Files
squidout/src/game/Game/BallSystem.cpp
T
2015-10-23 16:01:22 +02:00

580 lines
19 KiB
C++

#include "PrecompiledHeader.h"
#include "Game/BallSystem.h"
dd::Systems::BallSystem::~BallSystem() {
}
void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf)
{
}
void dd::Systems::BallSystem::Initialize()
{
std::random_device rd;
m_RandomGenerator = std::mt19937(rd());
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
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_EStickyPad, &BallSystem::OnStickyPad);
EVENT_SUBSCRIBE_MEMBER(m_EInkBlaster, &BallSystem::OnInkBlaster);
EVENT_SUBSCRIBE_MEMBER(m_EInkBlasterOver, &BallSystem::OnInkBlasterOver);
EVENT_SUBSCRIBE_MEMBER(m_EKrakenAttack, &BallSystem::OnKrakenAttack);
EVENT_SUBSCRIBE_MEMBER(m_EKrakenAttackEnd, &BallSystem::OnKrakenAttackEnd);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &BallSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &BallSystem::OnResume);
EVENT_SUBSCRIBE_MEMBER(m_EActionButton, &BallSystem::OnActionButton);
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &BallSystem::OnStageCleared);
EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &BallSystem::OnArrivedToNewStage);
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &BallSystem::OnAnimationComplete);
//OctoBall
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(-20.f, 0.26f, -10.f);
transform->Scale = glm::vec3(.3f, 0.3f, 0.3f);
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
transform->Orientation = glm::quat();
auto model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Sid/Sid_Flying.dae";
auto animation = m_World->AddComponent<Components::Animation>(ent);
animation->Speed = 1.0;
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
circleShape->Radius = 0.4f;
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
ball->Speed = 5.f;
ball->Waiting = true;
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->CollisionType = CollisionType::Type::Dynamic;
physics->Category = CollisionLayer::Type::Ball;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
physics->Calculate = true;
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(ent);
collisionSound->FilePath = "Sounds/Jelly/squid-bounce-n.wav";
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);
/*auto PosterBoy = CreateBall();
auto PosterBall = m_World->GetComponent<Components::Ball>(PosterBoy);
PosterBall->PosterBoy = 1;
auto Postertran = m_World->GetComponent<Components::Transform>(PosterBoy);
Postertran->Position = glm::vec3(-3.f, -3.f, -10.f);
Postertran->Velocity = glm::vec3(0.0f, 0.f, 0.f);*/
}
SetReplaceBall(true);
}
void dd::Systems::BallSystem::Update(double dt)
{
ResolveContacts();
}
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
//TODO: When the ball collides with 2 bricks on the same frame it is reflected and then reflected again, make it reflect only once like a list or something?
if (IsPaused()) {
return;
}
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
if (templateCheck != nullptr){ return; }
if (ballComponent != nullptr) {
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
if (ballComponent->PosterBoy == 1) {
transformBall->Position = glm::vec3(-3, 3, -10);
}
if (ReplaceBall()) {
m_First = true;
SetReplaceBall(false);
m_Waiting = true;
std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
float random = dist(m_RandomGenerator);
ballComponent->SavedSpeed = glm::vec3(random, 1, 0.f);
//ballComponent->SavedSpeed = glm::vec3(0.f, 1, 0.f);
ballComponent->Waiting = true;
}
if (ballComponent->Waiting) {
if (!m_Waiting) {
m_Restarting = false;
ballComponent->Waiting = false;
/*std::uniform_real_distribution<float> dist(-0.5f, 0.5f);
float random = dist(m_RandomGenerator);*/
transformBall->Velocity = glm::normalize(ballComponent->SavedSpeed) * ballComponent->Speed;
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Loop = false;
cAnim->Speed = 2.f;
cAnim->Time = 0.f;
//transform->Velocity = glm::normalize(glm::vec3(0, 1, 0)) * ballComponent->Speed;
} else {
transformBall->Velocity = glm::vec3(0.f, 0.f, 0.f);
auto cModel = m_World->GetComponent<Components::Model>(entity);
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Speed = 0.f;
cAnim->Time = 0.f;
cAnim->Loop = false;
if (!ballComponent->Sticky) {
auto transform = m_World->GetComponent<Components::Transform>(entity);
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
//transform->Position = glm::vec3(0.0f, -3.f, -10.f);
if (m_First) {
transform->Orientation = glm::quat();
m_First = false;
}
}
return;
}
}
if (ballComponent->Sticky) {
//TODO - Ball can stick to same pad just after detaching.
