Compare commits
76 Commits
EGameStart
...
bugfix
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| 8bf10d4517 |
@@ -2,4 +2,5 @@
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/bin/
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/lib/
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# CLion
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.idea/
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.idea/
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.orig
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'submarine.blend'
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# Material Count: 1
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newmtl Material
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd SubmarineTexture.png
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@@ -0,0 +1,21 @@
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# Blender MTL File: 'Sid.blend'
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# Material Count: 2
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newmtl Derp
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd SquidTexture.png
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newmtl None
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Ns 0
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Ka 0.000000 0.000000 0.000000
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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d 1
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illum 2
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map_Kd SquidTexture.png
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|
After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 55 KiB |
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After Width: | Height: | Size: 65 KiB |
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After Width: | Height: | Size: 7.0 KiB |
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After Width: | Height: | Size: 92 KiB |
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After Width: | Height: | Size: 37 KiB |
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After Width: | Height: | Size: 35 KiB |
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After Width: | Height: | Size: 35 KiB |
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After Width: | Height: | Size: 22 KiB |
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After Width: | Height: | Size: 23 KiB |
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After Width: | Height: | Size: 24 KiB |
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After Width: | Height: | Size: 41 KiB |
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After Width: | Height: | Size: 41 KiB |
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After Width: | Height: | Size: 41 KiB |
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After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 5.7 KiB |
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After Width: | Height: | Size: 4.2 KiB |
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After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 518 B |
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After Width: | Height: | Size: 2.2 KiB |
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After Width: | Height: | Size: 4.6 KiB |
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After Width: | Height: | Size: 4.6 KiB |
|
After Width: | Height: | Size: 4.6 KiB |
|
After Width: | Height: | Size: 4.6 KiB |
|
After Width: | Height: | Size: 4.6 KiB |
|
After Width: | Height: | Size: 4.6 KiB |
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After Width: | Height: | Size: 4.6 KiB |
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After Width: | Height: | Size: 4.6 KiB |
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After Width: | Height: | Size: 4.6 KiB |
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After Width: | Height: | Size: 4.6 KiB |
@@ -45,6 +45,7 @@
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#include "Game/CPad.h"
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#include "Game/CBrick.h"
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#include "Game/BallSystem.h"
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#include "Game/HitLagSystem.h"
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#include "Game/Bricks/CPowerUpBrick.h"
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#include "Physics/PhysicsSystem.h"
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@@ -52,10 +53,16 @@
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.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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#include "Game/HUD.h"
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namespace dd
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{
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@@ -73,6 +80,11 @@ public:
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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@@ -102,10 +114,6 @@ public:
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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@@ -115,42 +123,43 @@ public:
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->SystemFactory.Register<Systems::HitLagSystem>(
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[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::HitLagSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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//OctoBall
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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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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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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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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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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(2.f, 1.5f, -9.f);
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transform->Position = glm::vec3(-3.f, 6.f, -5.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 8.f;
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(3.f, -5.f, -5.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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@@ -159,10 +168,10 @@ public:
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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@@ -177,16 +186,57 @@ public:
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m_World->CommitEntity(background);
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}
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//ParticleTest
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// {
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// auto Pe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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//
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// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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// particleEmitter->GravityScale = 0.0f;
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// particleEmitter->SpawnRate = 1.0f;
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//
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// {
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// auto Pt = m_World->CreateEntity(Pe);
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
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// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//
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// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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// PtTransform->Position = transform->Position;
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// PtSprite->SpriteFile = "Textures/Ball.png";
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//
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// //PtModel->ModelFile = "Models/Brick/Brick.obj";
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// PtParticle->LifeTime = 1000.f;
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// PtParticle->Flags = ParticleFlags::Type::powderParticle;
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// }
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// m_World->CommitEntity(Pe);
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// }
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{
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auto Pt = m_World->CreateEntity();
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auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
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PtSprite->SpriteFile = "Textures/Ball.png";
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}
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//Water test
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{
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float amount = 1.5f;
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -4.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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transform->Position = glm::vec3(0.f, -6.25f + (amount / 2), -10.f);
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transform->Scale = glm::vec3(7.f, amount, 1.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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@@ -231,7 +281,7 @@ public:
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// m_World->CommitEntity(topWall);
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// }
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{
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/*{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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topWall);
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@@ -246,16 +296,18 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(topWall);
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}
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}*/
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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leftWall);
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transform->Position = glm::vec3(-4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -265,6 +317,8 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(leftWall);
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}
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@@ -274,7 +328,7 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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rightWall);
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transform->Position = glm::vec3(4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -284,25 +338,12 @@ public:
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(rightWall);
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}
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
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ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine.obj";
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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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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@@ -319,23 +360,20 @@ public:
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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ResourceManager::Update();
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// Update input
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m_InputManager->Update(dt);
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// Swap event queues to get fresh input data in the read queue
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//m_EventBroker->Swap();
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//ResourceManager::Update();
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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m_EventBroker->Process<GUI::Frame>();
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m_FrameStack->UpdateLayered(dt);
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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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m_RendererQueue.Clear();
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m_FrameStack->DrawLayered(m_RendererQueue);
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//TODO Fill up the renderQueue with models (Temp fix)
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if (m_GameIsRunning) {
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TEMPAddToRenderQueue();
|
||||
@@ -347,7 +385,7 @@ public:
|
||||
|
||||
m_EventBroker->Process<Engine>();
|
||||
// Swap event queues
|
||||
m_EventBroker->Clear();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
@@ -358,12 +396,9 @@ public:
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
@@ -419,7 +454,6 @@ public:
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (spriteComponent)
|
||||
{
|
||||
|
||||
std::string normal = spriteComponent->NormalTexture;
|
||||
std::string spec = spriteComponent->SpecularTexture;
|
||||
|
||||
@@ -442,7 +476,6 @@ public:
|
||||
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
@@ -461,7 +494,6 @@ public:
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.fileName = fileName;
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
@@ -507,8 +539,8 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<ResourceManager> m_ResourceManager;
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
GUI::Frame* m_FrameStack = nullptr;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
RenderQueueCollection m_RendererQueue;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
@@ -523,15 +555,15 @@ private:
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.IsAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
e.FilePath = "Sounds/BGM/water-flowing.wav";
|
||||
e.Gain = 0.3f;
|
||||
e.IsAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -119,7 +119,7 @@ public:
|
||||
template <typename ContextType>
|
||||
int Process();
|
||||
int Process(std::string contextTypeName);
|
||||
void Clear();
|
||||
void Swap();
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
|
||||
private:
|
||||
|
||||
@@ -33,9 +33,6 @@ class PNG : public Image
|
||||
public:
|
||||
PNG(std::string path);
|
||||
~PNG();
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -22,8 +22,9 @@
|
||||
#include <cstdint>
|
||||
#include <forward_list>
|
||||
|
||||
#include "Texture.h"
|
||||
#include "Model.h"
|
||||
#include "Core/Util/Rectangle.h"
|
||||
#include "Core/Texture.h"
|
||||
#include "Core/Model.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -52,8 +53,8 @@ struct ModelJob : RenderJob
|
||||
unsigned int ShaderID;
|
||||
unsigned int TextureID;
|
||||
|
||||
std::string fileName;
|
||||
|
||||
glm::mat4 ProjectionMatrix;
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
@@ -90,6 +91,8 @@ struct SpriteJob : RenderJob
|
||||
unsigned int ShaderID;
|
||||
unsigned int TextureID;
|
||||
|
||||
glm::mat4 ProjectionMatrix;
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
@@ -115,6 +118,18 @@ struct PointLightJob : RenderJob
|
||||
}
|
||||
};
|
||||
|
||||
struct FrameJob : SpriteJob
|
||||
{
|
||||
Rectangle Scissor;
|
||||
Rectangle Viewport;
|
||||
std::string Name;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct WaterParticleJob : RenderJob
|
||||
{
|
||||
glm::vec3 Position;
|
||||
@@ -134,7 +149,7 @@ public:
|
||||
void Add(T &job)
|
||||
{
|
||||
job.CalculateHash();
|
||||
Jobs.push_front(std::shared_ptr<T>(new T(job)));
|
||||
Jobs.push_back(std::shared_ptr<T>(new T(job)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
@@ -150,18 +165,17 @@ public:
|
||||
}
|
||||
|
||||
int Size() const { return m_Size; }
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
{
|
||||
return Jobs.begin();
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
{
|
||||
return Jobs.end();
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>> Jobs;
|
||||
std::list<std::shared_ptr<RenderJob>> Jobs;
|
||||
|
||||
private:
|
||||
int m_Size = 0;
|
||||
@@ -172,12 +186,14 @@ struct RenderQueueCollection
|
||||
RenderQueue Deferred;
|
||||
RenderQueue Forward;
|
||||
RenderQueue Lights;
|
||||
RenderQueue GUI;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Deferred.Clear();
|
||||
Forward.Clear();
|
||||
Lights.Clear();
|
||||
GUI.Clear();
|
||||
}
|
||||
|
||||
void Sort()
|
||||
@@ -185,6 +201,7 @@ struct RenderQueueCollection
|
||||
Deferred.Sort();
|
||||
Forward.Sort();
|
||||
Lights.Sort();
|
||||
GUI.Sort();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -16,8 +16,8 @@
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef Renderer_h__
|
||||
#define Renderer_h__
|
||||
#ifndef DD_RENDERER_H__
|
||||
#define DD_RENDERER_H__
|
||||
|
||||
#include "Util/Rectangle.h"
|
||||
#include "Camera.h"
|
||||
@@ -30,8 +30,6 @@ namespace dd
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
//Render();
|
||||
|
