bool m_StageBlockedWaiting = false;
@@ -127,6 +131,7 @@ private:
dd::EventRelay<BallSystem, dd::Events::InkBlaster> m_EInkBlaster;
dd::EventRelay<BallSystem, dd::Events::InkBlasterOver> m_EInkBlasterOver;
dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<BallSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<BallSystem, dd::Events::Contact> m_Contact;
dd::EventRelay<BallSystem, dd::Events::ActionButton> m_EActionButton;
dd::EventRelay<BallSystem, dd::Events::StageCleared> m_EStageCleared;
@@ -141,6 +146,7 @@ private:
bool OnInkBlaster(const dd::Events::InkBlaster &event);
bool OnInkBlasterOver(const dd::Events::InkBlasterOver &event);
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnActionButton(const dd::Events::ActionButton &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event);
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-10-14.
//
#ifndef DAYDREAM_CBACKGROUND_H
#define DAYDREAM_CBACKGROUND_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Background : Component
{
float distanceLeftToCorrectTravelPosition;
};
}
}
#endif //DAYDREAM_CBACKGROUND_H
+1
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@@ -19,6 +19,7 @@ struct Brick : Component
//0 = empty, 1 = normal, 2 = multi-brick, 3 = lifebuoy, 4 = sticky, 5 = blaster, 6 = kraken
int Type = 0;
bool Removed = false;
int Number = 0; // For the Kraken to keep track of which bricks needs replacing.
//What number of types each is.
const int EmptyBrickSpace = 0;
+33
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@@ -0,0 +1,33 @@
//
// Created by Adniklastrator on 2015-10-15.
//
#ifndef DAYDREAM_CKRAKEN_H
#define DAYDREAM_CKRAKEN_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Kraken : Component {
int Health = 10;
int CurrentAction = 1;
const int Idle = 1;
const int Grabbing = 2;
const int Taunting = 3;
const int Moving = 4;
const int BrickGenerating = 5;
// Idle. Generating bricks. Taunting. No idea.
};
}
}
#endif //DAYDREAM_CKRAKEN_H
+28
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@@ -0,0 +1,28 @@
//
// Created by Adniklastrator on 2015-10-15.
//
#ifndef DAYDREAM_CTRAVELS_H
#define DAYDREAM_CTRAVELS_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Travels : Component
{
//This indicates that the object moves upon moving to the next stage. Place this on an object that is to move.
//The camera does not move. Things that are to follow the camera should not have this component.
bool CurrentlyTraveling = false;
};
}
}
#endif //DAYDREAM_CTRAVELS_H
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-10-14.
//
#ifndef DAYDREAM_CWALL_H
#define DAYDREAM_CWALL_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Wall : Component
{
};
}
}
#endif //DAYDREAM_CWALL_H
+27
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@@ -0,0 +1,27 @@
//
// Created by Adniklastrator on 2015-10-16.
//
#ifndef DAYDREAM_EBRICKGENERATING_H
#define DAYDREAM_EBRICKGENERATING_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct BrickGenerating : Event
{
glm::vec3 Origin;
int TargetLine;
int Set;
};
}
}
#endif //DAYDREAM_EBRICKGENERATING_H
+26
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@@ -0,0 +1,26 @@
//
// Created by Adniklastrator on 2015-10-15.
//
#ifndef DAYDREAM_EKRAKENAPPEAR_H
#define DAYDREAM_EKRAKENAPPEAR_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct KrakenAppear : Event
{
int Health;
glm::vec3 Position;
};
}
}
#endif //DAYDREAM_EKRAKENAPPEAR_H
+25
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@@ -0,0 +1,25 @@
//
// Created by Administrator on 2015-10-14.
//
#ifndef DAYDREAM_ERAISEWATER_H
#define DAYDREAM_ERAISEWATER_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct RaiseWater : Event
{
float Amount;
};
}
}
#endif //DAYDREAM_ERAISEWATER_H
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-10-14.
//
#ifndef DAYDREAM_ERESETALL_H
#define DAYDREAM_ERESETALL_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct ResetAll : Event
{
};
}
}
#endif //DAYDREAM_ERESETALL_H
+25
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@@ -0,0 +1,25 @@
//
// Created by Adniklastrator on 2015-10-19.