if (!m_Waiting)
{
transformBall->Velocity = ballComponent->SavedSpeed;
m_StickyCounter--;
if (m_StickyCounter > 0) {
m_Sticky = true;
}
auto cAnim = m_World->GetComponent<Components::Animation>(entity);
cAnim->Speed = 2.f;
cAnim->Time = 0.f;
cAnim->Loop = false;
ballComponent->Sticky = false;
}
}
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 || transformBall->Position.y > EdgeY() + 4) {
if (MultiBalls() != 0) {
m_World->RemoveEntity(entity);
Events::MultiBallLost e;
EventBroker->Publish(e);
} else if (!m_Restarting) { //If we lose lives when we shouldn't, look here.
Events::ResetBall be;
EventBroker->Publish(be);
Events::LifeLost e;
e.Entity = entity;
EventBroker->Publish(e);
Events::PlaySound se;
se.FilePath = "Sounds/jap-lose-life.wav";
EventBroker->Publish(se);
return;
}
} //Removing this made the wall collisions work again
/* 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 (ballComponent != nullptr) {
if (!ballComponent->Sticky)
{
auto transform = m_World->GetComponent<Components::Transform>(entity);
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
glm::vec2 up = glm::vec2(0.f, 1.f);
float angle = atan2(dir.x, dir.y);
transform->Orientation = glm::rotate(glm::quat(), angle, glm::vec3(0.f, 0.f, -1.f));
}
}
}
bool dd::Systems::BallSystem::OnPause(const dd::Events::Pause &event)
{
/*if (event.Type != "BallSystem" && event.Type != "All") {
return false;
}*/
m_Pause = true;
return true;
}
bool dd::Systems::BallSystem::OnResume(const dd::Events::Resume &event)
{
/*if (event.Type != "BallSystem" && event.Type != "All") {
return false;
}*/
m_Pause = false;
return true;
}
void dd::Systems::BallSystem::OnEntityCommit(EntityID entity)
{
}
void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity)
{
}
bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
{
Components::PowerUp* power1 = m_World->GetComponent<Components::PowerUp>(event.Entity1);
Components::PowerUp* power2 = m_World->GetComponent<Components::PowerUp>(event.Entity2);
if (power1 != nullptr || power2 != nullptr) {
return false;
}
Components::Ball* ballComponent1 = m_World->GetComponent<Components::Ball>(event.Entity1);
Components::Ball* ballComponent2 = m_World->GetComponent<Components::Ball>(event.Entity2);
Components::Ball* ballComponent;
if (ballComponent1 != nullptr && ballComponent2 != nullptr) {
return false;
}
EntityID ballEntity, otherEntitiy;
//Which is the ball?
if (ballComponent1 != nullptr) {
ballEntity = event.Entity1;
otherEntitiy = event.Entity2;
ballComponent = ballComponent1;
}
else if (ballComponent2 != nullptr) {
ballEntity = event.Entity2;
otherEntitiy = event.Entity1;
ballComponent = ballComponent2;
}
else {
return false;
}
if (ballComponent->Waiting || ballComponent->Sticky) {
return false;
}
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);
Events::HitPad e;
e.Ball = ballEntity;
e.Pad = otherEntitiy;
EventBroker->Publish(e);
// Events::HitLag el;
// el.Time = 0.1f;
//el.Type = "All";
// EventBroker->Publish(el);
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
//When a combo is more than 2 create a particle showing it.
