80 lines
1.6 KiB
C++
80 lines
1.6 KiB
C++
//
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// Created by Adniklastrator on 2015-09-09.
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//
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#ifndef DAYDREAM_LEVELSYSTEM_H
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#define DAYDREAM_LEVELSYSTEM_H
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Rendering/CSprite.h"
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#include "Game/CBrick.h"
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#include "Physics/EContact.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Game/CBall.h"
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#include "Game/EStageCleared.h"
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#include "Physics/CBoxShape.h"
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#include "Physics/CPhysics.h"
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#include <fstream>
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#include <iostream>
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#include <intrin.h>
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namespace dd
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{
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namespace Systems
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{
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// Me trying things out.
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class Level
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{
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public:
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int levelRows;
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int levelLines;
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int levelSpaceBetweenBricks;
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int levelSpaceToEdge;
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int bricks[];
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};
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class LevelSystem : public System
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{
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public:
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LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void Initialize() override;
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void CreateBasicLevel(int, int, glm::vec2, int);
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void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
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void LoadLevel(char[20]);
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void CreateBrick(int, int, glm::vec2, int, int);
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void ProcessCollision();
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void OnEntityRemoved(EntityID entity);
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void EndLevel();
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void Update(double dt);
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private:
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dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
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bool OnContact(const dd::Events::Contact &event);
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bool m_Initialized = false;
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int numberOfBricks;
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int tRows = 7;
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int tLines = 8;
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glm::vec2 tSpaceBetweenBricks = glm::vec2(2, 0.5);
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int tSpaceToEdge = 0;
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};
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}
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}
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#endif //DAYDREAM_LEVELSYSTEM_H
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