//
#ifndef DAYDREAM_ERESUME_H
#define DAYDREAM_ERESUME_H
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct Resume : Event
{
std::string Type;
};
}
}
#endif //DAYDREAM_ERESUME_H
+5 -2
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@@ -25,6 +25,7 @@
#include "Game/EMultiBall.h"
#include "Game/EMultiBallLost.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EHitLag.h"
#include "Game/EGameOver.h"
#include "Game/ECreatePowerUp.h"
@@ -70,16 +71,18 @@ public:
std::string& CurrentType() { return m_CurrentType; }
void SetCurrentType(const std::string& currentType) { m_CurrentType = currentType; }
private:
bool m_Pause;
bool m_HitLag;
bool m_Pause = false;
bool m_HitLag = false;
float m_HitLagDuration;
float m_HitLagTimer;
std::string m_CurrentType;
dd::EventRelay<HitLagSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<HitLagSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<HitLagSystem, dd::Events::HitLag> m_EHitLag;
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnHitLag(const dd::Events::HitLag &event);
};
+86
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@@ -0,0 +1,86 @@
//
// Created by Adniklastrator on 2015-10-15.
//
#ifndef DAYDREAM_KRAKENSYSTEM_H
#define DAYDREAM_KRAKENSYSTEM_H
#include <random>
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Rendering/CModel.h"
#include "Physics/CRectangleShape.h"
#include "Physics/CCircleShape.h"
#include "Physics/CPhysics.h"
#include "Physics/EContact.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EKrakenAppear.h"
#include "Game/EKrakenAttack.h"
#include "Game/EBrickGenerating.h"
#include "Game/CTravels.h"
#include "Game/CKraken.h"
#include "Sound/CCollisionSound.h"
//#include "Core/Camera.h" Camera Component
namespace dd
{
namespace Systems
{
class KrakenSystem : public System
{
public:
KrakenSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
void InitializeObjects();
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:
std::mt19937 m_RandomGenerator;
bool m_Pause = false;
bool m_KrakenBattle = false;
bool m_ReturnToIdle = false;
EntityID m_KrakenTemplate;
std::string m_Action = "Idle";
float m_KrakenTimer = 0;
float m_KrakenSecondsToAction = 1;
const int Idle = 1;
std::array<int, 14> m_Bricks;
std::array<int, 14> m_Colors;
dd::EventRelay<KrakenSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<KrakenSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<KrakenSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<KrakenSystem, dd::Events::KrakenAppear> m_EKrakenAppear;
dd::EventRelay<KrakenSystem, dd::Events::KrakenAttack> m_EKrakenAttack;
dd::EventRelay<KrakenSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnContact(const dd::Events::Contact &event);
bool OnKrakenAppear(const dd::Events::KrakenAppear &event);
bool OnKrakenAttack(const dd::Events::KrakenAttack &event);
bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
void GetBrickSet();
};
}
}
#endif //DAYDREAM_KRAKENSYSTEM_H
+25 -1
View File
@@ -14,14 +14,22 @@
#include "Core/CTemplate.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Rendering/CPointLight.h"
#include "Transform/EMove.h"
#include "Game/CBrick.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/CWall.h"
#include "Game/CBackground.h"
#include "Game/CProjectile.h"
#include "Game/CPowerUp.h"
#include "Game/CTravels.h"
#include "Game/BrickComponents.h"
@@ -38,14 +46,19 @@
#include "Game/EMultiBall.h"
#include "Game/EMultiBallLost.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EGameOver.h"
#include "Game/EClusterClear.h"
#include "Game/ECreatePowerUp.h"
#include "Game/EPowerUpTaken.h"
#include "Game/EKrakenAppear.h"
#include "Game/EBrickGenerating.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/CRectangleShape.h"
#include "Physics/CWaterVolume.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
@@ -82,7 +95,7 @@ public:
void CreateBasicLevel(int, int, glm::vec2, float);
void CreateLevel(int);
void CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
EntityID CreateBrick(int, int, glm::vec2, float, int, int, int, glm::vec4);
void BrickHit(EntityID, EntityID, int);
void OnEntityRemoved(EntityID entity);
@@ -137,6 +150,7 @@ private:
float m_SpaceToEdge = 0.25f;
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
float m_NotResettingTheStage = 5.f;
bool m_GodMode = false;
const int EmptyBrickSpace = 0;
const int StandardBrick = 1;
@@ -146,11 +160,16 @@ private:
const int InkBlasterBrick = 5;
const int KrakenAttackBrick = 6;
const int Kraken = 100;
EntityID m_BrickTemplate;
std::array<int, 42> m_Bricks;
std::array<glm::vec4, 42> m_Colors;
std::array<int, 14> m_BrickSet;
std::array<glm::vec4, 14> m_ColorSet;
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
@@ -159,7 +178,9 @@ private:
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<LevelSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<LevelSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<LevelSystem, dd::Events::HitPad> m_EHitPad;
dd::EventRelay<LevelSystem, dd::Events::BrickGenerating> m_EBrickGenerating;
bool OnContact(const dd::Events::Contact &event);
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
@@ -169,7 +190,10 @@ private:
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnHitPad(const dd::Events::HitPad &event);
bool OnBrickGenerating(const dd::Events::BrickGenerating &event);
void GetBrickSet(int Set);
void GetNextLevel();
void SetBrokenModel(EntityID entity);
+6 -2
View File
@@ -5,6 +5,8 @@
#ifndef DAYDREAM_LIFEBUOYSYSTEM_H
#define DAYDREAM_LIFEBUOYSYSTEM_H
#include <fstream>
#include <iostream>
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
@@ -15,11 +17,11 @@
#include "Physics/CPhysics.h"
#include "Physics/CRectangleShape.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/ELifebuoy.h"
#include "Game/ELifebuoyHit.h"
#include "Game/CLifebuoy.h"
#include <fstream>
#include <iostream>
#include "Physics/ECreateParticleSequence.h"
namespace dd
{
@@ -48,11 +50,13 @@ private:
dd::EventRelay<LifebuoySystem, dd::Events::Contact> m_EContact;
dd::EventRelay<LifebuoySystem, dd::Events::Pause> m_EPause;
dd::EventRelay<LifebuoySystem, dd::Events::Resume> m_EResume;
dd::EventRelay<LifebuoySystem, dd::Events::Lifebuoy> m_ELifebuoy;
dd::EventRelay<LifebuoySystem, dd::Events::LifebuoyHit> m_ELifebuoyHit;
bool OnContact(const dd::Events::Contact &event);
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnLifebuoy(const dd::Events::Lifebuoy &event);
bool OnLifebuoyHit(const dd::Events::LifebuoyHit &event);
+20
View File
@@ -13,20 +13,31 @@
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Input/EBindKey.h"
#include "Physics/EContact.h"
#include "Physics/CRectangleShape.h"
#include "Physics/CWaterVolume.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Transform/EMove.h"
#include "Transform/ERotate.h"
#include "Game/CBall.h"
#include "Game/CPad.h"
#include "Game/CPowerUp.h"
#include "Game/CStickyAim.h"
#include "Game/EResetBall.h"
#include "Game/EResetAll.h"
#include "Game/ERaiseWater.h"
#include "Game/EMultiBall.h"
#include "Game/ELifebuoy.h"
#include "Game/EStickyPad.h"
#include "Game/EStickyAttachedToPad.h"
#include "Game/EInkBlaster.h"
@@ -34,11 +45,14 @@
#include "Game/EPowerUpTaken.h"
#include "Game/EStageCleared.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EHitLag.h"
#include "Game/EScreenShake.h"
#include "Game/EActionButton.h"
#include "Rendering/CAnimation.h"
#include "Game/EBrickGenerating.h"
namespace dd
{
@@ -103,7 +117,10 @@ private:
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::ResetAll> m_EResetAll;
dd::EventRelay<PadSystem, dd::Events::RaiseWater> m_ERaiseWater;
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<PadSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<PadSystem, dd::Events::KrakenAttack> m_EKrakenAttack;
dd::EventRelay<PadSystem, dd::Events::StickyPad> m_EStickyPad;
dd::EventRelay<PadSystem, dd::Events::StickyAttachedToPad> m_EStickyAttachedToPad;
@@ -115,7 +132,10 @@ private:
bool OnContactPowerUp(const dd::Events::Contact &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnResetBall(const dd::Events::ResetBall &event);
bool OnResetAll(const dd::Events::ResetAll &event);
bool OnRaiseWater(const dd::Events::RaiseWater &event);
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnKrakenAttack(const dd::Events::KrakenAttack &event);
bool OnStickyPad(const dd::Events::StickyPad &event);
bool OnStickyAttachedToPad(const dd::Events::StickyAttachedToPad &event);
+4
View File
@@ -16,12 +16,14 @@
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EInkBlaster.h"
#include "Game/EInkBlasterOver.h"
#include "Game/EActionButton.h"
#include "Game/EHitPad.h"
#include "Game/CProjectile.h"
#include "Game/CBall.h"
#include "Rendering/CSprite.h"
#include <fstream>
#include <iostream>
@@ -56,12 +58,14 @@ private:
dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<ProjectileSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<ProjectileSystem, dd::Events::InkBlaster> m_EInkBlaster;
dd::EventRelay<ProjectileSystem, dd::Events::HitPad> m_EHitPad;
dd::EventRelay<ProjectileSystem, dd::Events::ActionButton> m_EActionButton;
bool OnContact(const dd::Events::Contact &event);
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnInkBlaster(const dd::Events::InkBlaster &event);
bool OnHitPad(const dd::Events::HitPad &event);
bool OnActionButton(const dd::Events::ActionButton &event);
+71
View File
@@ -0,0 +1,71 @@
//
// Created by Adniklastrator on 2015-10-14.
