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C++
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//
// Created by Adniklastrator on 2015-09-10.
//
#ifndef DAYDREAM_PADSYSTEM_H
#define DAYDREAM_PADSYSTEM_H
#include "Core/InputController.h"
#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"
#include "Input/EBindKey.h"
#include "Physics/EContact.h"
#include "Physics/CRectangleShape.h"
#include "Physics/CWaterVolume.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Transform/EMove.h"
#include "Transform/ERotate.h"
#include "Game/CBall.h"
#include "Game/CPad.h"
#include "Game/CPowerUp.h"
#include "Game/CStickyAim.h"
#include "Game/EResetBall.h"
#include "Game/EResetAll.h"
#include "Game/ERaiseWater.h"
#include "Game/ERaiseWaterWall.h"
#include "Game/EMultiBall.h"
#include "Game/ELifebuoy.h"
#include "Game/EStickyPad.h"
#include "Game/EStickyAttachedToPad.h"
#include "Game/EInkBlaster.h"
#include "Game/EKrakenAttack.h"
#include "Game/EKrakenAttackEnd.h"
#include "Game/EPowerUpTaken.h"
#include "Game/EStageCleared.h"
#include "Game/EPause.h"
#include "Game/EResume.h"
#include "Game/EHitLag.h"
#include "Game/EScreenShake.h"
#include "Game/EActionButton.h"
#include "Rendering/CAnimation.h"
#include "Game/EBrickGenerating.h"
namespace dd
{
namespace Systems
{
class PadSystem : public System
{
public:
PadSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { }
void Initialize() override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
EntityID& Entity() { return m_Entity; }
void SetEntity(const EntityID& ent) { m_Entity = ent; }
glm::vec3 Acceleration() const { return m_Acceleration; }
void SetAcceleration(const glm::vec3& acceleration) { m_Acceleration = acceleration; }
bool Left() const { return m_Left; }
void SetLeft(const bool& left) { m_Left = left; }
bool Right() const { return m_Right; }
void SetRight(const bool& right) { m_Right = right; }
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;
bool m_Right = false;
bool m_ReplaceBall = false;
bool m_MultiBall = false;
bool m_KrakenAttack = false;
bool m_BallStuck = false;
double m_KrakenCharge = 0;
double m_KrakenStrength = 0;
double m_PlayerStrength = 0;
float m_Edge = 2.8f;
EntityID m_KrakenArm = NULL;
EntityID m_KrakenArmHitbox = NULL;
Components::Transform* m_Transform = nullptr;
Components::Pad* m_Pad = nullptr;
std::shared_ptr<Components::Transform> m_StickTransform;
std::shared_ptr<Components::StickyAim> m_StickyAim;
bool m_ResetBall = false;
bool m_Pause = false;
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
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::StageCleared> m_EStageCleared;
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
dd::EventRelay<PadSystem, dd::Events::ResetAll> m_EResetAll;
dd::EventRelay<PadSystem, dd::Events::RaiseWater> m_ERaiseWater;
dd::EventRelay<PadSystem, dd::Events::RaiseWaterWall> m_ERaiseWaterWall;
dd::EventRelay<PadSystem, dd::Events::Pause> m_EPause;
dd::EventRelay<PadSystem, dd::Events::Resume> m_EResume;
dd::EventRelay<PadSystem, dd::Events::KrakenAttack> m_EKrakenAttack;
dd::EventRelay<PadSystem, dd::Events::KrakenAttackEnd> m_EKrakenAttackEnd;
dd::EventRelay<PadSystem, dd::Events::StickyPad> m_EStickyPad;
dd::EventRelay<PadSystem, dd::Events::StickyAttachedToPad> m_EStickyAttachedToPad;
dd::EventRelay<PadSystem, dd::Events::ActionButton> m_EActionButton;
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 OnStageCleared(const dd::Events::StageCleared &event);
bool OnResetBall(const dd::Events::ResetBall &event);
bool OnResetAll(const dd::Events::ResetAll &event);
bool OnRaiseWater(const dd::Events::RaiseWater &event);
bool OnRaiseWaterWall(const dd::Events::RaiseWaterWall &event);
bool RaisePad(float amount, float speed);
bool OnPause(const dd::Events::Pause &event);
bool OnResume(const dd::Events::Resume &event);
bool OnKrakenAttack(const dd::Events::KrakenAttack &event);
bool OnKrakenAttackEnd(const dd::Events::KrakenAttackEnd &event);
bool OnStickyPad(const dd::Events::StickyPad &event);
bool OnStickyAttachedToPad(const dd::Events::StickyAttachedToPad &event);
bool OnActionButton(const dd::Events::ActionButton &event);
class PadSteeringInputController;
std::array<std::shared_ptr<PadSteeringInputController>, 4> m_PadInputControllers;
};
class PadSystem::PadSteeringInputController : InputController<PadSystem>
{
public:
PadSteeringInputController(std::shared_ptr<dd::EventBroker> eventBroker)
: InputController(eventBroker)
{
}
protected:
virtual bool OnCommand(const Events::InputCommand &event);
};
}
}
#endif //DAYDREAM_PADSYSTEM_H