||||
GLFWwindow* Window() const { return m_Window; }
|
||||
Rectangle Resolution() const { return m_Resolution; }
|
||||
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
|
||||
@@ -39,8 +37,6 @@ public:
|
||||
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||
bool VSYNC() const { return m_VSYNC; }
|
||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||
//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
|
||||
//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
|
||||
const dd::Camera* Camera() const { return m_Camera; }
|
||||
void SetCamera(const dd::Camera* camera)
|
||||
{
|
||||
@@ -50,7 +46,6 @@ public:
|
||||
m_Camera = camera;
|
||||
}
|
||||
}
|
||||
|
||||
void Initialize();
|
||||
void Draw(RenderQueueCollection& rq);
|
||||
|
||||
@@ -58,8 +53,6 @@ private:
|
||||
Rectangle m_Resolution = Rectangle(1280, 720);
|
||||
bool m_Fullscreen = false;
|
||||
bool m_VSYNC = false;
|
||||
//Rectangle m_Viewport;
|
||||
//Rectangle m_Scissor;
|
||||
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
||||
const dd::Camera* m_Camera = nullptr;
|
||||
|
||||
@@ -67,42 +60,37 @@ private:
|
||||
std::string m_GLVendor;
|
||||
GLFWwindow* m_Window = nullptr;
|
||||
|
||||
ShaderProgram* m_spDeferred1;
|
||||
ShaderProgram* m_spDeferred2;
|
||||
ShaderProgram* m_spDeferred3;
|
||||
ShaderProgram* m_spForward;
|
||||
ShaderProgram* m_spScreen;
|
||||
ShaderProgram* t_m_spWater;
|
||||
ShaderProgram* t_m_spWater2;
|
||||
ShaderProgram* m_SpDeferred1;
|
||||
ShaderProgram* m_SpDeferred2;
|
||||
ShaderProgram* m_SpDeferred3;
|
||||
ShaderProgram* m_SpForward;
|
||||
ShaderProgram* m_SpScreen;
|
||||
ShaderProgram* m_SpWater;
|
||||
ShaderProgram* m_SpWater2;
|
||||
|
||||
GLuint m_ScreenQuad = 0;
|
||||
Model* m_UnitSphere = nullptr;
|
||||
Model* m_UnitQuad = nullptr;
|
||||
Texture* m_StandardNormal;
|
||||
Texture* m_StandardSpecular;
|
||||
Texture* t_m_WhiteSphereTexture;
|
||||
|
||||
GLuint m_rbDepthBuffer = 0;
|
||||
GLuint m_fbDeferred1 = 0;
|
||||
GLuint m_GDiffuse = 0;
|
||||
GLuint m_GPosition = 0;
|
||||
GLuint m_GNormal = 0;
|
||||
GLuint m_GSpecular = 0;
|
||||
GLuint m_fbDeferred2 = 0;
|
||||
GLuint m_tLighting = 0;
|
||||
GLuint m_fbDeferred3 = 0;
|
||||
GLuint m_tFinal = 0;
|
||||
//Water GTexture
|
||||
GLuint t_m_Gwater = 0;
|
||||
//Water blur texture
|
||||
GLuint t_m_BWater;
|
||||
GLuint t_m_BWater2;
|
||||
//WAterpass Framebuffer
|
||||
GLuint t_m_fbWater;
|
||||
//Waterpass Framebuffer
|
||||
GLuint t_m_fbWaterBlur;
|
||||
GLuint t_m_fbWaterBlur2;
|
||||
Texture* m_WhiteSphereTexture;
|
||||
|
||||
GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture
|
||||
GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
|
||||
GLuint m_GDiffuse = 0; //Texture for diffuseColors
|
||||
GLuint m_GPosition = 0; //Texture for positions
|
||||
GLuint m_GNormal = 0; //Texture for normals
|
||||
GLuint m_GSpecular = 0; //Texture for specular
|
||||
GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
|
||||
GLuint m_TLighting = 0; //Texture for the lighting pass
|
||||
GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
|
||||
GLuint m_TFinal = 0; //Final Texture to be printed to screen
|
||||
GLuint m_Gwater = 0; //Water Color Texture
|
||||
GLuint m_BWater; //Water blur texture
|
||||
GLuint m_BWater2; //Water blur texture
|
||||
GLuint m_FbWater; //Waterpass Framebuffer
|
||||
GLuint m_FbWaterBlur; //Waterpass Framebuffer
|
||||
GLuint m_FbWaterBlur2; //Waterpass Framebuffer
|
||||
|
||||
GLuint m_CurrentScreenBuffer = 0;
|
||||
void LoadShaders();
|
||||
@@ -117,6 +105,7 @@ private:
|
||||
void DrawScene(RenderQueue &objects, ShaderProgram &program);
|
||||
void DrawLightSpheres(RenderQueue &lights);
|
||||
void DrawWater(RenderQueue &objects);
|
||||
void DrawGUI(RenderQueue& rq);
|
||||
void DebugKeys();
|
||||
};
|
||||
|
||||
|
||||
@@ -43,6 +43,9 @@ public:
|
||||
|
||||
operator GLuint() const { return m_Texture; }
|
||||
|
||||
unsigned int Width = 0;
|
||||
unsigned int Height = 0;
|
||||
|
||||
private:
|
||||
GLuint m_Texture = 0;
|
||||
};
|
||||
|
||||
@@ -44,29 +44,30 @@ struct Rectangle
|
||||
int Height;
|
||||
|
||||
virtual int Left() const { return X; }
|
||||
void SetLeft(int left)
|
||||
virtual void SetLeft(int left)
|
||||
{
|
||||
Width += X - left;
|
||||
//Width += X - left;
|
||||
X = left;
|
||||
}
|
||||
virtual int Right() const { return X + Width; }
|
||||
void SetRight(int right)
|
||||
virtual void SetRight(int right)
|
||||
{
|
||||
Width = right - X;
|
||||
}
|
||||
virtual int Top() const { return Y; }
|
||||
void SetTop(int top)
|
||||
virtual void SetTop(int top)
|
||||
{
|
||||
Height += Y - top;
|
||||
//Height += Y - top;
|
||||
Y = top;
|
||||
}
|
||||
virtual int Bottom() const { return Y + Height; }
|
||||
int SetBottom(int bottom)
|
||||
virtual void SetBottom(int bottom)
|
||||
{
|
||||
Height = bottom - Y;
|
||||
}
|
||||
|
||||
Rectangle& operator+=(const Rectangle &rhs) {
|
||||
Rectangle& operator+=(const Rectangle &rhs)
|
||||
{
|
||||
SetLeft(std::min(Left(), rhs.Left()));
|
||||
SetRight(std::max(Right(), rhs.Right()));
|
||||
SetTop(std::min(Top(), rhs.Top()));
|
||||
|
||||
@@ -0,0 +1,147 @@
|
||||
#ifndef GUI_BUTTON_H__
|
||||
#define GUI_BUTTON_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/EButtonEnter.h"
|
||||
#include "GUI/EButtonLeave.h"
|
||||
#include "GUI/EButtonPress.h"
|
||||
#include "GUI/EButtonRelease.h"
|
||||
#include "Core/EMouseMove.h"
|
||||
#include "Core/EMousePress.h"
|
||||
#include "Core/EMouseRelease.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Button : public TextureFrame
|
||||
{
|
||||
public:
|
||||
Button(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
|
||||
}
|
||||
|
||||
void SetTextureHover(std::string resourceName)
|
||||
{
|
||||
m_TextureHover = resourceName;
|
||||
}
|
||||
void SetTextureReleased(std::string resourceName)
|
||||
{
|
||||
m_TextureReleased = resourceName;
|
||||
SetTexture(resourceName);
|
||||
}
|
||||
void SetTexturePressed(std::string resourceName)
|
||||
{
|
||||
m_TexturePressed = resourceName;
|
||||
}
|
||||
|
||||
void Draw(RenderQueueCollection& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
|
||||
TextureFrame::Draw(rq);
|
||||
}
|
||||
|
||||
virtual void OnEnter() { }
|
||||
virtual void OnLeave() { }
|
||||
virtual void OnPress() { }
|
||||
virtual void OnRelease() { }
|
||||
|
||||
protected:
|
||||
bool m_MouseIsOver = false;
|
||||
bool m_IsDown = false;
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (isOver && !m_MouseIsOver) { // Enter
|
||||
if (!m_IsDown) {
|
||||
if (!m_TextureHover.empty()) {
|
||||
SetTexture(m_TextureHover);
|
||||
}
|
||||
}
|
||||
OnEnter();
|
||||
Events::ButtonEnter e;
|
||||
e.FrameName = m_Name;
|
||||
EventBroker->Publish(e);
|
||||
} else if (!isOver && m_MouseIsOver) { // Leave
|
||||
if (!m_IsDown) {
|
||||
if (!m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
}
|
||||
OnLeave();
|
||||
Events::ButtonLeave e;
|
||||
e.FrameName = m_Name;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
m_MouseIsOver = isOver;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual bool OnMousePress(const Events::MousePress& event)
|
||||
{
|
||||
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!m_TexturePressed.empty()) {
|
||||
SetTexture(m_TexturePressed);
|
||||
}
|
||||
|
||||
m_IsDown = true;
|
||||
OnPress();
|
||||
Events::ButtonPress e;
|
||||
e.FrameName = m_Name;
|
||||
e.Button = this;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual bool OnMouseRelease(const Events::MouseRelease& event)
|
||||
{
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (!isOver && !m_IsDown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_MouseIsOver) {
|
||||
if (!m_TextureHover.empty()) {
|
||||
SetTexture(m_TextureHover);
|
||||
}
|
||||
} else {
|
||||
if (!m_TextureReleased.empty()) {
|
||||
SetTexture(m_TextureReleased);
|
||||
}
|
||||
}
|
||||
|
||||
m_IsDown = false;
|
||||
OnRelease();
|
||||
Events::ButtonRelease e;
|
||||
e.FrameName = m_Name;
|
||||
e.Button = this;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
|
||||
EventRelay<Frame, Events::MousePress> m_EMousePress;
|
||||
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
|
||||
|
||||
std::string m_TextureHover;
|
||||
std::string m_TexturePressed;
|
||||
std::string m_TextureReleased;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonEnter_h__
|
||||
#define Events_ButtonEnter_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button hover. */
|
||||
struct ButtonEnter : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonEnter_h__
|
||||
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonLeave_h__
|
||||
#define Events_ButtonLeave_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button hover. */
|
||||
struct ButtonLeave : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonLeave_h__
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonPress_h__
|
||||
#define Events_ButtonPress_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace GUI { class Button; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button press. */
|
||||
struct ButtonPress : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Button* Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonPress_h__
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_ButtonRelease_h__
|
||||
#define Events_ButtonRelease_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace GUI { class Button; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown on GUI button release. */
|
||||
struct ButtonRelease : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Button* Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ButtonRelease_h__
|
||||
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#ifndef Events_SliderUpdate_h__
|
||||
#define Events_SliderUpdate_h__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace GUI { class Slider; }
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
/** Thrown when GUI slider is moved. */
|
||||
struct SliderUpdate : Event
|
||||
{
|
||||
std::string FrameName;
|
||||
GUI::Slider* Slider;
|
||||
float Percentage;
|
||||
float DeltaPercentage;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_SliderUpdate_h__
|
||||
@@ -0,0 +1,264 @@
|
||||
#ifndef GUI_Frame_h__
|
||||
#define GUI_Frame_h__
|
||||
|
||||
#include <memory>
|
||||
#include <map>
|
||||
|
||||
#include "Core/Util/Rectangle.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Core/Renderer.h"
|
||||
#include "Core/RenderQueue.h"
|
||||
#include "Core/Texture.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Frame : public Rectangle
|
||||
{
|
||||
public:
|
||||
enum class Anchor
|
||||
{
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom
|
||||
};
|
||||
|
||||
static const int BaseWidth = 1280;
|
||||
static const int BaseHeight = 720;
|
||||
|
||||
// Set up a base frame with an event broker
|
||||
Frame(dd::EventBroker* eventBroker)
|
||||
: EventBroker(eventBroker)
|
||||
, BaseFrame(this)
|
||||
, Rectangle() { }
|
||||
|
||||
// Create a frame as a child
|
||||
Frame(Frame* parent, std::string name)
|
||||
: m_Name(name)
|
||||
{
|
||||
SetParent(parent);
|
||||
//EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
|
||||
//EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
|
||||
//EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
|
||||
}
|
||||
|
||||
~Frame()
|
||||
{
|
||||
/*for (auto layer : m_Children)
|
||||
{
|
||||
for (auto child : layer.second)
|
||||
{
|
||||
delete child.second;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Parent)
|
||||
{
|
||||
m_Parent->RemoveChild(this);
|
||||
}*/
|
||||
}
|
||||
|
||||
Frame* Parent() const { return m_Parent; }
|
||||
|
||||
void SetParent(Frame* parent)
|
||||
{
|
||||
if (parent == nullptr) {
|
||||
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
m_Layer = parent->Layer() + 1;
|
||||
parent->AddChild(this);
|
||||
m_Parent = parent;
|
||||
EventBroker = parent->EventBroker;
|
||||
BaseFrame = parent->BaseFrame;
|
||||
}
|
||||
|
||||
void AddChild(Frame* child)
|
||||
{
|
||||
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
|
||||
if (m_Parent) {
|
||||
m_Parent->AddChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
void RemoveChild(Frame* child)
|
||||
{
|
||||
auto it = m_Children.find(child->m_Layer);
|
||||
if (it != m_Children.end()) {
|
||||
m_Children.erase(it);
|
||||
}
|
||||
|
||||
if (m_Parent) {
|
||||
m_Parent->RemoveChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
std::string Name() const { return m_Name; }
|
||||
void SetName(std::string val) { m_Name = val; }
|
||||
|
||||
int Layer() const { return m_Layer; }
|
||||
|
||||
bool Hidden() const
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Hidden() || m_Hidden;
|
||||
else
|
||||
return m_Hidden;
|
||||
}
|
||||
bool Visible() const
|
||||
{
|
||||
return !Hidden();
|
||||
}
|
||||
|
||||
virtual void Hide() { m_Hidden = true; }
|
||||
virtual void Show() { m_Hidden = false; }
|
||||
|
||||
int Left() const override
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Left() + X;
|
||||
else
|
||||
return X;
|
||||
}
|
||||
void SetLeft(int absLeft) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
X = absLeft - m_Parent->Left();
|
||||
} else {
|
||||
X = absLeft;
|
||||
}
|
||||
}
|
||||
int Right() const override
|
||||
{
|
||||
return Left() + Width;
|
||||
}
|
||||
void SetRight(int absRight) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
X = absRight - Width - m_Parent->Left();
|
||||
} else {
|
||||
X = absRight - Width;
|
||||
}
|
||||
}
|
||||
int Top() const override
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Top() + Y;
|
||||
else
|
||||
return Y;
|
||||
}
|
||||
void SetTop(int absTop) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
Y = absTop - m_Parent->Top();
|
||||
} else {
|
||||
Y = absTop;
|
||||
}
|
||||
}
|
||||
int Bottom() const override
|
||||
{
|
||||
return Top() + Height;
|
||||
}
|
||||
void SetBottom(int absBottom) override
|
||||
{
|
||||
if (m_Parent) {
|
||||
Y = absBottom - Height - m_Parent->Top();
|
||||
} else {
|
||||
Y = absBottom - Height;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec2 Scale()
|
||||
{
|
||||
if (m_Parent)
|
||||
return m_Parent->Scale();
|
||||
else
|
||||
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
|
||||
}
|
||||
|
||||
Rectangle AbsoluteRectangle()
|
||||
{
|
||||
int left = Left();
|
||||
if (m_Parent)
|
||||
left = std::max(left, m_Parent->Left());
|
||||
int top = Top();
|
||||
if (m_Parent)
|
||||
top = std::max(top, m_Parent->Top());
|
||||
int width = Right() - left;
|
||||
int height = Bottom() - top;
|
||||
return Rectangle(left, top, width, height);
|
||||
}
|
||||
|
||||
void UpdateLayered(double dt)
|
||||
{
|
||||
// Update ourselves
|
||||
this->Update(dt);
|
||||
|
||||
// Update children
|
||||
for (auto& pairLayer : m_Children) {
|
||||
auto children = pairLayer.second;
|
||||
for (auto& pairChild : children) {
|
||||
auto child = pairChild.second;
|
||||
child->Update(dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
void DrawLayered(RenderQueueCollection& rq)
|
||||
{
|
||||
if (this->Hidden())
|
||||
return;
|
||||
|
||||
// Draw ourselves
|
||||
this->Draw(rq);
|
||||
|
||||
// Draw children
|
||||
for (auto& pairLayer : m_Children) {
|
||||
auto children = pairLayer.second;
|
||||
for (auto& pairChild : children) {
|
||||
auto child = pairChild.second;
|
||||
if (child->Hidden())
|
||||
continue;
|
||||
child->Draw(rq);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Draw(RenderQueueCollection& rq) { }
|
||||
|
||||
protected:
|
||||
dd::EventBroker* EventBroker;
|
||||
Frame* BaseFrame = nullptr;
|
||||
|
||||
std::string m_Name = "UIParent";
|
||||
int m_Layer = 0;
|
||||
bool m_Hidden = false;
|
||||
|
||||
Frame* m_Parent = nullptr;
|
||||
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
|
||||
std::map<int, Children_t> m_Children; // layer -> Children_t
|
||||
|
||||
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
|
||||
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
|
||||
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
|
||||
|
||||
private:
|
||||
//EventRelay<Frame, Events::KeyDown> m_EKeyDown;
|
||||
//EventRelay<Frame, Events::KeyUp> m_EKeyUp;
|
||||
//EventRelay<Frame, Events::InputCommand> m_EInputCommand;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // GUI_Frame_h__
|
||||
@@ -0,0 +1,94 @@
|
||||
#ifndef GUI_NUMBERFRAME_H__
|
||||
#define GUI_NUMBERFRAME_H__
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class NumberFrame : public Frame
|
||||
{
|
||||
public:
|
||||
NumberFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_CharacterTextures['0'] = "Textures/GUI/Numbers/N0.png";
|
||||
m_CharacterTextures['1'] = "Textures/GUI/Numbers/N1.png";
|
||||
m_CharacterTextures['2'] = "Textures/GUI/Numbers/N2.png";
|
||||
m_CharacterTextures['3'] = "Textures/GUI/Numbers/N3.png";
|
||||
m_CharacterTextures['4'] = "Textures/GUI/Numbers/N4.png";
|
||||
m_CharacterTextures['5'] = "Textures/GUI/Numbers/N5.png";
|
||||
m_CharacterTextures['6'] = "Textures/GUI/Numbers/N6.png";
|
||||
m_CharacterTextures['7'] = "Textures/GUI/Numbers/N7.png";
|
||||
m_CharacterTextures['8'] = "Textures/GUI/Numbers/N8.png";
|
||||