//
#ifndef DAYDREAM_SCREENSHAKESYSTEM_H
#define DAYDREAM_SCREENSHAKESYSTEM_H
#include <random>
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EScreenShake.h"
//#include "Core/Camera.h" Camera Component
namespace dd
{
namespace Systems
{
class ScreenShakeSystem : public System
{
public:
ScreenShakeSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
void InitializeObjects();
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void FlipPause();
bool IsPaused() const { return m_Pause; }
void SetPause(const bool& pause) { m_Pause = pause; }
private:
std::mt19937 m_RandomGenerator;
bool m_Pause;
bool m_ScreenShake;
int m_ShakeIntensity;
glm::vec3 m_CameraPosition;
float m_ShakeRepresentativeIntensity;
float m_ShakeTimer;
float m_ShakeEndTime;
float m_TimeTakenToCoolDown;
float m_CoolerMultiplier;
glm::vec3 m_Random;
dd::EventRelay<ScreenShakeSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<ScreenShakeSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<ScreenShakeSystem, dd::Events::ScreenShake> m_EScreenShake;
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnScreenShake(const dd::Events::ScreenShake &event);
};
}
}
#endif //DAYDREAM_SCREENSHAKESYSTEM_H
+9
View File
@@ -8,11 +8,16 @@
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Transform/EMove.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EArrivedAtNewStage.h"
#include "Game/EStageCleared.h"
#include "Game/CTravels.h"
#include "Game/CBackground.h"
namespace dd
@@ -43,10 +48,14 @@ private:
float m_DistanceTravelled = 0;
dd::EventRelay<TravellingSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<TravellingSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<TravellingSystem, dd::Events::StageCleared> m_EStageCleared;
dd::EventRelay<TravellingSystem, dd::Events::ArrivedAtNewStage> m_EArrivedAtNewStage;
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event);
};
}
+5
View File
@@ -6,6 +6,8 @@
#include <Box2D/Box2D.h>
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/System.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
@@ -32,6 +34,7 @@
#include "CRectangleShape.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/CPad.h"
#include "Game/CBrick.h"
#include "Game/CBall.h"
@@ -114,6 +117,8 @@ 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::Resume> m_EResume;
bool OnResume(const dd::Events::Resume &event);
dd::EventRelay<PhysicsSystem, dd::Events::Contact> m_EContact;
bool OnContact(const dd::Events::Contact &event);
EventRelay<PhysicsSystem, Events::CreateParticleSequence> m_ECreateParticleSequence;
+3
View File
@@ -5,6 +5,7 @@
#include "Core/World.h"
#include "Rendering/CAnimation.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
namespace dd
{
@@ -25,7 +26,9 @@ private:
bool m_Paused = false;
EventRelay<AnimationSystem, Events::Pause> m_EPause;
EventRelay<AnimationSystem, Events::Resume> m_EResume;
bool OnPause(const Events::Pause& e);
bool OnResume(const Events::Resume& e);
};
}
+4
View File
@@ -38,6 +38,10 @@ public:
void Update(double dt) override;
private:
const std::string MENU_BGM = "Sounds/BGM/eastern-music.wav";
const std::string GAME_BGM = "Sounds/BGM/under-the-sea-n.wav";
const std::string WATER_BGM = "Sounds/BGM/water-flowing.wav";
float m_BGMMasterVolume = 1.f;
float m_SFXMasterVolume = 1.f;
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
+24
View File
@@ -39,14 +39,38 @@ public:
TransformSystem(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;
Components::Transform AbsoluteTransform(EntityID entity);
glm::vec3 AbsolutePosition(EntityID entity);
glm::quat AbsoluteOrientation(EntityID entity);
glm::vec3 AbsoluteScale(EntityID entity);
// Events
EventRelay<TransformSystem, Events::Move> m_EMove;
bool OnMove(const Events::Move &event);
EventRelay<TransformSystem, Events::Rotate> m_ERotate;
bool OnRotate(const Events::Rotate &event);
private:
struct MoveItems
{
EntityID Entity;
glm::vec3 GoalPosition;
float Speed;
};
std::unordered_map<EntityID, MoveItems> m_MoveItems;
std::multimap<EntityID, MoveItems> m_QueuedMoveItems;
struct RotationItems
{
EntityID Entity;
glm::quat GoalRotation;
double Time;
};
std::unordered_map<EntityID, RotationItems> m_RotationItems;
std::multimap<EntityID, RotationItems> m_QueuedRotationItems;
};
}