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

Conflicts:
	include/Core/Engine.h
	include/Physics/PhysicsSystem.h
	src/game/Game/BallSystem.cpp
	src/game/Game/LevelSystem.cpp
	src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
viktorljung
2015-10-06 16:13:17 +02:00
17 changed files with 640 additions and 175 deletions
+215 -81
View File
@@ -16,6 +16,30 @@ void dd::Systems::LevelSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &LevelSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EHitPad, &LevelSystem::OnHitPad);
m_BrickTemplate = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(m_BrickTemplate);
auto model = m_World->AddComponent<Components::Model>(m_BrickTemplate);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(m_BrickTemplate);
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(m_BrickTemplate);
cRec->Dimensions = glm::vec2(0.9f, 0.35f);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(m_BrickTemplate);
std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(m_BrickTemplate);
cPhys->CollisionType = CollisionType::Type::Dynamic;
cPhys->GravityScale = 0.f;
cPhys->Category = CollisionLayer::Type::Brick;
cPhys->Mask = CollisionLayer::Type::Ball;
model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
transform->Position = glm::vec3(50, 50, -10);
//sound
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(m_BrickTemplate);
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
m_World->CommitEntity(m_BrickTemplate);
return;
}
@@ -23,54 +47,74 @@ void dd::Systems::LevelSystem::Initialize()
void dd::Systems::LevelSystem::Update(double dt)
{
if (!m_Initialized) {
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
GetNextLevel();
CreateLevel();
m_Initialized = true;
}
}
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
if (IsPaused()) {
return;
}
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
if (templateCheck != nullptr){ return; }
auto ball = m_World->GetComponent<Components::Ball>(entity);
SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt);
auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != nullptr) {
auto transform = m_World->GetComponent<Components::Transform>(entity);
//Removes bricks that falls out of the stage.
if (transform->Position.y < -10) {
m_LooseBricks--;
std::cout << m_LooseBricks << std::endl;
m_World->RemoveEntity(entity);
}
}
if (NumberOfBricks() <= 0 && Restarting() == false) {
auto ball = m_World->GetComponent<Components::Ball>(entity);
if (NumberOfBricks() <= 0 && m_LooseBricks <= 0 && !Restarting()) {
if (MultiBalls() <= 0 && PowerUps() <= 0) {
if (NotResettingTheStage() > 5) {
SetRestarting(true);
Events::ResetBall e;
EventBroker->Publish(e);
Events::ScoreEvent es;
es.Score = 500;
EventBroker->Publish(es);
Events::StageCleared ec;
EventBroker->Publish(ec);
SetNotResettingTheStage(0);
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
}
Events::StageCleared ec;
EventBroker->Publish(ec);
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
} else {
if (ball != nullptr && MultiBalls() > 0) {
SetMultiBalls(MultiBalls()-1);
m_World->RemoveComponent<Components::Ball>(entity);
m_World->RemoveComponent<Components::Transform>(entity);
m_World->RemoveComponent<Components::CircleShape>(entity);
m_World->RemoveComponent<Components::Physics>(entity);
m_World->RemoveEntity(entity);
} else {
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
if (powerUp != nullptr) {
SetPowerUps(PowerUps() - 1);
m_World->RemoveComponent<Components::PowerUp>(entity);
m_World->RemoveComponent<Components::Transform>(entity);
m_World->RemoveEntity(entity);
} else {
if (brick != nullptr) {
m_LooseBricks--;
std::cout << m_LooseBricks << std::endl;
m_World->RemoveEntity(entity);
}
}
}
}
}
}
bool dd::Systems::LevelSystem::OnPause(const dd::Events::Pause &event)
{
if (event.Type != "LevelSystem" && event.Type != "All") {
return false;
}
if (IsPaused()) {
SetPause(false);
} else {
SetPause(true);
}
return true;
}
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
{
SetNumberOfBricks(rows * lines);
@@ -79,7 +123,7 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
for (int i = 0; i < rows; i++) {
num--;
for (int j = 0; j < Lines(); j++) {
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num, 1);
}
if (num == 1)
num = Lines();
@@ -90,27 +134,41 @@ void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 s
return;
}
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num)
void dd::Systems::LevelSystem::CreateLevel()
{
auto brick = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
auto model = m_World->AddComponent<Components::Model>(brick);
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(brick);
rectangleShape->Dimensions = glm::vec2(0.95f, 0.35f);
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
cPhys->CollisionType = CollisionType::Type::Dynamic;
cPhys->GravityScale = 0.f;
cPhys->Category = CollisionLayer::Type::Brick;
cPhys->Mask = CollisionLayer::Type::Ball;
std::cout << "Loading level: " << m_CurrentLevel << std::endl;
SetNumberOfBricks(Rows() * Lines());
int num = Lines();
int getter = 0;
/*std::string fileName = "Textures/Bricks/";
fileName.append(std::to_string(num));
fileName.append(".png");*/
//sprite->SpriteFile = fileName;
model->ModelFile = "Models/Brick/TurquoiseBrick.obj";
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
for (int i = 0; i < Rows(); i++) {
num--;
for (int j = 0; j < Lines(); j++) {
CreateBrick(i, j, SpaceBetweenBricks(), SpaceToEdge(), num, m_Bricks[getter]);
getter++;
}
if (num == 1)
num = Lines();
}
m_LooseBricks = NumberOfBricks();
SetRestarting(false);
}
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num, int typeInt)
{
if (typeInt == 0) {
SetNumberOfBricks(NumberOfBricks() - 1);
return;
}
auto brick = m_World->CloneEntity(m_BrickTemplate);
m_World->RemoveComponent<Components::Template>(brick);
auto transform = m_World->GetComponent<Components::Transform>(brick);
auto cBrick = m_World->GetComponent<Components::Brick>(brick);
auto cPhys = m_World->GetComponent<Components::Physics>(brick);
if (typeInt == 2) {
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
auto model = m_World->GetComponent<Components::Model>(brick);
model->ModelFile = "Models/Brick/IceBrick.obj";
}
float x = line * spacesBetweenBricks.x;
@@ -118,33 +176,13 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
cBrick->Score = 10 * num;
//sound
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
collisionSound->FilePath = "Sounds/Brick/shortbrickbreak.wav";
m_World->CommitEntity(brick);
return;
}
void dd::Systems::LevelSystem::ProcessCollision()
{
// Like, go into brick component and check what it does upon collision. Maybe not done here?