m_CharacterTextures['9'] = "Textures/GUI/Numbers/N9.png";
|
||||
|
||||
SetNumber(0);
|
||||
}
|
||||
|
||||
int Number() const { return m_Number; }
|
||||
void SetNumber(int number)
|
||||
{
|
||||
m_Number = number;
|
||||
|
||||
// Clear number textures
|
||||
for (auto& frame : m_NumberFrames) {
|
||||
frame->SetTexture("");
|
||||
}
|
||||
|
||||
Width = 0;
|
||||
Height = 0;
|
||||
|
||||
std::string digits = std::to_string(number);
|
||||
|
||||
int i = 0;
|
||||
for (char& c : digits) {
|
||||
// Create number frame if missing
|
||||
if (i >= m_NumberFrames.size()) {
|
||||
auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
if (i > 0) {
|
||||
frame->SetLeft(m_NumberFrames[i - 1]->Right());
|
||||
}
|
||||
frame->DisableScissor();
|
||||
m_NumberFrames.push_back(frame);
|
||||
}
|
||||
|
||||
// Update value
|
||||
std::string texture = "Textures/Core/ErrorTexture.png";
|
||||
if (m_CharacterTextures.find(c) != m_CharacterTextures.end()) {
|
||||
texture = m_CharacterTextures.at(c);
|
||||
}
|
||||
m_NumberFrames[i]->SetTexture(m_CharacterTextures.at(c));
|
||||
Width += m_NumberFrames[i]->Width;
|
||||
if (Height < m_NumberFrames[i]->Height) {
|
||||
Height = m_NumberFrames[i]->Height;
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void SetLeftAlign() { m_LeftAligned = true; }
|
||||
void SetRightAlign() { m_LeftAligned = false; }
|
||||
|
||||
virtual void Update(double dt) override
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
int m_Number = 0;
|
||||
bool m_LeftAligned = true;
|
||||
|
||||
std::unordered_map<char, std::string> m_CharacterTextures;
|
||||
std::deque<TextureFrame*> m_NumberFrames;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,124 @@
|
||||
#ifndef GUI_SLIDER_H__
|
||||
#define GUI_SLIDER_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "GUI/EButtonPress.h"
|
||||
#include "GUI/EButtonRelease.h"
|
||||
#include "GUI/ESliderUpdate.h"
|
||||
#include "Core/EMouseMove.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Slider : public TextureFrame
|
||||
{
|
||||
public:
|
||||
Slider(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
m_SliderButton = new GUI::Button(this, "SliderButton");
|
||||
m_SliderButton->DisableScissor();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EButtonPress, &Slider::OnButtonPress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EButtonRelease, &Slider::OnButtonRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Slider::OnMouseMove);
|
||||
}
|
||||
|
||||
float Percentage() const { return m_Percentage; }
|
||||
void SetPercentage(const float percentage)
|
||||
{
|
||||
m_Percentage = percentage;
|
||||
m_SliderButton->X = percentage * (Width - m_SliderButton->Width);
|
||||
}
|
||||
|
||||
void SetTextureHover(std::string resourceName)
|
||||
{
|
||||
m_SliderButton->SetTextureHover(resourceName);
|
||||
}
|
||||
void SetTextureReleased(std::string resourceName)
|
||||
{
|
||||
m_SliderButton->SetTextureReleased(resourceName);
|
||||
}
|
||||
void SetTexturePressed(std::string resourceName)
|
||||
{
|
||||
m_SliderButton->SetTexturePressed(resourceName);
|
||||
}
|
||||
|
||||
void AlignVertically()
|
||||
{
|
||||
m_SliderButton->Y = (Height / 2) - (m_SliderButton->Height / 2);
|
||||
}
|
||||
|
||||
~Slider()
|
||||
{
|
||||
if (m_SliderButton != nullptr) {
|
||||
delete m_SliderButton;
|
||||
m_SliderButton = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
Button* m_SliderButton = nullptr;
|
||||
bool m_IsGrabbed = false;
|
||||
float m_Percentage = 0.f;
|
||||
|
||||
EventRelay<Frame, Events::ButtonPress> m_EButtonPress;
|
||||
EventRelay<Frame, Events::ButtonRelease> m_EButtonRelease;
|
||||
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
|
||||
|
||||
virtual bool OnButtonPress(const Events::ButtonPress& event)
|
||||
{
|
||||
if (event.Button == m_SliderButton) {
|
||||
m_IsGrabbed = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool OnButtonRelease(const Events::ButtonRelease& event)
|
||||
{
|
||||
if (event.Button == m_SliderButton) {
|
||||
m_IsGrabbed = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
if (m_IsGrabbed) {
|
||||
// Set horizontal position
|
||||
m_SliderButton->X += event.DeltaX;
|
||||
if (m_SliderButton->Left() < Left()) {
|
||||
m_SliderButton->SetLeft(Left());
|
||||
} else if (m_SliderButton->Right() > Right()) {
|
||||
m_SliderButton->SetRight(Right());
|
||||
}
|
||||
|
||||
// Update percentage
|
||||
float newPercentage = m_SliderButton->X / (float)(Width - m_SliderButton->Width);
|
||||
Events::SliderUpdate e;
|
||||
e.FrameName = Name();
|
||||
e.Slider = this;
|
||||
e.Percentage = newPercentage;
|
||||
e.DeltaPercentage = newPercentage - m_Percentage;
|
||||
EventBroker->Publish(e);
|
||||
m_Percentage = newPercentage;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
#ifndef GUI_TextureFrame_h__
|
||||
#define GUI_TextureFrame_h__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "Core/Texture.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class TextureFrame : public Frame
|
||||
{
|
||||
public:
|
||||
TextureFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name) { }
|
||||
|
||||
void EnableScissor() { m_ScissorEnabled = true; }
|
||||
void DisableScissor() { m_ScissorEnabled = false; }
|
||||
|
||||
void Draw(RenderQueueCollection& rq) override
|
||||
{
|
||||
if (m_Texture == nullptr)
|
||||
return;
|
||||
|
||||
// Main texture
|
||||
{
|
||||
FrameJob job;
|
||||
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
|
||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
|
||||
job.TextureID = m_Texture->ResourceID;
|
||||
job.DiffuseTexture = *m_Texture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
|
||||
job.Name = Name();
|
||||
rq.GUI.Add(job);
|
||||
}
|
||||
|
||||
// Texture while fading
|
||||
if (m_FadeTexture && m_CurrentFade < 1) {
|
||||
FrameJob job;
|
||||
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
|
||||
job.Viewport = Rectangle(Left(), Top(), Width, Height);
|
||||
job.TextureID = m_FadeTexture->ResourceID;
|
||||
job.DiffuseTexture = *m_FadeTexture;
|
||||
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
|
||||
job.Name = Name();
|
||||
rq.GUI.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
dd::Texture* Texture() const { return m_Texture; }
|
||||
|
||||
void SetTexture(std::string resourceName)
|
||||
{
|
||||
if (resourceName.empty()) {
|
||||
m_Texture = nullptr;
|
||||
return;
|
||||
}
|
||||
|
||||
m_Texture = ResourceManager::Load<dd::Texture>(resourceName);
|
||||
if (m_Texture == nullptr) {
|
||||
m_Texture = ResourceManager::Load<dd::Texture>("Textures/Core/ErrorTexture.png");
|
||||
}
|
||||
SizeToTexture();
|
||||
}
|
||||
|
||||
void SizeToTexture()
|
||||
{
|
||||
if (m_Texture != nullptr) {
|
||||
this->Width = m_Texture->Width;
|
||||
this->Height = m_Texture->Height;
|
||||
}
|
||||
}
|
||||
|
||||
void FadeToTexture(std::string resourceName, double duration)
|
||||
{
|
||||
m_FadeTexture = m_Texture;
|
||||
SetTexture(resourceName);
|
||||
m_FadeDuration = duration;
|
||||
m_CurrentFade = 0.f;
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
if (m_CurrentFade < 1) {
|
||||
m_CurrentFade += dt / m_FadeDuration;
|
||||
if (m_CurrentFade > 1) {
|
||||
m_FadeTexture = nullptr;
|
||||
m_CurrentFade = 1;
|
||||
m_FadeDuration = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec4 Color() const { return m_Color; }
|
||||
void SetColor(glm::vec4 val) { m_Color = val; }
|
||||
|
||||
protected:
|
||||
bool m_ScissorEnabled = true;
|
||||
dd::Texture* m_Texture = nullptr;
|
||||
dd::Texture* m_FadeTexture = nullptr;
|
||||
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
|
||||
float m_FadeDuration = 0.f;
|
||||
float m_CurrentFade = 1.f;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // GUI_TextureFrame_h__
|
||||
@@ -5,15 +5,31 @@
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CPointLight.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/EPause.h"
|
||||
|
||||
namespace dd {
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems {
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class BallSystem : public System {
|
||||
class BallSystem : public System
|
||||
{
|
||||
public:
|
||||
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
@@ -39,11 +55,61 @@ public:
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
EntityID CreateBall();
|
||||
void CreateLife(int);
|
||||
EntityID Ball() { return m_Ball; };
|
||||
void SetBall(const EntityID& ball) { m_Ball = ball; }
|
||||
|
||||
float& XMovementMultiplier() { return m_XMovementMultiplier; }
|
||||
void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool MultiBall() const { return m_MultiBall; }
|
||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
|
||||
private:
|
||||
float m_XMovementMultiplier = 2.f;
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
int m_MultiBalls = 0;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
bool m_ReplaceBall = false;
|
||||
bool m_MultiBall = false;
|
||||
bool m_Pause = false;
|
||||
|
||||
glm::vec3 m_SavedSpeed;
|
||||
bool m_InitializePause = false;
|
||||
|
||||
EntityID m_Ball;
|
||||
|
||||
dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<BallSystem, dd::Events::Pause> m_EPause;
|
||||
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -17,6 +17,9 @@ struct Ball : Component
|
||||
{
|
||||
int Number = 0;
|
||||
float Speed = 5.f;
|
||||
int Combo = 0;
|
||||
bool Paused = false;
|
||||
glm::vec3 SavedSpeed = glm::vec3(0, 0, 0);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -15,10 +15,8 @@ namespace Components
|
||||
|
||||
struct Brick : Component
|
||||
{
|
||||
int Points = 10;
|
||||
int Hits = 1;
|
||||
int Score = 50;
|
||||
bool Removed = false;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -17,12 +17,9 @@ namespace Components
|
||||
|
||||
struct Pad : Component
|
||||
{
|
||||
int Lives;
|
||||
int Points;
|
||||
|
||||
float SlowdownModifier = 5.f;
|
||||
float AccelerationSpeed = 40.f;
|
||||
float MaxSpeed = 20.f;
|
||||
float MaxSpeed = 5.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-29.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_ECOMBOEVENT_H
|
||||
#define DAYDREAM_ECOMBOEVENT_H
|
||||
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ComboEvent : Event
|
||||
{
|
||||
EntityID Ball;
|
||||
int Combo;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_ECOMBOEVENT_H
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Administrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EHITLAG_H
|
||||
#define DAYDREAM_EHITLAG_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct HitLag : Event
|
||||
{
|
||||
float Time;
|
||||
std::string Type;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EHITLAG_H
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-28.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EMULTIBALLLOST_H
|
||||
#define DAYDREAM_EMULTIBALLLOST_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MultiBallLost : Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EMULTIBALLLOST_H
|
||||
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EPAUSE_H
|
||||
#define DAYDREAM_EPAUSE_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct Pause : Event
|
||||
{
|
||||
std::string Type;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EPAUSE_H
|
||||
@@ -0,0 +1,42 @@
|
||||
#ifndef GUI_FPSCOUNTER_H__
|
||||
#define GUI_FPSCOUNTER_H__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/NumberFrame.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class FPSCounter : public Frame
|
||||
{
|
||||
public:
|
||||
FPSCounter(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_Numbers = new GUI::NumberFrame(this, "FPSCounterNumberFrame");
|
||||
}
|
||||
|
||||
virtual void Update(double dt)
|
||||
{
|
||||
m_NumFrames++;
|
||||
m_Accum += dt;
|
||||
|
||||
m_Numbers->SetNumber(1.0/(m_Accum/m_NumFrames));
|
||||
if (m_NumFrames % 20) {
|
||||
//LOG_INFO("FPS: %f", 1.0/(m_Accum/m_NumFrames));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
NumberFrame* m_Numbers = nullptr;
|
||||
|
||||
double m_Accum = 0.0;
|
||||
int m_NumFrames = 0;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
#ifndef GUI_HUD_H__
|
||||
#define GUI_HUD_H__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/NumberFrame.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Game/FPSCounter.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class HUD : public Frame
|
||||
{
|
||||
public:
|
||||
HUD(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
Width = parent->Width;
|
||||
Height = parent->Height;
|
||||
|
||||
m_LevelIndicator = new GUI::TextureFrame(this, "HUDLevelIndicator");
|
||||
m_LevelIndicator->SetTexture("Textures/GUI/HUD/LevelIndicatorBG.png");
|
||||
|
||||
m_A1 = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
m_A1->X = 40;
|
||||
m_A1->SetNumber(1);
|
||||
m_A2 = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
m_A2->X = 60;
|
||||
m_A2->SetNumber(1);
|
||||
//m_A3 = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
//m_A3->X = 80;
|
||||
//m_A3->SetNumber(123);
|
||||
|
||||
m_ScoreIndicator = new GUI::TextureFrame(this, "HUDScoreIndicator");
|
||||
m_ScoreIndicator->SetTexture("Textures/GUI/HUD/ScoreIndicatorBG.png");
|
||||
m_ScoreIndicator->SetRight(Right());
|
||||
m_ScoreNumberFrame = new GUI::NumberFrame(m_ScoreIndicator, "HUDScoreNumberFrame");
|
||||
m_ScoreNumberFrame->X = 15;
|
||||
m_ScoreNumberFrame->Y = 21;
|
||||
|
||||
//m_FPSCounter = new GUI::FPSCounter(this, "FPSCounter");
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScore, &HUD::OnScore);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_LevelIndicator = nullptr;
|
||||
TextureFrame* m_ScoreIndicator = nullptr;
|
||||
NumberFrame* m_A1 = nullptr;
|
||||
NumberFrame* m_A2 = nullptr;
|
||||
//NumberFrame* m_A3 = nullptr;
|
||||
NumberFrame* m_ScoreNumberFrame = nullptr;
|
||||
FPSCounter* m_FPSCounter = nullptr;
|
||||
|
||||
EventRelay<Frame, Events::ScoreEvent> m_EScore;
|
||||
|
||||
bool OnScore(const Events::ScoreEvent& event)
|
||||
{
|
||||
m_ScoreNumberFrame->SetNumber(m_ScoreNumberFrame->Number() + event.Score);
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_HITLAGSYSTEM_H
|
||||
#define DAYDREAM_HITLAGSYSTEM_H
|
||||
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EHitLag.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class HitLagSystem : public System
|
||||
{
|
||||
public:
|
||||
HitLagSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void FlipPause();
|
||||
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
bool HitLag() const { return m_HitLag; }
|
||||
void SetHitLag(const bool& hitLag) { m_HitLag = hitLag; }
|
||||
float& HitLagDuration() { return m_HitLagDuration; }
|
||||
void SetHitLagDuration(const float& hitLagDuration) { m_HitLagDuration = hitLagDuration; }
|
||||
float& HitLagTimer() { return m_HitLagTimer; }
|
||||
void SetHitLagTimer(const float& hitLagTimer) { m_HitLagTimer = hitLagTimer; }
|
||||
std::string& CurrentType() { return m_CurrentType; }
|
||||
void SetCurrentType(const std::string& currentType) { m_CurrentType = currentType; }
|
||||
private:
|
||||
bool m_Pause;
|
||||
bool m_HitLag;
|
||||
float m_HitLagDuration;
|
||||
float m_HitLagTimer;
|
||||
std::string m_CurrentType;
|
||||
|
||||
dd::EventRelay<HitLagSystem, dd::Events::Pause> m_EPause;
|
||||
dd::EventRelay<HitLagSystem, dd::Events::HitLag> m_EHitLag;
|
||||
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
bool OnHitLag(const dd::Events::HitLag &event);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_HITLAGSYSTEM_H
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
@@ -19,21 +20,23 @@
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <intrin.h>
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -62,11 +65,7 @@ public:
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
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, float, int);
|
||||
void ProcessCollision();
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
@@ -79,10 +78,8 @@ public:
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
@@ -100,16 +97,13 @@ public:
|
||||
|
||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
float& NotResettingTheStage() { return m_NotResettingTheStage; }
|
||||
void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; }
|
||||
|
||||
private:
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
bool m_Pause = false;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
@@ -118,24 +112,25 @@ private:
|
||||
int m_Lines = 7;
|
||||
float m_SpaceToEdge = 0.25f;
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
float m_NotResettingTheStage = 5.f;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
dd::EventRelay<LevelSystem, dd::Events::Pause> m_EPause;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -1,149 +0,0 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-09.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_LEVELSYSTEM_H
|
||||
#define DAYDREAM_LEVELSYSTEM_H
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
<<<<<<< HEAD
|
||||
#include "Physics/CRectangleShape.h"
|
||||
=======
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CBoxShape.h"
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <intrin.h>
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
// Me trying things out.