if (ballComponent->Combo >= 2){
Events::CreateParticleSequence particleEvent;
particleEvent.EmitterLifeTime = 3;
particleEvent.EmittingAngle = glm::half_pi<float>();
particleEvent.Spread = 0.f;
particleEvent.NumberOfTicks = 1;
particleEvent.ParticleLifeTime = 1.3f;
particleEvent.ParticlesPerTick = 1;
particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.5f, -3.f);
if (ballTransform->Position.x >= 2.5f) {
particleEvent.Position = glm::vec3(2.5f, -3.5f, -3.f);
} else if (ballTransform->Position.x <= -2.5f) {
particleEvent.Position = glm::vec3(-2.5f, -3.5f, -3.f);
}
particleEvent.ScaleValues.push_back(glm::vec3(1.5f));
particleEvent.ScaleValues.push_back(glm::vec3(2.f));
particleEvent.Color = glm::vec4(1.f);
particleEvent.Speed = 1.f;
particleEvent.AlphaValues.push_back(1.f);
particleEvent.AlphaValues.push_back(0.7f);
if (ballComponent->Combo <= 9) {
particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png";
} else if (ballComponent->Combo <= 42) {
particleEvent.SpriteFile = "Textures/Combo/Combo0" + std::to_string(ballComponent->Combo) + ".png";
} else {
particleEvent.SpriteFile = "Textures/Combo/Combo043.png";
}
EventBroker->Publish(particleEvent);
}
ballComponent->Combo = 0;
if (!ballComponent->Waiting) {
if (m_InkBlaster) {
if (!m_InkAttached) {
m_InkAttached = true;
m_Waiting = true;
m_InkBlockedWaiting = true;
ballComponent->Sticky = true;
ballComponent->StickyPlacement = glm::vec3(0, 0.25f, 0);
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
ballTransform->Velocity = glm::vec3(0.f, 0.f, 0.f);
}
}
else if (m_Sticky) {
m_Sticky = false;
m_Waiting = true;
ballComponent->Sticky = true;
//ballComponent->StickyPlacement = ballTransform->Position - padTransform->Position;
ballComponent->StickyPlacement = glm::vec3(0, 0.25f, 0);
ballComponent->SavedSpeed = glm::normalize(glm::vec3(x, y, 0.f)) * ballComponent->Speed;
ballTransform->Velocity *= -1;
Events::StickyAttachedToPad e;
EventBroker->Publish(e);
auto cModel = m_World->GetComponent<Components::Model>(ballEntity);
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
auto cAnim = m_World->GetComponent<Components::Animation>(ballEntity);
cAnim->Loop = false;
cAnim->Speed = 0.f;
cAnim->Time = 0.f;
return true;
}
}
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
Events::ComboEvent ec;
ec.Combo = ballComponent->Combo;
ec.Ball = ballEntity;
EventBroker->Publish(ec);
//std::cout << "Combo: " << ballComponent->Combo << std::endl;
} // Lifebuoy should always reflect the ball upwards
else if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Lifebuoy"){
ballTransform->Velocity = glm::vec3(ballTransform->Velocity.x, abs(ballTransform->Velocity.y), ballTransform->Velocity.z);
Events::LifebuoyHit e;
e.Lifebuoy = otherEntitiy;
EventBroker->Publish(e);
} else {
auto it = m_Contacts.find(ballEntity);
if (it == m_Contacts.end()) {
std::list<glm::vec2> normalList;
normalList.push_back(event.Normal);
m_Contacts[ballEntity] = normalList;
} else {
std::list<glm::vec2> normalList = it->second;
normalList.push_back(event.Normal);
m_Contacts[ballEntity] = normalList;
}
}
return true;
}
void dd::Systems::BallSystem::ResolveContacts()
{
for (auto c : m_Contacts) {
EntityID entity = c.first;
std::list<glm::vec2> contactNormals = c.second;
glm::vec2 finalNormal = glm::vec2(0.f);
for (auto it = contactNormals.begin(); it != contactNormals.end(); it++) {
finalNormal = finalNormal + (*it);
}
finalNormal = glm::normalize(finalNormal);