return;
}
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
{
/*auto brick = m_World->GetComponent<Components::Brick>(entity);
if (brick != nullptr) {
SetNumberOfBricks(NumberOfBricks() - 1);
Events::ScoreEvent es;
es.Score = brick->Score;
EventBroker->Publish(es);
if (numberOfBricks < 1) {
EndLevel();
}
}
return;*/
}
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
@@ -187,7 +225,9 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
EventBroker->Publish(e);
}
if (ball != nullptr && Restarting() == false) {
if (!Restarting() && !brick->Removed) {
brick->Removed = true;
// Hit brick with ball code.
ball->Combo += 1;
Events::ComboEvent ec;
ec.Combo = ball->Combo;
@@ -196,12 +236,6 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
// m_World->RemoveComponent<Components::Brick>(entityBrick);
// m_World->RemoveComponent<Components::Transform>(entityBrick);
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
// m_World->RemoveComponent<Components::Physics>(entityBrick);
// m_World->RemoveEntity(entityBrick);
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
physicsComponent->GravityScale = 1.f;
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
@@ -222,17 +256,14 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
SetNumberOfBricks(NumberOfBricks() - 1);
if (NumberOfBricks() <= 0) {
//SetMultiBalls(MultiBalls() + 1);
}
Events::ScoreEvent es;
es.Score = brick->Score * ball->Combo;
EventBroker->Publish(es);
std::cout << "Combo: " << ball->Combo << std::endl;
//std::cout << "Combo: " << ball->Combo << std::endl;
//std::cout << NumberOfBricks() << std::endl;
//std::cout << "Brick Score: " << brick->Score << std::endl;
std::cout << "Score: " << Score() << std::endl;
//std::cout << "Score: " << Score() << std::endl;
}
return true;
@@ -248,14 +279,12 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
{
SetMultiBalls(MultiBalls()+2);
std::cout << MultiBalls() << std::endl;
return true;
}
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
{
SetMultiBalls(MultiBalls()-1);
std::cout << MultiBalls() << std::endl;
return true;
}
@@ -273,7 +302,6 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
transform->Position = event.Position;
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
transform->Velocity = glm::vec3(0, -4, 0);
@@ -293,13 +321,119 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
{
if (!m_Cleared) {
m_Cleared = true;
SetRestarting(true);
Events::ResetBall e;
EventBroker->Publish(e);
Events::ScoreEvent es;
es.Score = 500;
EventBroker->Publish(es);
m_CurrentLevel++;
if (m_CurrentLevel < 6) {
GetNextLevel();
CreateLevel();
}
}
return true;
}
void dd::Systems::LevelSystem::EndLevel()
void dd::Systems::LevelSystem::GetNextLevel()
{
Events::StageCleared e;
EventBroker->Publish(e);
return;
std::array<int, 42> level;
if (m_CurrentCluster == 1) {
if (m_CurrentLevel == 1) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
} else if (m_CurrentLevel == 2) {
level =
{1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
} else if (m_CurrentLevel == 3) {
level =
{0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
} else if (m_CurrentLevel == 4) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0};
} else if (m_CurrentLevel == 5) {
level =
{0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1};
}
} else if (m_CurrentCluster == 2) {
if (m_CurrentLevel == 1) {
level =
{1, 1, 0, 1, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1,
1, 2, 1, 2, 1, 2, 1,
1, 1, 0, 1, 0, 1, 1,
1, 0, 0, 1, 0, 0, 1};
} else if (m_CurrentLevel == 2) {
level =
{1, 0, 0, 0, 0, 0, 1,
0, 1, 0, 0, 0, 1, 0,
0, 0, 2, 2, 2, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0};
} else if (m_CurrentLevel == 3) {
level =
{2, 0, 0, 0, 0, 0, 2,
0, 1, 0, 0, 0, 1, 0,
1, 2, 1, 1, 1, 2, 1,
1, 0, 1, 1, 1, 0, 1,
1, 0, 1, 1, 1, 0, 1,
1, 0, 1, 1, 1, 0, 1};
} else if (m_CurrentLevel == 4) {
level =
{1, 2, 1, 1, 1, 2, 1,
1, 0, 1, 1, 1, 0, 1,
1, 2, 1, 1, 1, 2, 1,
1, 0, 1, 1, 1, 0, 1,
1, 0, 0, 0, 0, 0, 1,
0, 1, 1, 0, 1, 1, 0};
} else if (m_CurrentLevel == 5) {
level =
{1, 0, 1, 0, 1, 0, 1,
0, 1, 0, 1, 0, 1, 0,
2, 0, 1, 0, 1, 0, 2,
0, 1, 0, 2, 0, 1, 0,
1, 0, 1, 0, 1, 0, 1,
0, 1, 0, 1, 0, 1, 0};
}
} else if (m_CurrentCluster == 3) {
}
std::copy(std::begin(level), std::end(level), std::begin(m_Bricks));
}
bool dd::Systems::LevelSystem::OnHitPad(const dd::Events::HitPad &event)
{
m_Cleared = false;
return true;
}