Files
squidout/src/game/Game/PadSystem.cpp
T
PlatinumSkink bda864ac11 Breakout Standard Screen
Meaning bricks, ball, pad, walls bounces, things.
May or may not work as intended.
2015-09-11 15:07:00 +02:00

181 lines
4.7 KiB
C++

//
// Created by Adniklastrator on 2015-09-10.
//
#include "PrecompiledHeader.h"
#include "Game/PadSystem.h"
#include "Core/World.h"
#include <iostream>
#include <Game/CPad.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);
return;
}
void dd::Systems::PadSystem::Update(double dt)
{
if (ent == 0) {
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
ent = it->first;
transform = m_World->GetComponent<Components::Transform>(ent);
break;
}
}
}
if (transform->Velocity.x < -400.f)
{
transform->Velocity.x = -400.f;
}
else if (transform->Velocity.x > 400.f)
{
transform->Velocity.x = 400.f;
}
transform->Position += transform->Velocity * (float)dt;
transform->Velocity += acceleration * (float)dt;
transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
if (left)
{
acceleration.x = -20.f;
}
else if (right)
{
acceleration.x = 20.f;
}
else
{
acceleration.x = 0.f;
}
return;
}
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
{
int val = event.KeyCode;
if (val == 265)
{
//std::cout << "Up!" << std::endl;
}
else if (val == 264)
{
//std::cout << "Down!" << std::endl;
}
else if (val == 263)
{
//std::cout << "Left!" << std::endl;
//acceleration.x = -0.01f;
left = true;
}
else if (val = 262)
{
//std::cout << "Right!" << std::endl;
//acceleration.x = 0.01f;
right = true;
}
return true;
}
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
{
int val = event.KeyCode;
if (val == 265)
{
}
else if (val == 264)
{
}
else if (val == 263)
{
left = false;
}
else if (val = 262)
{
right = 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 = 2.f;
float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
std::cout << movementX << " " << movementY << std::endl;
//Temporary solution. Add a new ball and delete the old one.
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.1f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Ball.png";
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;
m_World->RemoveEntity(entityBall);
m_World->CommitEntity(ent);
Events::SetImpulse e;
e.Entity = ent;
e.Impulse = glm::vec2(movementX, movementY);
e.Point = glm::vec2(event.ContactPoint);
EventBroker->Publish(e);
}
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;
}