|
||||
class Level
|
||||
{
|
||||
public:
|
||||
int levelRows;
|
||||
int levelLines;
|
||||
int levelSpaceBetweenBricks;
|
||||
int levelSpaceToEdge;
|
||||
int bricks[];
|
||||
};
|
||||
|
||||
class LevelSystem : public System
|
||||
{
|
||||
public:
|
||||
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker)
|
||||
{ }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
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, float, int);
|
||||
void ProcessCollision();
|
||||
|
||||
void OnEntityRemoved(EntityID entity);
|
||||
|
||||
void EndLevel();
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
bool Restarting() const { return m_Restarting; }
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
|
||||
int& Score() { return m_Score; }
|
||||
void SetScore(const int& score) { m_Score = score; }
|
||||
int& NumberOfBricks() { return m_NumberOfBricks; }
|
||||
void SetNumberOfBricks(const int& numberOfBricks) { m_NumberOfBricks = numberOfBricks; }
|
||||
int& Rows() { return m_Rows; }
|
||||
void SetRows(const int& rows) { m_Rows = rows; }
|
||||
int& Lines() { return m_Lines; }
|
||||
void SetLines(const int& lines) { m_Lines = lines; }
|
||||
float& SpaceToEdge() { return m_SpaceToEdge; }
|
||||
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
|
||||
|
||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
|
||||
private:
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
int m_NumberOfBricks;
|
||||
int m_Rows = 6;
|
||||
int m_Lines = 7;
|
||||
float m_SpaceToEdge = 0.25f;
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_LEVELSYSTEM_H
|
||||
@@ -0,0 +1,59 @@
|
||||
#ifndef GUI_MAINMENU_H__
|
||||
#define GUI_MAINMENU_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "Game/MainMenuMain.h"
|
||||
#include "Game/MainMenuOptions.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class MainMenu : public TextureFrame
|
||||
{
|
||||
public:
|
||||
MainMenu(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
SetTexture("Textures/GUI/Menu/Background.png");
|
||||
Width = 675;
|
||||
Height = 1080;
|
||||
|
||||
m_LeftBanner = new GUI::TextureFrame(this, "MainMenuLeftBanner");
|
||||
m_LeftBanner->SetTexture("Textures/GUI/Menu/Left.png");
|
||||
m_LeftBanner->Width = 231;
|
||||
m_LeftBanner->Height = 1080;
|
||||
|
||||
m_MainMenuMain = new GUI::MainMenuMain(this, "MainMenuMain");
|
||||
m_MainMenuMain->SetLeft(m_LeftBanner->Right());
|
||||
m_MainMenuMain->SetTop(60);
|
||||
|
||||
m_MainMenuOptions = new GUI::MainMenuOptions(this, "MainMenuOptions");
|
||||
m_MainMenuOptions->SetLeft(m_LeftBanner->Right());
|
||||
m_MainMenuOptions->SetTop(m_MainMenuMain->Bottom());
|
||||
|
||||
//EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &MainMenu::OnKeyUp);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_LeftBanner;
|
||||
MainMenuMain* m_MainMenuMain;
|
||||
MainMenuOptions* m_MainMenuOptions;
|
||||
|
||||
//EventRelay<Frame, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp& event)
|
||||
{
|
||||
if (event.KeyCode == GLFW_KEY_ESCAPE) {
|
||||
Show();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
#ifndef GUI_MAINMENUMAIN_H__
|
||||
#define GUI_MAINMENUMAIN_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "Game/EGameStart.h"
|
||||
#include "Game/HUD.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class MainMenuMain : public TextureFrame
|
||||
{
|
||||
public:
|
||||
MainMenuMain(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
Width = 409;
|
||||
Height = 543;
|
||||
|
||||
m_Title = new GUI::TextureFrame(this, "MainMenuMainTitle");
|
||||
m_Title->SetTexture("Textures/GUI/Menu/MainTitle.png");
|
||||
|
||||
m_SquidoutButton = new GUI::Button(this, "MainMenuMainSquidoutButton");
|
||||
m_SquidoutButton->SetTop(m_Title->Bottom());
|
||||
m_SquidoutButton->SetTextureReleased("Textures/GUI/Menu/MainSquidout.png");
|
||||
m_SquidoutButton->SetTextureHover("Textures/GUI/Menu/MainSquidoutHover.png");
|
||||
m_SquidoutButton->SetTexturePressed("Textures/GUI/Menu/MainSquidoutClick.png");
|
||||
m_SquidoutButton->SizeToTexture();
|
||||
|
||||
m_TimeAttackButton = new GUI::Button(this, "MainMenuMainTimeAttackButton");
|
||||
m_TimeAttackButton->SetTop(m_SquidoutButton->Bottom());
|
||||
m_TimeAttackButton->SetTextureReleased("Textures/GUI/Menu/MainTimeAttack.png");
|
||||
m_TimeAttackButton->SetTextureHover("Textures/GUI/Menu/MainTimeAttackHover.png");
|
||||
m_TimeAttackButton->SetTexturePressed("Textures/GUI/Menu/MainTimeAttackClick.png");
|
||||
m_TimeAttackButton->SizeToTexture();
|
||||
|
||||
m_OptionsButton = new GUI::Button(this, "MainMenuMainOptionsButton");
|
||||
m_OptionsButton->SetTop(m_TimeAttackButton->Bottom());
|
||||
m_OptionsButton->SetTextureReleased("Textures/GUI/Menu/MainOptions.png");
|
||||
m_OptionsButton->SetTextureHover("Textures/GUI/Menu/MainOptionsHover.png");
|
||||
m_OptionsButton->SetTexturePressed("Textures/GUI/Menu/MainOptionsClick.png");
|
||||
m_OptionsButton->SizeToTexture();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EButtonRelease, &MainMenuMain::OnButtonRelease);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_Title;
|
||||
Button* m_SquidoutButton;
|
||||
Button* m_TimeAttackButton;
|
||||
Button* m_OptionsButton;
|
||||
|
||||
EventRelay<Frame, Events::ButtonRelease> m_EButtonRelease;
|
||||
virtual bool OnButtonRelease(const Events::ButtonRelease& event)
|
||||
{
|
||||
if (event.Button == m_SquidoutButton) {
|
||||
Events::GameStart e;
|
||||
EventBroker->Publish(e);
|
||||
m_Parent->Hide();
|
||||
auto hud = new GUI::HUD(BaseFrame, "HUD");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,82 @@
|
||||
#ifndef GUI_MAINMENUOPTIONS_H__
|
||||
#define GUI_MAINMENUOPTIONS_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "GUI/Slider.h"
|
||||
#include "GUI/ESliderUpdate.h"
|
||||
#include "Sound/EMasterVolume.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class MainMenuOptions : public TextureFrame
|
||||
{
|
||||
public:
|
||||
MainMenuOptions(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
Width = 409;
|
||||
Height = 1080;
|
||||
|
||||
m_Title = new GUI::TextureFrame(this, "MainMenuOptionsTitle");
|
||||
m_Title->SetTexture("Textures/GUI/Menu/OptionsTitle.png");
|
||||
|
||||
m_TitleSFX = new GUI::TextureFrame(this, "MainMenuOptionsSFXTitle");
|
||||
m_TitleSFX->SetTop(m_Title->Bottom() + 20);
|
||||
m_TitleSFX->SetTexture("Textures/GUI/Menu/OptionsSFXTitle.png");
|
||||
m_SFXSlider = new GUI::Slider(this, "MainMenuOptionsSFXSlider");
|
||||
m_SFXSlider->X = 66;
|
||||
m_SFXSlider->SetTop(m_TitleSFX->Bottom() + 10);
|
||||
m_SFXSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
|
||||
m_SFXSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
|
||||
m_SFXSlider->AlignVertically();
|
||||
m_SFXSlider->SetPercentage(1.f);
|
||||
|
||||
m_TitleBGM = new GUI::TextureFrame(this, "MainMenuOptionsBGMTitle");
|
||||
m_TitleBGM->SetTop(m_SFXSlider->Bottom() + 20);
|
||||
m_TitleBGM->SetTexture("Textures/GUI/Menu/OptionsBGMTitle.png");
|
||||
m_BGMSlider = new GUI::Slider(this, "MainMenuOptionsBGMSlider");
|
||||
m_BGMSlider->X = 66;
|
||||
m_BGMSlider->SetTop(m_TitleBGM->Bottom() + 10);
|
||||
m_BGMSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
|
||||
m_BGMSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
|
||||
m_BGMSlider->AlignVertically();
|
||||
m_BGMSlider->SetPercentage(1.f);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESliderUpdate, &MainMenuOptions::OnSliderUpdate);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_Title = nullptr;
|
||||
TextureFrame* m_TitleSFX = nullptr;
|
||||
Slider* m_SFXSlider = nullptr;
|
||||
Slider* m_BGMSlider = nullptr;
|
||||
TextureFrame* m_TitleBGM = nullptr;
|
||||
|
||||
EventRelay<Frame, Events::SliderUpdate> m_ESliderUpdate;
|
||||
bool OnSliderUpdate(const Events::SliderUpdate& event)
|
||||
{
|
||||
if (event.Slider == m_SFXSlider) {
|
||||
Events::MasterVolume e;
|
||||
e.IsAmbient = false;
|
||||
e.Gain = event.Percentage;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
if (event.Slider == m_BGMSlider) {
|
||||
Events::MasterVolume e;
|
||||
e.IsAmbient = true;
|
||||
e.Gain = event.Percentage;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Core/System.h"
|
||||
#include "Core/Component.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
@@ -27,6 +28,8 @@
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/EStageCleared.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/EHitLag.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
@@ -45,8 +48,6 @@ public:
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
EntityID CreateBall();
|
||||
|
||||
EntityID& Entity() { return m_Entity; }
|
||||
void SetEntity(const EntityID& ent) { m_Entity = ent; }
|
||||
glm::vec3 Acceleration() const { return m_Acceleration; }
|
||||
@@ -56,39 +57,42 @@ public:
|
||||
void SetLeft(const bool& left) { m_Left = left; }
|
||||
bool Right() const { return m_Right; }
|
||||
void SetRight(const bool& right) { m_Right = right; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool MultiBall() const { return m_MultiBall; }
|
||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||
float Edge() const { return m_Edge; }
|
||||
void SetEdge(const float& edge) { m_Edge = edge; }
|
||||
|
||||
Components::Transform* Transform() const { return m_Transform; }
|
||||
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
|
||||
Components::Pad* Pad() const { return m_Pad; }
|
||||
void SetPad(Components::Pad* pad) { m_Pad = pad; }
|
||||
|
||||
bool IsPaused() const { return m_Pause; }
|
||||
void SetPause(const bool& pause) { m_Pause = pause; }
|
||||
|
||||
private:
|
||||
EntityID m_Entity = 0;
|
||||
glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
|
||||
bool m_Left = false, m_Right = false, m_ReplaceBall = false, m_MultiBall = false;
|
||||
Components::Transform* m_Transform;
|
||||
Components::Pad* m_Pad;
|
||||
bool m_Left = false;
|
||||
bool m_Right = false;
|
||||
float m_Edge = 2.8f;
|
||||
bool m_MultiBall = false;
|
||||
Components::Transform* m_Transform = nullptr;
|
||||
Components::Pad* m_Pad = nullptr;
|
||||
|
||||
bool m_Pause = false;
|
||||
|
||||
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::Contact> m_EContactPowerUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
|
||||
|
||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||
bool OnKeyUp(const dd::Events::KeyUp &event);
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnContactPowerUp(const dd::Events::Contact &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
class PadSteeringInputController;
|
||||
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
#ifndef COMPONENTS_PARTICLE_H__
|
||||
#define COMPONENTS_PARTICLE_H__
|
||||
#include "Core/Component.h"
|
||||
|
||||
namespace dd {
|
||||
|
||||
namespace ParticleFlags {
|
||||
|
||||
enum Type {
|
||||
waterParticle = 0,
|
||||
zombieParticle = 1 << 1,
|
||||
wallParticle = 1 << 2,
|
||||
springParticle = 1 << 3,
|
||||
elasticParticle = 1 << 4,
|
||||
viscousParticle = 1 << 5,
|
||||
powderParticle = 1 << 6,
|
||||
tensileParticle = 1 << 7,
|
||||
colorMixingParticle = 1 << 8,
|
||||
destructionListenerParticle = 1 << 9,
|
||||
barrierParticle = 1 << 10,
|
||||
staticPressureParticle = 1 << 11,
|
||||
reactiveParticle = 1 << 12,
|
||||
repulsiveParticle = 1 << 13,
|
||||
fixtureContactListenerParticle = 1 << 14,
|
||||
particleContactListenerParticle = 1 << 15,
|
||||
fixtureContactFilterParticle = 1 << 16,
|
||||
particleContactFilterParticle = 1 << 17
|
||||
};
|
||||
}
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Particle : public Component
|
||||
{
|
||||
float Radius = 0.5f;
|
||||
float LifeTime = 5.0f;
|
||||
|
||||
ParticleFlags::Type Flags =
|
||||
ParticleFlags::Type::waterParticle |
|
||||
ParticleFlags::Type::zombieParticle |
|
||||
ParticleFlags::Type::wallParticle |
|
||||
ParticleFlags::Type::springParticle |
|
||||
ParticleFlags::Type::elasticParticle |
|
||||
ParticleFlags::Type::viscousParticle |
|
||||
ParticleFlags::Type::powderParticle |
|
||||
ParticleFlags::Type::tensileParticle |
|
||||
ParticleFlags::Type::colorMixingParticle |
|
||||
ParticleFlags::Type::destructionListenerParticle |
|
||||
ParticleFlags::Type::barrierParticle |
|
||||
ParticleFlags::Type::staticPressureParticle |
|
||||
ParticleFlags::Type::reactiveParticle |
|
||||
ParticleFlags::Type::repulsiveParticle |
|
||||
ParticleFlags::Type::fixtureContactListenerParticle |
|
||||
ParticleFlags::Type::particleContactListenerParticle |
|
||||
ParticleFlags::Type::fixtureContactFilterParticle |
|
||||
ParticleFlags::Type::particleContactFilterParticle;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef COMPONENTS_PARTICLEEMITTER_H__
|
||||
#define COMPONENTS_PARTICLEEMITTER_H__
|
||||
#include "Core/Component.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct ParticleEmitter : public Component
|
||||
{
|
||||
int Amount = 10.f;
|
||||
float InitialSpeed = 1.f;
|
||||
double SpawnRate = 1.f;
|
||||
double TimeSinceLastSpawn = 0;
|
||||
|
||||
//ParticleSystem variables
|
||||
float GravityScale = 1.0f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -4,17 +4,40 @@
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace CollisionLayer
|
||||
{
|
||||
enum Type
|
||||
{
|
||||
Pad = 1 << 0,
|
||||
Ball = 1 << 1,
|
||||
Brick = 1 << 2,
|
||||
Water = 1 << 3,
|
||||
PowerUp = 1 << 4,
|
||||
Other = 1 << 5,
|
||||
Wall = 1 << 6
|
||||
};
|
||||
}
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Physics: public Component
|
||||
{
|
||||
//idk if anything should be here :)
|
||||
bool Static = true;
|
||||
bool Calculate = false;
|
||||
float GravityScale = 0.f;
|
||||
CollisionLayer::Type Category = CollisionLayer::Type::Other;
|
||||
CollisionLayer::Type Mask =
|
||||
CollisionLayer::Type::Pad |
|
||||
CollisionLayer::Type::Ball |
|
||||
CollisionLayer::Type::Brick |
|
||||
CollisionLayer::Type::Water |
|
||||
CollisionLayer::Type::PowerUp |
|
||||
CollisionLayer::Type::Wall |
|
||||
CollisionLayer::Type::Other;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_CPHYSICS_H
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Components
|
||||
|
||||
struct WaterVolume : public Component
|
||||
{
|
||||
|
||||
float Radius;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -3,21 +3,33 @@
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/CTemplate.h"
|
||||
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Game/EPause.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
|
||||
#include "Core/CTemplate.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -25,63 +37,75 @@ namespace dd
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
|
||||
void Update(double dt) override;
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
float m_TimeStep;
|
||||
float m_Accumulator;
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
b2ParticleSystem *m_ParticleSystem;
|
||||
b2ParticleGroup* t_watergroup;
|
||||
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
|
||||
|
||||
void InitializeWater();
|
||||
void SyncWater(); //TODO: Probably remove this
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
bool m_Pause = false;
|
||||
|
||||
|
||||
b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
b2World* m_PhysicsWorld = nullptr;
|
||||
float m_TimeStep = 1.f/60.f;
|
||||
float m_Accumulator = 0.f;
|
||||
int m_VelocityIterations = 6;
|
||||
int m_PositionIterations = 2;
|
||||
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void SyncEntitiesWithBodies();
|
||||
void SyncBodiesWithEntities();
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
dd::EventRelay<PhysicsSystem, dd::Events::Pause> m_EPause;
|
||||
bool OnPause(const dd::Events::Pause &event);
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
@@ -92,42 +116,10 @@ private:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
void BeginContact(b2Contact* contact);
|
||||
void EndContact(b2Contact* contact);
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
@@ -137,6 +129,7 @@ private:
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
#endif
|
||||
|
||||
@@ -1,146 +0,0 @@
|
||||
#ifndef DAYDREAM_PHYSICSSYSTEM_H
|
||||
#define DAYDREAM_PHYSICSSYSTEM_H
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include <Box2D/Box2D.h>
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) {}
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
// Called once per system every tick
|
||||
void Update(double dt) override;
|
||||
// Called once for every entity in the world every tick
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
// Called when components are committed to an entity
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
b2Vec2 m_Gravity;
|
||||
b2World* m_PhysicsWorld;
|
||||
float m_TimeStep;
|
||||
float m_Accumulator;
|
||||
|
||||
int m_VelocityIterations, m_PositionIterations;
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
|
||||
b2ParticleSystem *m_ParticleSystem;
|
||||
b2ParticleGroup* t_watergroup;
|
||||
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
|
||||
|
||||
void InitializeWater();
|
||||
void SyncWater(); //TODO: Probably remove this
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
<<<<<<< HEAD
|
||||
e.Normal = glm::normalize(glm::vec2(worldManifold.normal.x, worldManifold.normal.y));
|
||||
=======
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
void EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
|
||||
}
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_PHYSICSSYSTEM_H
|
||||
@@ -1,7 +1,3 @@
|
||||
//
|
||||
// Created by Adam on 2015-09-17.
