Files
squidout/src/game/Game/LevelSystem.cpp
T

146 lines
4.1 KiB
C++

//
// Created by Adniklastrator on 2015-09-09.
//
#include "PrecompiledHeader.h"
#include "Game/LevelSystem.h"
void dd::Systems::LevelSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
return;
}
void dd::Systems::LevelSystem::Update(double dt) {
if (!m_Initialized) {
CreateBasicLevel(tRows, tLines, tSpaceBetweenBricks, tSpaceToEdge);
m_Initialized = true;
}
}
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, int spaceToEdge)
{
int num = 0;
numberOfBricks = rows * lines;
for (int i = 0; i < rows; i++)
{
num++;
for (int j = 0; j < lines; j++)
{
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
}
if (num == 7)
num = 0;
}
return;
}
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, int spaceToEdge, int num)
{
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);
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;
float x = spaceToEdge + line * spacesBetweenBricks.x;
float y = spaceToEdge + row * spacesBetweenBricks.y;
transform->Scale = glm::vec3(1.6, 0.4, 0.);
transform->Position = glm::vec3(x - 7, y + 1, -10.f);
//sprite->Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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 != NULL)
{
numberOfBricks--;
if (numberOfBricks < 1)
{
EndLevel();
}
}
return;
}
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
{
/*event.Entity1 - Vi vet inte vilken som.
event.Entity2 - */
EntityID entityBrick = event.Entity1;
auto brick = m_World->GetComponent<Components::Brick>(entityBrick);
if (brick == NULL)
{
return false;
}
EntityID entityBall = event.Entity2;
//EntityID entity1 = event.Entity1;
//EntityID entity2 = event.Entity2;
//auto brick = m_World->GetComponent<Components::Brick>(entity1);
//auto ball = m_World->GetComponent<Components::Ball>(entity2);
//std::cout << brick << std::endl;
//std::cout << ball << std::endl;
/*if (brick != NULL)
{
std::cout << "Entity1 is a brick!" << std::endl;
entityBrick = entity1;
if (ball != NULL)
{
std::cout << "Entity2 is a ball!" << std::endl;
entityBall = entity2;
}
}
else
{
brick = m_World->GetComponent<Components::Brick>(entity2);
if (brick != NULL)
{
std::cout << "Entity2 is a brick!" << std::endl;
entityBrick = entity2;
}
ball = m_World->GetComponent<Components::Ball>(entity1);
if (ball != NULL)
{
std::cout << "Entity1 is a ball!" << std::endl;
entityBall = entity1;
}
}
if (entityBrick != NULL && entityBall != NULL)
{*/
//std::cout << "We're destroying!" << std::endl;
m_World->RemoveEntity(entityBrick);
return true;
//}
return false;
}
void dd::Systems::LevelSystem::EndLevel()
{
Events::StageCleared e;
EventBroker->Publish(e);
return;
}