auto transform = m_World->GetComponent<Components::Transform>(entity);
glm::vec2 velocity = glm::vec2(transform->Velocity.x, transform->Velocity.y);
glm::vec2 reflectedVelocity = glm::reflect(velocity, finalNormal);
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
reflectedVelocity = glm::normalize(reflectedVelocity) * ballComponent->Speed;
transform->Velocity = glm::vec3(reflectedVelocity, 0.f);
}
m_Contacts.clear();
}
EntityID dd::Systems::BallSystem::CreateBall()
{
auto ent = m_World->CloneEntity(Ball());
m_World->RemoveComponent<Components::Template>(ent);
return ent;
}
bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
{
SetMultiBalls(MultiBalls() - 1);
//std::cout << MultiBalls() << std::endl;
if (MultiBalls() < 0) {
auto ent = CreateBall();
SetMultiBalls(0);
}
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);
ball1->Waiting = false;
ball2->Waiting = false;
auto padTransform = event.padTransform;
float x1 = padTransform->Position.x/* - 2*/, x2 = padTransform->Position.x/* + 2*/;
if (x1 < -m_EdgeX) {
x1 = m_EdgeX - 0.2;
}
if (x2 > m_EdgeX) {
x2 = -m_EdgeX + 0.2;
}
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;
SetMultiBalls(MultiBalls() + 2);
//std::cout << MultiBalls() << std::endl;
return true;
}
bool dd::Systems::BallSystem::OnStickyPad(const dd::Events::StickyPad &event)
{
m_Sticky = true;
m_StickyCounter = event.Times;
return true;
}
bool dd::Systems::BallSystem::OnInkBlaster(const dd::Events::InkBlaster &event)
{
m_InkBlaster = true;
return true;
}
bool dd::Systems::BallSystem::OnInkBlasterOver(const dd::Events::InkBlasterOver &event)
{
auto ballComponent = m_World->GetComponent<Components::Ball>(event.Ball);
auto transform = m_World->GetComponent<Components::Transform>(event.Ball);
auto cModel = m_World->GetComponent<Components::Model>(event.Ball);
cModel->ModelFile = "Models/Sid/Sid_Jump.dae";
auto cAnim = m_World->GetComponent<Components::Animation>(event.Ball);
cAnim->Speed = 2.f;
cAnim->Loop = false;
m_InkBlaster = false;
m_InkAttached = false;
m_InkBlockedWaiting = false;
ballComponent->SavedSpeed = glm::normalize(glm::vec3(0.f, 1.f, 0.f)) * ballComponent->Speed;
m_Waiting = false;
transform->Velocity = glm::normalize(glm::vec3(0.f, 1, 0.f)) * ballComponent->Speed;
return true;
}
bool dd::Systems::BallSystem::OnKrakenAttack(const dd::Events::KrakenAttack &event)
{
m_KrakenAttack = true;
return true;
}
bool dd::Systems::BallSystem::OnKrakenAttackEnd(const dd::Events::KrakenAttackEnd &event)
{
m_KrakenAttack = false;
return true;
}
bool dd::Systems::BallSystem::OnActionButton(const dd::Events::ActionButton &event)
{
if (!m_KrakenAttack) {
if (!m_StageBlockedWaiting) {
if (!m_InkBlockedWaiting) {
m_Waiting = false;
}
}
}
return true;
}
bool dd::Systems::BallSystem::OnStageCleared(const dd::Events::StageCleared &event)
{
m_Restarting = true;
m_StageBlockedWaiting = true;
return true;
}
bool dd::Systems::BallSystem::OnArrivedToNewStage(const dd::Events::ArrivedAtNewStage &event)
{
m_StageBlockedWaiting = false;
return true;
}
bool dd::Systems::BallSystem::OnAnimationComplete(const dd::Events::AnimationComplete &event)
{
auto model = m_World->GetComponent<Components::Model>(event.Entity);
if (model) {
if (model->ModelFile == "Models/Sid/Sid_Jump.dae") {
model->ModelFile = "Models/Sid/Sid_Flying.dae";
auto anim = m_World->GetComponent<Components::Animation>(event.Entity);
anim->Speed = 1.f;
anim->Loop = true;
anim->Time = 0.f;
}
}
return true;
}