|
||||
//
|
||||
|
||||
#ifndef COMPONENTS_CCOLLISIONSOUND_H__
|
||||
#define COMPONENTS_CCOLLISIONSOUND_H__
|
||||
|
||||
@@ -9,17 +5,15 @@
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct CollisionSound : public Component
|
||||
{
|
||||
std::string filePath;
|
||||
std::string FilePath;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
//
|
||||
// Created by Adam on 2015-09-24.
|
||||
//
|
||||
|
||||
#ifndef EVENTS_EMASTERVOLUME_H__
|
||||
#define EVENTS_EMASTERVOLUME_H__
|
||||
|
||||
@@ -9,19 +5,17 @@
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MasterVolume : public Event
|
||||
{
|
||||
float gain = 1;
|
||||
float Gain = 1;
|
||||
//To determine what channel group to apply the change to.
|
||||
bool isAmbient = false;
|
||||
bool IsAmbient = false;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,24 +1,22 @@
|
||||
#ifndef Events_PlaySFX_h__
|
||||
#define Events_PlaySFX_h__
|
||||
#ifndef EVENTS_PLAYSFX_H__
|
||||
#define EVENTS_PLAYSFX_H__
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlaySound : Event
|
||||
{
|
||||
std::string path;
|
||||
float volume = 1.f;
|
||||
float pitch = 1.f;
|
||||
bool isAmbient = false;
|
||||
std::string FilePath;
|
||||
float Gain = 1.f;
|
||||
float Pitch = 1.f;
|
||||
bool IsAmbient = false;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -8,16 +8,12 @@ namespace dd
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct StopSound : public Event
|
||||
{
|
||||
std::string path;
|
||||
std::string FilePath;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -12,27 +12,31 @@ namespace dd
|
||||
class Sound : public Resource
|
||||
{
|
||||
friend class ResourceManager;
|
||||
|
||||
public:
|
||||
ALuint Buffer() { return m_Buffer; };
|
||||
std::string Path() { return m_Path; };
|
||||
float Gain() { return m_Gain; };
|
||||
void SetGain(const float Gain) { m_Gain = Gain; };
|
||||
|
||||
private:
|
||||
Sound(std::string path);
|
||||
|
||||
float m_Gain = 1;
|
||||
ALuint m_Buffer;
|
||||
std::string m_Path;
|
||||
|
||||
//File-info
|
||||
char m_Type[4];
|
||||
unsigned long m_Size, m_ChunkSize;
|
||||
short m_FormatType, m_Channels;
|
||||
unsigned long m_SampleRate, m_AvgBytesPerSec;
|
||||
short m_BytesPerSample, m_BitsPerSample;
|
||||
unsigned long m_DataSize;
|
||||
unsigned int m_DataSize;
|
||||
std::map<std::string, ALuint> m_BufferCache;
|
||||
ALuint LoadFile(std::string path);
|
||||
|
||||
ALuint m_Buffer;
|
||||
std::string m_Path;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,61 +1,60 @@
|
||||
#ifndef DAYDREAM_SOUND_H
|
||||
#define DAYDREAM_SOUND_H
|
||||
|
||||
#ifndef SYSTEMS_SOUNDSYSTEM_H__
|
||||
#define SYSTEMS_SOUNDSYSTEM_H__
|
||||
|
||||
#include "AL/al.h"
|
||||
#include "AL/alc.h"
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
#include "Sound.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
#include "Sound/EStopSound.h"
|
||||
#include "Sound/EMasterVolume.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CBrick.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class SoundSystem : public System {
|
||||
public:
|
||||
SoundSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
~SoundSystem();
|
||||
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
|
||||
|
||||
|
||||
|
||||
private:
|
||||
float m_BGMMasterVolume = 1.f;
|
||||
float m_SFXMasterVolume = 1.f;
|
||||
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
|
||||
std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
|
||||
ALCdevice* m_Device = nullptr;
|
||||
|
||||
//Events
|
||||
dd::EventRelay<SoundSystem, dd::Events::PlaySound> m_EPlaySFX;
|
||||
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
|
||||
dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
|
||||
bool OnPlaySound(const dd::Events::PlaySound &event);
|
||||
//On contact: play the sound given in the CCOllisionSound.
|
||||
dd::EventRelay<SoundSystem, dd::Events::Contact> m_EContact;
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
dd::EventRelay<SoundSystem, dd::Events::StopSound> m_EStopSound;
|
||||
bool OnStopSound(const dd::Events::StopSound &event);
|
||||
dd::EventRelay<SoundSystem, dd::Events::MasterVolume> m_EMasterVolume;
|
||||
bool OnMasterVolume(const dd::Events::MasterVolume &event);
|
||||
|
||||
ALuint CreateSource();
|
||||
|
||||
std::map<ALuint, Sound*> m_BGMSourcesToBuffers;
|
||||
std::map<ALuint, Sound*> m_SFXSourcesToBuffers;
|
||||
|
||||
ALCdevice* m_Device;
|
||||
|
||||
float m_BGMMasterVolume, m_SFXMasterVolume;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_SOUND_H
|
||||
#endif
|
||||
|
||||
@@ -79,6 +79,12 @@ file(GLOB SOURCE_FILES_Sound
|
||||
)
|
||||
source_group(Sound FILES ${SOURCE_FILES_Sound})
|
||||
|
||||
file(GLOB SOURCE_FILES_GUI
|
||||
"${INCLUDE_PATH}/GUI/*.h"
|
||||
"GUI/*.cpp"
|
||||
)
|
||||
source_group(GUI FILES ${SOURCE_FILES_GUI})
|
||||
|
||||
set(SOURCE_FILES
|
||||
${SOURCE_FILES_Core}
|
||||
${SOURCE_FILES_Core_Util}
|
||||
@@ -87,11 +93,13 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES_Transform}
|
||||
${SOURCE_FILES_Physics}
|
||||
${SOURCE_FILES_Game}
|
||||
${SOURCE_FILES_Sound} ../../include/Game/EGameOver.h ../../include/Game/Bricks/CPowerUpBrick.h ../../include/Game/CPowerUp.h ../../include/Game/ECreatePowerUp.h ../../include/Game/EPowerUpTaken.h)
|
||||
${SOURCE_FILES_Sound}
|
||||
${SOURCE_FILES_GUI})
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
set(STATIC_LIBRARY_FLAGS "${STATIC_LIBRARY_FLAGS}")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -w")
|
||||
set(STATIC_LIBRARY_FLAGS "${STATIC_LIBRARY_FLAGS}")
|
||||
endif()
|
||||
|
||||
add_library(game ${SOURCE_FILES})
|
||||
|
||||
@@ -1,38 +0,0 @@
|
||||
project(game)
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
find_package(GLEW REQUIRED)
|
||||
find_package(GLFW REQUIRED)
|
||||
find_package(Boost REQUIRED)
|
||||
find_package(assimp REQUIRED)
|
||||
find_package(ZLIB REQUIRED)
|
||||
find_package(PNG REQUIRED)
|
||||
|
||||
include_directories(
|
||||
${CMAKE_SOURCE_DIR}/include/dd
|
||||
${OPENGL_INCLUDE_DIR}
|
||||
${GLEW_INCLUDE_DIRS}
|
||||
${GLFW_INCLUDE_DIRS}
|
||||
${Boost_INCLUDE_DIRS}
|
||||
${assimp_INCLUDE_DIRS}
|
||||
${PNG_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
set(SOURCE_FILES
|
||||
main.cpp
|
||||
)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
endif()
|
||||
|
||||
add_executable(game ${SOURCE_FILES})
|
||||
target_link_libraries(game
|
||||
daydream
|
||||
${OPENGL_LIBRARIES}
|
||||
${GLEW_LIBRARIES}
|
||||
${GLFW_LIBRARIES}
|
||||
${Boost_LIBRARIES}
|
||||
${assimp_LIBRARIES}
|
||||
${PNG_LIBRARIES}
|
||||
)
|
||||
@@ -68,9 +68,10 @@ int dd::EventBroker::Process(std::string contextTypeName)
|
||||
std::shared_ptr<Event> event = pair.second;
|
||||
|
||||
auto itpair = relays.equal_range(eventTypeName);
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; it2++)
|
||||
{
|
||||
auto relay = it2->second;
|
||||
std::string name = it2->first;
|
||||
BaseEventRelay* relay = it2->second;
|
||||
relay->Receive(event);
|
||||
eventsProcessed++;
|
||||
}
|
||||
@@ -79,7 +80,7 @@ int dd::EventBroker::Process(std::string contextTypeName)
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
void dd::EventBroker::Clear()
|
||||
void dd::EventBroker::Swap()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
|
||||
@@ -263,7 +263,7 @@ void dd::OBJ::ParseMaterial()
|
||||
ParseColorMap(currentLine, ss, prefix, arg, colorMap);
|
||||
}
|
||||
|
||||
// HACK: Should we really have to specify the full path here?
|
||||
// HACK: Should we really have to specify the full FilePath here?
|
||||
colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
|
||||
currentMaterial->DiffuseTexture = colorMap;
|
||||
continue;
|
||||
@@ -280,7 +280,7 @@ void dd::OBJ::ParseMaterial()
|
||||
ParseColorMap(currentLine, ss, prefix, arg, colorMap);
|
||||
}
|
||||
|
||||
// HACK: Should we really have to specify the full path here?
|
||||
// HACK: Should we really have to specify the full FilePath here?
|
||||
colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
|
||||
currentMaterial->SpecularMap = colorMap;
|
||||
continue;
|
||||
@@ -297,7 +297,7 @@ void dd::OBJ::ParseMaterial()
|
||||
ParseBumpMap(currentLine, ss, prefix, arg, bumpMap);
|
||||
}
|
||||
|
||||
// HACK: Should we really have to specify the full path here?
|
||||
// HACK: Should we really have to specify the full FilePath here?
|
||||
bumpMap.FileName = (m_MaterialPath.branch_path() / bumpMap.FileName).string();
|
||||
currentMaterial->NormalMap = bumpMap;
|
||||
continue;
|
||||
|
||||
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
|
||||
LoadShaders();
|
||||
CreateBuffers();
|
||||
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
void dd::Renderer::LoadShaders()
|
||||
{
|
||||
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
|
||||
*/
|
||||
|
||||
// Pass #1: Fill G-buffers
|
||||
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_spDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_spDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_spDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_spDeferred1->Link();
|
||||
m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_SpDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_SpDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_SpDeferred1->Link();
|
||||
|
||||
// Pass #2: Lighting
|
||||
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
|
||||
m_spDeferred2->Link();
|
||||
m_SpDeferred2->Link();
|
||||
|
||||
//Water Pass
|
||||
t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||
t_m_spWater->Link();
|
||||
t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||
t_m_spWater2->Link();
|
||||
m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||
m_SpWater->Link();
|
||||
m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||
m_SpWater2->Link();
|
||||
|
||||
// Pass #3: Combining into final image
|
||||
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_spDeferred3->Link();
|
||||
m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_SpDeferred3->Link();
|
||||
|
||||
/*
|
||||
Forward rendering
|
||||
*/
|
||||
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_spForward->Link();
|
||||
m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_SpForward->Link();
|
||||
|
||||
/*
|
||||
Screen draw
|
||||
*/
|
||||
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_spScreen->Link();
|
||||
m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_SpScreen->Link();
|
||||
}
|
||||
|
||||
void dd::Renderer::CreateBuffers()
|
||||
@@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers()
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
|
||||
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
|
||||
t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
||||
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
||||
|
||||
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenRenderbuffers(1, &m_RbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
// Generate G-buffer textures
|
||||
@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glGenTextures(1, &t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glGenTextures(1, &m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create first pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenFramebuffers(1, &m_FbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
|
||||
@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
|
||||
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(4, firstPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate lighting texture
|
||||
glGenTextures(1, &m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glGenTextures(1, &m_TLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -190,19 +190,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create second pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
|
||||
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, secondPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//Fill Water Texture
|
||||
glGenTextures(1, &t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glGenTextures(1, &m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -210,19 +210,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Fill water pass
|
||||
glGenFramebuffers(1, &t_m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
|
||||
glGenFramebuffers(1, &m_FbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
|
||||
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture
|
||||
glGenTextures(1, &t_m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
||||
glGenTextures(1, &m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass
|
||||
glGenFramebuffers(1, &t_m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
|
||||
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlurDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture2
|
||||
glGenTextures(1, &t_m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenTextures(1, &m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass2
|
||||
glGenFramebuffers(1, &t_m_fbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
||||
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlur2DrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate final deferred texture
|
||||
glGenTextures(1, &m_tFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tFinal);
|
||||
glGenTextures(1, &m_TFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TFinal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Create third pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
|
||||
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, thirdPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
@@ -288,6 +288,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
|
||||
DrawDeferred(rq.Deferred, rq.Lights);
|
||||
DrawForward(rq.Forward, rq.Lights);
|
||||
DrawGUI(rq.GUI);
|
||||
|
||||
// Finally: Draw the deferred+forward combined texture to the screen
|
||||
glDisable(GL_CULL_FACE);
|
||||
@@ -297,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
@@ -311,17 +312,17 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
{
|
||||
// Pass #1: Fill G-buffers
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spDeferred1->Bind();
|
||||
DrawScene(objects, *m_spDeferred1);
|
||||
m_SpDeferred1->Bind();
|
||||
DrawScene(objects, *m_SpDeferred1);
|
||||
|
||||
// Pass #2: Lighting
|
||||
glEnable(GL_CULL_FACE);
|
||||
@@ -331,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred2->Bind();
|
||||
m_SpDeferred2->Bind();
|
||||
DrawLightSpheres(lights);
|
||||
|
||||
// Pass #3: Combine into final deferred image
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
m_SpDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
@@ -364,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
//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);
|
||||
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);
|
||||
m_SpForward->Bind();
|
||||
DrawScene(objects, *m_SpForward);
|
||||
|
||||
//WaterPass
|
||||
glDisable(GL_CULL_FACE);
|
||||
@@ -378,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
t_m_spWater->Bind();
|
||||
m_SpWater->Bind();
|
||||
DrawWater(objects);
|
||||
}
|
||||
|
||||
@@ -443,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
@@ -461,7 +463,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
|
||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
{
|
||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
||||
GLuint shaderProgramHandle = *m_SpDeferred2;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||
@@ -498,7 +500,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
|
||||
void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
{
|
||||
GLuint shaderProgramHandle = *t_m_spWater;
|
||||
GLuint shaderProgramHandle = *m_SpWater;
|
||||
|
||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||
@@ -516,7 +518,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
|
||||
|
||||
glBindVertexArray(m_UnitQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
|
||||
@@ -527,16 +529,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
|
||||
|
||||
//blur1
|
||||
shaderProgramHandle = *t_m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
t_m_spWater2->Bind();
|
||||
m_SpWater2->Bind();
|
||||
//TODO: Add this in water particle component. Blurradius
|
||||
float radius = 3.f;
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
|
||||
@@ -544,64 +547,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
|
||||
//blur2
|
||||
shaderProgramHandle = *t_m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
t_m_spWater2->Bind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
m_SpWater2->Bind();
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
|
||||
{
|
||||
float waterVerts[particles.Size()];
|
||||
int i = 0;
|
||||
|
||||
for ( auto &job : particles ) {
|
||||
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
|
||||
if (!waterJob)
|
||||
continue;
|
||||
waterVerts[i ] = waterJob->Position.x;
|
||||
waterVerts[i+1] = waterJob->Position.y;
|
||||
waterVerts[i+2] = waterJob->Position.z;
|
||||
i+3;
|
||||
}
|
||||
|
||||
GLuint vbo[1], vao;
|
||||
glGenBuffers(1, vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
GLuint dd::Renderer::CreateQuad()
|
||||
{
|
||||
float quadVertices[] =
|
||||
@@ -648,7 +618,7 @@ GLuint dd::Renderer::CreateQuad()
|
||||
void dd::Renderer::DebugKeys()
|
||||
{
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||
m_CurrentScreenBuffer = m_GDiffuse;
|
||||
@@ -663,12 +633,66 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = m_GSpecular;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
m_CurrentScreenBuffer = m_TLighting;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||
m_CurrentScreenBuffer = t_m_Gwater;
|
||||
m_CurrentScreenBuffer = m_Gwater;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
|
||||
m_CurrentScreenBuffer = t_m_BWater;
|
||||
m_CurrentScreenBuffer = m_BWater;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(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);
|
||||
|
||||
m_SpScreen->Bind();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &job : rq) {
|
||||
auto frameJob = std::dynamic_pointer_cast<FrameJob>(job);
|
||||
if (frameJob) {
|
||||
FrameJob jobCopy = *(frameJob.get());
|
||||
glm::mat4 viewMatrix = glm::mat4(1); //frameJob->ViewMatrix;
|
||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||
//glActiveTexture(GL_TEXTURE1);
|
||||
//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
|
||||
//glActiveTexture(GL_TEXTURE2);
|
||||
//glBindTexture(GL_TEXTURE_2D, frameJob->SpecularTexture);
|
||||
|
||||
Rectangle& vp = frameJob->Viewport;
|
||||
glViewport(vp.X, m_Resolution.Height - vp.Y - vp.Height, vp.Width, vp.Height);
|
||||
Rectangle& sc = frameJob->Scissor;
|
||||
if (sc == Rectangle()) {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
} else {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glScissor(sc.X, m_Resolution.Height - sc.Y - sc.Height, sc.Width, sc.Height);
|
||||
}
|
||||
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glViewport(0, 0, m_Resolution.Width, m_Resolution.Height);
|
||||
}
|
||||
|
||||
@@ -61,9 +61,9 @@ void main()
|
||||
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
||||
|
||||
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0);
|
||||
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
|
||||
float avgColor = sum.r + sum.g + sum.b;
|
||||
avgColor = avgColor/3;
|
||||
frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0);
|
||||
if ( avgColor*dir.y > Threshhold ){
|
||||
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -31,6 +31,9 @@ dd::Texture::Texture(std::string path)
|
||||
}
|
||||
}
|
||||
|
||||
this->Width = image->Width;
|
||||
this->Height = image->Height;
|
||||
|
||||
GLint format;
|
||||
switch (image->Format) {
|
||||
case Image::ImageFormat::RGB:
|
||||
|
||||
@@ -13,17 +13,154 @@ void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
|
||||
void dd::Systems::BallSystem::Initialize()
|
||||
{
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, BallSystem::Contact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &BallSystem::OnPause);
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 50.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
|
||||
//auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
//plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetBall(ent);
|
||||
|
||||
auto ent2 = CreateBall();
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
transform2->Position = glm::vec3(-0.f, 0.26f, -10.f);
|
||||
transform2->Velocity = glm::vec3(0.0f, -10.f, 0.f);
|
||||
|
||||
m_World->CommitEntity(ent2);
|
||||
}
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::Update(double dt)
|
||||
{
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (IsPaused()) {
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
if (!ballComponent->Paused) {
|
||||
ballComponent->Paused = true;
|
||||
ballComponent->SavedSpeed = transform->Velocity;
|
||||
transform->Velocity = glm::vec3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
return;
|
||||
} else {
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
if (ballComponent->Paused) {
|
||||
transform->Velocity = ballComponent->SavedSpeed;
|
||||
ballComponent->Paused = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
|
||||
if (ballComponent != nullptr) {
|
||||
if (ReplaceBall()) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ballComponent->Speed, 0.f);
|
||||
}
|
||||
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
transformBall->Velocity = glm::vec3(0, 0, 0);
|
||||
ballComponent->SavedSpeed = glm::vec3(0, 0, 0);
|
||||
m_World->RemoveEntity(entity);
|
||||
Events::MultiBallLost e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
|
||||
@@ -33,6 +170,20 @@ void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
}
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "BallSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
|
||||
@@ -60,9 +211,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
//Which is the ball?
|
||||
|
||||
EntityID ballEntity, otherEntitiy;
|
||||
|
||||
//Which is the ball?
|
||||
if (ballComponent1 != nullptr) {
|
||||
ballEntity = event.Entity1;
|
||||
otherEntitiy = event.Entity2;
|
||||
@@ -78,17 +230,24 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
//TODO: Add support for power-up collisions
|
||||
}
|
||||
|
||||
//if this is a brick thats dead do not collide :)
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
|
||||
glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
|
||||
|
||||
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
float x = ballTransform->Position.x - padTransform->Position.x;
|
||||
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
|
||||
|
||||
float movementMultiplier = 5.0f;
|
||||
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
||||
|
||||
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
||||
ballComponent->Combo = 0;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ballComponent->Combo;
|
||||
ec.Ball = ballEntity;
|
||||
EventBroker->Publish(ec);
|
||||
//std::cout << "Combo: " << ballComponent->Combo << std::endl;
|
||||
}
|
||||
else {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
||||
@@ -97,3 +256,79 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::BallSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CloneEntity(Ball());
|
||||
|
||||
m_World->RemoveComponent<Components::Template>(ent);
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
//std::cout << "1: " <<transform1->Velocity.x << " " << transform1->Velocity.y << std::endl;
|
||||
//std::cout << "2: " <<transform2->Velocity.x << " " << transform2->Velocity.y << std::endl;
|
||||
|
||||
SetMultiBalls(MultiBalls() + 2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-30.
|
||||
//
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/HitLagSystem.h"
|
||||
|
||||
void dd::Systems::HitLagSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &HitLagSystem::OnPause);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EHitLag, &HitLagSystem::OnHitLag);
|
||||
}
|
||||
|
||||
void dd::Systems::HitLagSystem::Update(double dt)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
if (HitLag()) {
|
||||
SetHitLagTimer(HitLagTimer() += dt);
|
||||
if (HitLagDuration() < HitLagTimer()) {
|
||||
SetHitLagTimer(0);
|
||||
SetHitLag(false);
|
||||
FlipPause();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::HitLagSystem::FlipPause()
|
||||
{
|
||||
Events::Pause e;
|
||||
e.Type = CurrentType();
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
bool dd::Systems::HitLagSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::HitLagSystem::OnHitLag(const dd::Events::HitLag &event)
|
||||
{
|
||||
if (HitLag()) {
|
||||
FlipPause();
|
||||
}
|
||||
SetHitLag(true);
|
||||
SetCurrentType(event.Type);
|
||||
FlipPause();
|
||||
SetHitLagDuration(event.Time);
|
||||
return true;
|
||||
}
|
||||
@@ -9,137 +9,51 @@
|
||||
|
||||
void dd::Systems::LevelSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, LevelSystem::OnCreatePowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, LevelSystem::OnPowerUpTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, LevelSystem::OnStageCleared);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
|
||||
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);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
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(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::Update(double dt)
|
||||
{
|
||||
if (!m_Initialized) {
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
if (ball != nullptr) {
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (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 if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
m_World->RemoveComponent<Components::Life>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (NumberOfBricks() <= 0) {
|
||||
/*SetRestarting(true);
|
||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
if (NumberOfBricks() <= 0 && Restarting() == false) {
|
||||
/*if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||
//Events::StageCleared ec;
|
||||
//EventBroker->Publish(ec);
|
||||
} 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);
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
transformBall->Velocity = glm::vec3(0, 0, 0);
|
||||
ball->SavedSpeed = glm::vec3(0, 0, 0);
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -147,18 +61,31 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = 0;
|
||||
int num = Lines();
|
||||
for (int i = 0; i < rows; i++) {
|
||||
num++;
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||
}
|
||||
if (num == 7)
|
||||
num = 0;
|
||||
if (num == 1)
|
||||
num = Lines();
|
||||
}
|
||||
|
||||
SetNumberOfBricks(rows * lines);
|
||||
@@ -170,17 +97,17 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
||||
{
|
||||
auto brick = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
||||
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(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> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
|
||||
std::string fileName = "Textures/Bricks/";
|
||||
fileName.append(std::to_string(num));
|
||||
fileName.append(".png");
|
||||
//sprite->SpriteFile = fileName;
|
||||
cPhys->Static = false;
|
||||
cPhys->GravityScale = 0.f;
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
}
|
||||
float x = line * spacesBetweenBricks.x;
|
||||
@@ -191,31 +118,15 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
||||
|
||||
//sound
|
||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
|
||||
collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav";
|
||||
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)
|
||||
@@ -224,6 +135,8 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
EntityID entityBall;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
|
||||
auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
|
||||
|
||||
//This code ensures that it is a brick and a ball that has come into contact.
|
||||
if (brick != nullptr) {
|
||||
entityBrick = event.Entity1;
|
||||
} else {
|
||||
@@ -251,7 +164,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr) {
|
||||
if (power != nullptr && NumberOfBricks() > 1) {
|
||||
Events::CreatePowerUp e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
e.Position = transform->Position;
|
||||
@@ -259,36 +172,47 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
ball->Combo += 1;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ball->Combo;
|
||||
ec.Ball = entityBall;
|
||||
EventBroker->Publish(ec);
|
||||
|
||||
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;
|
||||
|
||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
Events::SetImpulse e;
|
||||
e.Entity = entityBrick;
|
||||
|
||||
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBall->Position.x - transformComponentBrick->Position.x )/4),
|
||||
transformComponentBrick->Position.y + ((transformComponentBall->Position.y - transformComponentBrick->Position.y)/4));
|
||||
|
||||
e.Impulse = glm::normalize(point)*5.f;///2.f;
|
||||
e.Point = point;
|
||||
EventBroker->Publish(e);
|
||||
//TODO: Bricks dont collide with walls D=
|
||||
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
SetMultiBalls(MultiBalls() + 1);
|
||||
}
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
es.Score = brick->Score * ball->Combo;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
//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;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
{
|
||||
SetScore(Score() += event.Score);
|
||||
@@ -299,6 +223,15 @@ 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;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
||||
@@ -309,8 +242,12 @@ bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &
|
||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
||||
cPhys->Static = false;
|
||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
||||
|
||||
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);
|
||||
@@ -331,6 +268,12 @@ bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &ev
|
||||
|
||||
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
SetRestarting(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -26,27 +26,42 @@ void dd::Systems::PadSystem::Initialize()
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PadSystem::OnPause);
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetEdge(3.2 - (ctransform->Scale.x / 2));
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
||||
}
|
||||
}
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
{
|
||||
if (IsPaused()) {
|
||||
return;
|
||||
}
|
||||
if (Entity() == 0) {
|
||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
||||
@@ -69,9 +84,15 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
if (transform->Position.x > Edge()) {
|
||||
transform->Position.x = Edge();
|
||||
} else if (transform->Position.x < -Edge()) {
|
||||
transform->Position.x = -Edge();
|
||||
}
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
if (glm::abs(transform->Velocity.x) > 1 || (!Left() && !Right())) {
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float) dt;
|
||||
}
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
@@ -85,36 +106,21 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
if (MultiBall() == true) {
|
||||
SetMultiBall(false);
|
||||
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::PadSystem::CreateBall()
|
||||
bool dd::Systems::PadSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
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;
|
||||
if (event.Type != "PadSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
cball->Speed = 5.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
if (IsPaused()) {
|
||||
SetPause(false);
|
||||
} else {
|
||||
SetPause(true);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
@@ -133,9 +139,21 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_M) {
|
||||
SetMultiBall(true);
|
||||
Events::MultiBall e;
|
||||
e.padTransform = Transform();
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_P) {
|
||||
Events::Pause e;
|
||||
e.Type = "All";
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_H) {
|
||||
Events::HitLag e;
|
||||
e.Time = 0.2;
|
||||
e.Type = "All";
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
@@ -159,47 +177,7 @@ bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
||||
|
||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
/*
|
||||
EntityID entityBall = event.Entity2;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
||||
if (ball == NULL) {
|
||||
return false;
|
||||
}
|
||||
EntityID entityPad = event.Entity1;
|
||||
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == NULL) {
|
||||
return false;
|
||||
}
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
|
||||
float movementMultiplier = 0.5f;
|
||||
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
||||
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 movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2;
|
||||
//std::cout << movementX << " " << movementY << std::endl;
|
||||
float len = glm::length<float>(transformBall->Velocity);
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
|
||||
|
||||
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
|
||||
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
|
||||
|
||||
|
||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
||||
*/
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
@@ -234,9 +212,6 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return false;
|
||||
}
|
||||
|
||||
m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
m_World->RemoveEntity(entityPower);
|
||||
Events::PowerUpTaken ep;
|
||||
ep.Name = "Something";
|
||||
@@ -249,40 +224,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
auto entity = CreateBall();
|
||||
//auto entity = CreateBall();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,313 +0,0 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-10.
|
||||
//
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Game/PadSystem.h"
|
||||
#include "Core/World.h"
|
||||
#include <iostream>
|
||||
#include <Game/CPad.h>
|
||||
#include <Rendering/CPointLight.h>
|
||||
|
||||
|
||||
void dd::Systems::PadSystem::Initialize()
|
||||
{
|
||||
Events::BindKey r;
|
||||
r.KeyCode = GLFW_KEY_RIGHT;
|
||||
r.Command = "right";
|
||||
EventBroker->Publish(r);
|
||||
|
||||
Events::BindKey l;
|
||||
l.KeyCode = GLFW_KEY_LEFT;
|
||||
l.Command = "left";
|
||||
EventBroker->Publish(l);
|
||||
|
||||
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_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
{
|
||||
if (Entity() == 0) {
|
||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
||||
SetEntity(it->first);
|
||||
SetTransform(m_World->GetComponent<Components::Transform>(Entity()));
|
||||
SetPad(m_World->GetComponent<Components::Pad>(Entity()));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto transform = Transform();
|
||||
auto pad = Pad();
|
||||
auto acceleration = Acceleration();
|
||||
|
||||
if (transform->Velocity.x < -pad->MaxSpeed) {
|
||||
transform->Velocity.x = -pad->MaxSpeed;
|
||||
}
|
||||
else if (transform->Velocity.x > pad->MaxSpeed) {
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
<<<<<<< HEAD
|
||||
}
|
||||
else if (Right()) {
|
||||
=======
|
||||
} else if (Right()) {
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
acceleration.x = pad->AccelerationSpeed;
|
||||
} else {
|
||||
acceleration.x = 0.f;
|
||||
}
|
||||
|
||||
SetTransform(transform);
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
if (MultiBall() == true) {
|
||||
SetMultiBall(false);
|
||||
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::PadSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
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;
|
||||
|
||||
cball->Speed = 10;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == GLFW_KEY_UP) {
|
||||
//std::cout << "Up!" << std::endl;
|
||||
} else if (val == GLFW_KEY_DOWN) {
|
||||
//std::cout << "Down!" << std::endl;
|
||||
} else if (val == GLFW_KEY_LEFT) {
|
||||
//std::cout << "Left!" << std::endl;
|
||||
//acceleration.x = -0.01f;
|
||||
SetLeft(true);
|
||||
} else if (val == GLFW_KEY_RIGHT) {
|
||||
//std::cout << "Right!" << std::endl;
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
} else if (val == GLFW_KEY_M) {
|
||||
SetMultiBall(true);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
if (val == GLFW_KEY_UP) {
|
||||
|
||||
} else if (val == GLFW_KEY_DOWN) {
|
||||
|
||||
} else if (val == GLFW_KEY_LEFT) {
|
||||
SetLeft(false);
|
||||
} else if (val == GLFW_KEY_RIGHT) {
|
||||
SetRight(false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
/*
|
||||
EntityID entityBall = event.Entity2;
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
||||
if (ball == NULL) {
|
||||
return false;
|
||||
}
|
||||
EntityID entityPad = event.Entity1;
|
||||
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == NULL) {
|
||||
return false;
|
||||
}
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
|
||||
float movementMultiplier = 0.5f;
|
||||
|
||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
||||
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 movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
||||
<<<<<<< HEAD
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
|
||||
=======
|
||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2;
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
|
||||
//std::cout << movementX << " " << movementY << std::endl;
|
||||
|
||||
float len = glm::length<float>(transformBall->Velocity);
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
|
||||
|
||||
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
|
||||
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
|
||||
|
||||
|
||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
||||
*/
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
{
|
||||
EntityID entityPower;
|
||||
EntityID entityPad;
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity1);
|
||||
auto pad = m_World->GetComponent<Components::Pad>(event.Entity2);
|
||||
if (powerUp != nullptr) {
|
||||
entityPower = event.Entity1;
|
||||
} else {
|
||||
powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity2);
|
||||
if (powerUp != nullptr) {
|
||||
entityPower = event.Entity2;
|
||||
}
|
||||
}
|
||||
if (pad != nullptr) {
|
||||
entityPad = event.Entity2;
|
||||
} else {
|
||||
pad = m_World->GetComponent<Components::Pad>(event.Entity1);
|
||||
if (pad != nullptr) {
|
||||
entityPad = event.Entity1;
|
||||
}
|
||||
}
|
||||
|
||||
if (entityPower == NULL || entityPad == NULL) {
|
||||
return false;
|
||||
}
|
||||
|
||||
pad = m_World->GetComponent<Components::Pad>(entityPad);
|
||||
if (pad == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
||||
m_World->RemoveComponent<Components::Physics>(entityPower);
|
||||
m_World->RemoveEntity(entityPower);
|
||||
Events::PowerUpTaken ep;
|
||||
ep.Name = "Something";
|
||||
EventBroker->Publish(ep);
|
||||
|
||||
Events::MultiBall e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityPad);
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
auto entity = CreateBall();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
std::string command = event.Command;
|
||||
|
||||
std::cout << "Command!" << std::endl;
|
||||
|
||||
if (command == "right") {
|
||||
std::cout << "Right!" << std::endl;
|
||||
} else if (command == "left") {
|
||||
std::cout << "Left!" << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::BeginContact(b2Contact* contact)
|
||||
{
|
||||
b2WorldManifold worldManifold;
|
||||
|
||||
contact->GetWorldManifold(&worldManifold);
|
||||
|
||||
Events::Contact e;
|
||||
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
|
||||
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
|
||||
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::EndContact(b2Contact* contact)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
|
||||
{
|
||||
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
|
||||
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
|
||||
|
||||
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
|
||||
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
|
||||
|
||||
if (physicsComponentA != nullptr && physicsComponentB != nullptr) {
|
||||
if (physicsComponentA->Calculate || physicsComponentB->Calculate) {
|
||||
// Turn of collisions
|
||||
contact->SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::ContactListener::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,44 +1,38 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
//TODO: REGISTER PHYSICS COMPONENTS HERE
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
m_ContactListener = new ContactListener(this);
|
||||
|
||||
m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_Accumulator = 0.f;
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
|
||||
InitializeWater();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPause, &PhysicsSystem::OnPause);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.13f;
|
||||
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
float radius = 0.13f;
|
||||
float gravityScale = 1.0f;
|
||||
CreateParticleSystem(radius, gravityScale);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
||||
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("Entity: %i, Tried to set an impulse on a body that does not exsist", event.Entity);
|
||||
return false;
|
||||
}
|
||||
|
||||
b2Vec2 impulse;
|
||||
impulse.x = event.Impulse.x;
|
||||
impulse.y = event.Impulse.y;
|
||||
@@ -47,95 +41,154 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
point.x = event.Point.x;
|
||||
point.y = event.Point.y;
|
||||
|
||||
|
||||
Impulse i;
|
||||
i.Body = body;
|
||||
i.Impulse = impulse;
|
||||
i.Point = point;
|
||||
|
||||
m_Impulses.push_back(i);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
void dd::Systems::PhysicsSystem::SyncEntitiesWithBodies()
|
||||
{
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
LOG_ERROR("This body should not exist, please fix this");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (! physicsComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
|
||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
||||
|
||||
float angle = glm::eulerAngles(transformComponent->Orientation).z;
|
||||
body->SetTransform(position, angle);
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
|
||||
b2Filter filter;
|
||||
filter.categoryBits = physicsComponent->Category;
|
||||
filter.maskBits = physicsComponent->Mask;
|
||||
body->GetFixtureList()->SetFilterData(filter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
m_Accumulator -= dt;
|
||||
}
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
void dd::Systems::PhysicsSystem::SyncBodiesWithEntities()
|
||||
{
|
||||
for (auto i : m_BodiesToEntities) {
|
||||
b2Body* body = i.first;
|
||||
EntityID entity = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
LOG_ERROR("This body should not exist, please fix this");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
if (! transformComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no TransformComponent");
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (! physicsComponent) {
|
||||
continue;
|
||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||
}
|
||||
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if (parent == 0) {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
|
||||
float angle = body->GetAngle();
|
||||
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
|
||||
transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
|
||||
transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
|
||||
} else {
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
|
||||
float angle = body->GetAngle();
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
|
||||
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle* particleH = i.second;
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
if (m_Pause) {
|
||||
return;
|
||||
}
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
m_Accumulator += dt;
|
||||
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
UpdateParticleEmitters(dt);
|
||||
SyncEntitiesWithBodies();
|
||||
|
||||
//Apply Impulses Must be done after SyncEntitiesWithBodies
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
//Update the PhysicsWorld
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
||||
SyncBodiesWithEntities();
|
||||
|
||||
|
||||
for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
|
||||
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle[e]) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle *particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
glm::vec3 parentTransform = glm::vec3(0.f);
|
||||
if (entityParent) {
|
||||
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
parentTransform = tp->Position;
|
||||
}
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
m_Accumulator -= dt;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -144,34 +197,63 @@ void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, Entity
|
||||
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::OnPause(const dd::Events::Pause &event)
|
||||
{
|
||||
if (event.Type != "PhysicsSystem" && event.Type != "All") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Pause) {
|
||||
m_Pause = false;
|
||||
} else {
|
||||
m_Pause = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||
auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||
|
||||
if (physicsComponent && waterComponent) {
|
||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
if (physicsComponent && particleEmitterComponent) {
|
||||
LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
} else if (particleEmitterComponent) {
|
||||
CreateParticleEmitter(entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
m_PhysicsWorld->DestroyBody(body);
|
||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physics == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
if (body == nullptr) {
|
||||
LOG_ERROR("Trying to remove non-exsisting body, Entity: %i", entity);
|
||||
return;
|
||||
}
|
||||
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
body->GetWorld()->DestroyBody(body);
|
||||
//delete body;
|
||||
}
|
||||
|
||||
|
||||
@@ -183,7 +265,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
@@ -194,8 +275,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
|
||||
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
@@ -205,7 +284,6 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
|
||||
}
|
||||
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
@@ -219,79 +297,190 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
if (circleComponent) {
|
||||
pShape = new b2CircleShape();
|
||||
pShape->m_radius = absoluteTransform.Scale.x;
|
||||
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2;
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale. xScale has been used for radius");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
//TODO: FIX THIS SHIT INTO COMPONENTS
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.filter.categoryBits = physicsComponent->Category;
|
||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
||||
|
||||
|
||||
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 10.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
|
||||
delete pShape;
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->SetType(b2BodyType::b2_staticBody);
|
||||
} else if (! physicsComponent->Static) {
|
||||
body->SetType(b2BodyType::b2_dynamicBody);
|
||||
}
|
||||
|
||||
body->SetGravityScale(physicsComponent->GravityScale);
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
auto water = m_World->GetComponent<Components::WaterVolume>(e);
|
||||
if (water) {
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
//sprite->SpriteFile = "Textures/Ball.png";
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
|
||||
{
|
||||
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
|
||||
auto e = m_ParticleEmitters.ParticleEmitter[i];
|
||||
auto pt = m_ParticleEmitters.ParticleTemplate[i];
|
||||
auto ps = m_ParticleEmitters.ParticleSystem[i];
|
||||
|
||||
|
||||
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
|
||||
emitter->TimeSinceLastSpawn += dt;
|
||||
if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
|
||||
continue;
|
||||
}
|
||||
emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
|
||||
auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
|
||||
|
||||
b2ParticleDef particleDef;
|
||||
particleDef.flags = particleTemplate->Flags;
|
||||
//particleDef.color TODO: Implement this if we want color mixing and shit.
|
||||
particleDef.lifetime = particleTemplate->LifeTime;
|
||||
particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
|
||||
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
|
||||
|
||||
auto particle = m_World->CloneEntity(pt, 0);
|
||||
m_World->RemoveComponent<Components::Template>(particle);
|
||||
|
||||
auto b2Particle = ps->CreateParticle(particleDef);
|
||||
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
|
||||
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
|
||||
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
|
||||
|
||||
//TODO: Ta bort detta
|
||||
int particles = 0;
|
||||
for (auto i : m_EntitiesToParticleHandle)
|
||||
{
|
||||
particles += i.size();
|
||||
}
|
||||
LOG_INFO("--I have %i particles.", particles);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
|
||||
{
|
||||
auto childEntities = m_World->GetEntityChildren(entity);
|
||||
if (childEntities.empty()) {
|
||||
LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
|
||||
return;
|
||||
}
|
||||
int pf = 0;
|
||||
dd::Components::Particle* particle;
|
||||
EntityID childEntity;
|
||||
for ( auto c : childEntities ) {
|
||||
auto p = m_World->GetComponent<Components::Particle>(c);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
|
||||
if (!p) {
|
||||
continue;
|
||||
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
|
||||
}
|
||||
if(!particleTemplate) {
|
||||
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
|
||||
continue;
|
||||
}
|
||||
if (pf != 0) {
|
||||
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
|
||||
break;
|
||||
}
|
||||
childEntity = c;
|
||||
particle = p;
|
||||
pf++;
|
||||
}
|
||||
//TODO: Skicka med fler flaggor till particlesystemet;
|
||||
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
|
||||
m_ParticleEmitters.ParticleEmitter.push_back(entity);
|
||||
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
|
||||
}
|
||||
|
||||
|
||||
b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
|
||||
{
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m1;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m2;
|
||||
m_EntitiesToParticleHandle.push_back(m1);
|
||||
m_ParticleHandleToEntities.push_back(m2);
|
||||
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = radius;
|
||||
m_ParticleSystemDef.gravityScale = gravityScale;
|
||||
|
||||
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||
|
||||
return m_ParticleSystem.back();
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
for (auto i = m_BodiesToEntities.begin(); i != m_BodiesToEntities.end(); i++) {
|
||||
b2Body* body = i->first;
|
||||
body->GetWorld()->DestroyBody(body);
|
||||
//delete body;
|
||||
}
|
||||
m_BodiesToEntities.clear();
|
||||
m_EntitiesToBodies.clear();
|
||||
m_Impulses.clear();
|
||||
|
||||
//TODO:REMOVE PARTICLE SYSTEMS
|
||||
|
||||
if (m_ContactListener != nullptr) {
|
||||
delete m_ContactListener;
|
||||
m_ContactListener = nullptr;
|
||||
}
|
||||
|
||||
if (m_PhysicsWorld != nullptr) {
|
||||
delete m_PhysicsWorld;
|
||||
m_PhysicsWorld = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,326 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
m_ContactListener = new ContactListener(this);
|
||||
|
||||
m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_Accumulator = 0.f;
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
|
||||
InitializeWater();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.1f;
|
||||
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
||||
|
||||
b2Vec2 impulse;
|
||||
impulse.x = event.Impulse.x;
|
||||
impulse.y = event.Impulse.y;
|
||||
|
||||
b2Vec2 point;
|
||||
point.x = event.Point.x;
|
||||
point.y = event.Point.y;
|
||||
|
||||
|
||||
Impulse i;
|
||||
i.Body = body;
|
||||
i.Impulse = impulse;
|
||||
i.Point = point;
|
||||
|
||||
m_Impulses.push_back(i);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
=======
|
||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
b2Vec2 position;
|
||||
position.x = transformComponent->Position.x;
|
||||
position.y = transformComponent->Position.y;
|
||||
|
||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
||||
|
||||
body->SetTransform(position, angle);
|
||||
|
||||
<<<<<<< HEAD
|
||||
}
|
||||
}
|
||||
|
||||
=======
|
||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (auto i : m_Impulses) {
|
||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
m_Accumulator += dt;
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
m_Accumulator -= dt;
|
||||
}
|
||||
|
||||
for (auto i : m_EntitiesToBodies) {
|
||||
EntityID entity = i.first;
|
||||
b2Body* body = i.second;
|
||||
|
||||
if (body == nullptr) {
|
||||
//LOG_ERROR("This body should not exist");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (! transformComponent)
|
||||
continue;
|
||||
<<<<<<< HEAD
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if (parent == 0) {
|
||||
=======
|
||||
if (m_World->GetEntityParent(entity) == 0) {
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
b2Vec2 position = body->GetPosition();
|
||||
transformComponent->Position.x = position.x;
|
||||
transformComponent->Position.y = position.y;
|
||||
|
||||
float angle = body->GetAngle();
|
||||
|
||||
|
||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
b2Vec2 velocity = body->GetLinearVelocity();
|
||||
transformComponent->Velocity.x = velocity.x;
|
||||
transformComponent->Velocity.y = velocity.y;
|
||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle* particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||
|
||||
if (physicsComponent && waterComponent) {
|
||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
b2Body* body = m_EntitiesToBodies[entity];
|
||||
|
||||
if (body != nullptr) {
|
||||
m_EntitiesToBodies.erase(entity);
|
||||
m_BodiesToEntities.erase(body);
|
||||
|
||||
m_PhysicsWorld->DestroyBody(body);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if(!physicsComponent){
|
||||
LOG_ERROR("No PhysicsComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent) {
|
||||
LOG_ERROR("No TransformComponent in CreateBody");
|
||||
return;
|
||||
}
|
||||
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
|
||||
b2BodyDef bodyDef;
|
||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
||||
|
||||
|
||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
||||
|
||||
if (physicsComponent->Static) {
|
||||
bodyDef.type = b2_staticBody;
|
||||
} else {
|
||||
bodyDef.type = b2_dynamicBody;
|
||||
|
||||
}
|
||||
|
||||
|
||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
||||
|
||||
b2Shape* pShape;
|
||||
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
if (circleComponent) {
|
||||
pShape = new b2CircleShape();
|
||||
pShape->m_radius = absoluteTransform.Scale.x;
|
||||
|
||||
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if(physicsComponent->Static) {
|
||||
body->CreateFixture(pShape, 0); //Density kanske ska vara 0 på statiska kroppar
|
||||
}
|
||||
else {
|
||||
//TODO: FIX THIS SHIT INTO COMPONENTS
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.0f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
}
|
||||
|
||||
delete pShape;
|
||||
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.linearVelocity = b2Vec2(0, 5.f);
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
||||
|
||||
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
//sprite->SpriteFile = "Textures/Ball.png";
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
if (m_ContactListener != nullptr) {
|
||||
delete m_ContactListener;
|
||||
m_ContactListener = nullptr;
|
||||
}
|
||||
}
|
||||
@@ -26,7 +26,7 @@ ALuint dd::Sound::LoadFile(std::string path)
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_Size, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_Size, 4*sizeof(char), 1, fp);
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] != 'W' || m_Type[1] != 'A' || m_Type[2] != 'V' || m_Type[3]!= 'E') {
|
||||
LOG_ERROR("ERROR: Not WAVE-file");
|
||||
@@ -40,13 +40,13 @@ ALuint dd::Sound::LoadFile(std::string path)
|
||||
}
|
||||
|
||||
//READ THE DATA FROM WAVE-FILE
|
||||
fread(&m_ChunkSize, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_FormatType, sizeof(short), 1, fp);
|
||||
fread(&m_Channels, sizeof(short), 1, fp);
|
||||
fread(&m_SampleRate, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_AvgBytesPerSec, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_BytesPerSample, sizeof(short), 1, fp);
|
||||
fread(&m_BitsPerSample, sizeof(short), 1, fp);
|
||||
fread(&m_ChunkSize, 4*sizeof(char), 1, fp);
|
||||
fread(&m_FormatType, 2*sizeof(char), 1, fp);
|
||||
fread(&m_Channels, 2*sizeof(char), 1, fp);
|
||||
fread(&m_SampleRate, 4*sizeof(char), 1, fp);
|
||||
fread(&m_AvgBytesPerSec, 4*sizeof(char), 1, fp);
|
||||
fread(&m_BytesPerSample, 2*sizeof(char), 1, fp);
|
||||
fread(&m_BitsPerSample, 2*sizeof(char), 1, fp);
|
||||
|
||||
fread(m_Type, sizeof(char), 4, fp);
|
||||
if (m_Type[0] !='d' || m_Type[1] != 'a' || m_Type[2] != 't' || m_Type[3] != 'a') {
|
||||
@@ -54,10 +54,10 @@ ALuint dd::Sound::LoadFile(std::string path)
|
||||
return 0;
|
||||
}
|
||||
|
||||
fread(&m_DataSize, sizeof(unsigned long), 1, fp);
|
||||
fread(&m_DataSize, 4*sizeof(char), 1, fp);
|
||||
|
||||
unsigned char* buf = new unsigned char[m_DataSize];
|
||||
fread(buf, sizeof(unsigned char), m_DataSize, fp);
|
||||
fread(buf, sizeof(char), m_DataSize, fp);
|
||||
fclose(fp);
|
||||
|
||||
// Create buffer
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
dd::Systems::SoundSystem::~SoundSystem()
|
||||
{
|
||||
alcCloseDevice(m_Device);
|
||||
}
|
||||
};
|
||||
|
||||
void dd::Systems::SoundSystem::Initialize()
|
||||
{
|
||||
@@ -19,24 +19,28 @@ void dd::Systems::SoundSystem::Initialize()
|
||||
else {
|
||||
LOG_ERROR("OpenAL failed to initialize.");
|
||||
}
|
||||
|
||||
alGetError();
|
||||
|
||||
//Probably unnecessary. vec3(0) probably default.
|
||||
const ALfloat pos[3] = {0, 0, 0};
|
||||
//alListenerfv(AL_POSITION, pos);
|
||||
|
||||
m_SFXMasterVolume = 1.f;
|
||||
m_BGMMasterVolume = 1.f;
|
||||
|
||||
//Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &SoundSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlaySFX, &SoundSystem::OnPlaySound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
|
||||
|
||||
|
||||
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.IsAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.FilePath = "Sounds/BGM/water-flowing.wav";
|
||||
e.Gain = 0.3f;
|
||||
e.IsAmbient = true;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::SoundSystem::Update(double dt)
|
||||
@@ -44,7 +48,7 @@ void dd::Systems::SoundSystem::Update(double dt)
|
||||
//Clean up none-active sources
|
||||
//Only used for SFX's. BGM's are handled on stop sound.
|
||||
std::vector<ALuint> deleteList;
|
||||
for (auto item : m_SFXSourcesToBuffers) {
|
||||
for (auto& item : m_SFXSourcesToBuffers) {
|
||||
ALint sourceState;
|
||||
alGetSourcei(item.first, AL_SOURCE_STATE, &sourceState);
|
||||
if (sourceState == AL_STOPPED) {
|
||||
@@ -70,32 +74,32 @@ ALuint dd::Systems::SoundSystem::CreateSource()
|
||||
bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
|
||||
{
|
||||
//Loading and binding sound buffer to source
|
||||
Sound *sound = ResourceManager::Load<Sound>(event.path);
|
||||
Sound *sound = ResourceManager::Load<Sound>(event.FilePath);
|
||||
if (sound == nullptr) {
|
||||
return false;
|
||||
}
|
||||
ALuint source = CreateSource();
|
||||
ALuint buffer = sound->Buffer();
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
sound->SetGain(event.Gain);
|
||||
|
||||
//Sound settings
|
||||
float relativeVolume = 1.f;
|
||||
if (event.isAmbient) {
|
||||
if (event.IsAmbient) {
|
||||
alSourcei(source, AL_LOOPING, AL_TRUE);
|
||||
relativeVolume = m_BGMMasterVolume;
|
||||
m_BGMSourcesToBuffers[source] = sound;
|
||||
|
||||
}
|
||||
else if (!event.isAmbient)
|
||||
else if (!event.IsAmbient)
|
||||
{
|
||||
m_SFXSourcesToBuffers[source] = sound;
|
||||
alSourcei(source, AL_LOOPING, AL_FALSE);
|
||||
relativeVolume = m_SFXMasterVolume;
|
||||
}
|
||||
|
||||
alSourcef(source, AL_GAIN, (event.volume * relativeVolume));
|
||||
alSourcef(source, AL_PITCH, event.pitch);
|
||||
|
||||
alSourcef(source, AL_GAIN, (sound->Gain() * relativeVolume));
|
||||
alSourcef(source, AL_PITCH, event.Pitch);
|
||||
|
||||
//Play
|
||||
alSourcePlay(source);
|
||||
@@ -104,53 +108,50 @@ bool dd::Systems::SoundSystem::OnPlaySound(const dd::Events::PlaySound &event)
|
||||
|
||||
bool dd::Systems::SoundSystem::OnStopSound(const dd::Events::StopSound &event)
|
||||
{
|
||||
|
||||
//TODO: Delete sources for bgms
|
||||
ALuint itemToDelete;
|
||||
for (auto item : m_BGMSourcesToBuffers)
|
||||
ALuint itemToDeleted;
|
||||
for (auto& item : m_BGMSourcesToBuffers)
|
||||
{
|
||||
if (item.second->Path() == event.path) {
|
||||
itemToDelete = item.first;
|
||||
if (item.second->Path() == event.FilePath) {
|
||||
itemToDeleted = item.first;
|
||||
break;
|
||||
}
|
||||
}
|
||||
alSourceStop(itemToDelete);
|
||||
alDeleteSources(1, &itemToDelete);
|
||||
m_BGMSourcesToBuffers.erase(itemToDelete);
|
||||
alSourceStop(itemToDeleted);
|
||||
alDeleteSources(1, &itemToDeleted);
|
||||
m_BGMSourcesToBuffers.erase(itemToDeleted);
|
||||
|
||||
//Should not because SFX's should be very short.
|
||||
//Should not happen because SFX's should be very short.
|
||||
for (auto item : m_SFXSourcesToBuffers)
|
||||
{
|
||||
if (item.second->Path() == event.path) {
|
||||
if (item.second->Path() == event.FilePath) {
|
||||
alSourceStop(item.first);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool dd::Systems::SoundSystem::OnMasterVolume(const dd::Events::MasterVolume &event)
|
||||
{
|
||||
//TODO: Make the volume depend on the value given when stored.
|
||||
//TODO: .. now it ONLY uses the master volume
|
||||
if (event.isAmbient) {
|
||||
m_BGMMasterVolume = event.gain;
|
||||
for (auto item : m_BGMSourcesToBuffers)
|
||||
if (event.IsAmbient) {
|
||||
m_BGMMasterVolume = event.Gain;
|
||||
for (auto& item : m_BGMSourcesToBuffers)
|
||||
{
|
||||
alSourcef(item.first, AL_GAIN, event.gain);
|
||||
alSourcef(item.first, AL_GAIN, (item.second->Gain() * m_BGMMasterVolume));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (!event.isAmbient) {
|
||||
m_SFXMasterVolume = event.gain;
|
||||
for (auto item : m_SFXSourcesToBuffers)
|
||||
else if (!event.IsAmbient) {
|
||||
m_SFXMasterVolume = event.Gain;
|
||||
for (auto& item : m_SFXSourcesToBuffers)
|
||||
{
|
||||
alSourcef(item.first, AL_GAIN, event.gain);
|
||||
alSourcef(item.first, AL_GAIN, (item.second->Gain() * m_SFXMasterVolume));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//On contact: play the sound given in the CCOllisionSound.
|
||||
bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
{
|
||||
//Check which entity has the collisionSound component.
|
||||
@@ -165,10 +166,11 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
|
||||
|
||||
//Send play-sound event
|
||||
dd::Events::PlaySound e;
|
||||
e.path = collisionSound->filePath;
|
||||
e.isAmbient = false;
|
||||
e.FilePath = collisionSound->FilePath;
|
||||
e.IsAmbient = false;
|
||||
EventBroker->Publish(e);
|
||||
//return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,18 +1,17 @@
|
||||
project(tests)
|
||||
|
||||
find_package(PNG REQUIRED)
|
||||
find_package(Boost REQUIRED COMPONENTS chrono thread unit_test_framework)
|
||||
|
||||
include_directories(
|
||||
${CMAKE_SOURCE_DIR}/include
|
||||
${PNG_INCLUDE_DIRS}
|
||||
${Boost_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
set(SOURCE_FILES
|
||||
main.cpp
|
||||
FileWatcherTest.cpp
|
||||
EventTest.cpp
|
||||
ComponentCopyTest.cpp
|
||||
EntityCloneTest.cpp
|
||||
|
||||
file(GLOB SOURCE_FILES
|
||||
"*.cpp"
|
||||
)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
|
||||
@@ -40,7 +40,7 @@ struct EventFixture
|
||||
// Publish the event
|
||||
this->EventBroker->Publish(Before);
|
||||
// Clear to swap buffers
|
||||
this->EventBroker->Clear();
|
||||
this->EventBroker->Swap();
|
||||
// Process the event
|
||||
this->EventBroker->template Process<EventFixture>();
|
||||
}
|
||||
|
||||