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GameDevWeek
S
Sommersemester 2019
Cpp
PhaseShifter
Commits
16a597d3
Commit
16a597d3
authored
Sep 18, 2019
by
Georg Schäfer
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Plain Diff
Add rigid body component.
parent
a5556908
Pipeline
#3257
failed with stage
in 2 minutes and 10 seconds
Changes
6
Pipelines
1
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6 changed files
with
53 additions
and
5 deletions
+53
-5
assets/game_assets/blueprints/player.json
assets/game_assets/blueprints/player.json
+11
-5
src/gameplay/rigid_body_comp.cpp
src/gameplay/rigid_body_comp.cpp
+1
-0
src/gameplay/rigid_body_comp.hpp
src/gameplay/rigid_body_comp.hpp
+14
-0
src/level/level_system.cpp
src/level/level_system.cpp
+23
-0
src/level/level_system.hpp
src/level/level_system.hpp
+3
-0
src/meta_system.cpp
src/meta_system.cpp
+1
-0
No files found.
assets/game_assets/blueprints/player.json
View file @
16a597d3
{
{
"Transform"
:{
"Transform"
:
{
"scale"
:
{
"x"
:
0.5
,
"y"
:
0.5
,
"z"
:
0.5
}
"scale"
:
{
"x"
:
0.5
,
"y"
:
0.5
,
"z"
:
0.5
}
},
},
"Model"
:
{
"Model"
:
{
"aid"
:
"model:cube"
"aid"
:
"model:cube"
},
},
"Shadowcaster"
:
{
"Shadowcaster"
:
{},
},
"Movement"
:
{
"Movement"
:
{
"beats_per_step"
:
1
,
"beats_per_step"
:
1
,
"distance_per_step"
:
1
,
"distance_per_step"
:
1
,
...
@@ -14,5 +17,8 @@
...
@@ -14,5 +17,8 @@
"off_beat_threshold"
:
0.2
"off_beat_threshold"
:
0.2
},
},
"Input_controller"
:
{},
"Input_controller"
:
{},
"Player"
:
{}
"Player"
:
{},
"Rigid_body"
:
{
"radius"
:
1.0
}
}
}
src/gameplay/rigid_body_comp.cpp
0 → 100644
View file @
16a597d3
#include "rigid_body_comp.hpp"
src/gameplay/rigid_body_comp.hpp
0 → 100644
View file @
16a597d3
#pragma once
#include <mirrage/ecs/ecs.hpp>
namespace
phase_shifter
::
gameplay
{
struct
Rigid_body_comp
:
public
mirrage
::
ecs
::
Component
<
Rigid_body_comp
>
{
static
constexpr
const
char
*
name
()
{
return
"Rigid_body"
;
}
using
Component
::
Component
;
float
radius
;
};
sf2_structDef
(
Rigid_body_comp
,
radius
);
}
// namespace phase_shifter::gameplay
src/level/level_system.cpp
View file @
16a597d3
#include "level_system.hpp"
#include "level_system.hpp"
#include "../gameplay/movement_comp.hpp"
#include "../gameplay/player_comp.hpp"
#include "../gameplay/rigid_body_comp.hpp"
#include "../gameplay/viewtarget_comp.hpp"
#include "../gameplay/viewtarget_comp.hpp"
#include <mirrage/ecs/components/transform_comp.hpp>
#include <mirrage/ecs/components/transform_comp.hpp>
...
@@ -12,6 +15,8 @@ namespace phase_shifter::level {
...
@@ -12,6 +15,8 @@ namespace phase_shifter::level {
Level_system
::
Level_system
(
mirrage
::
ecs
::
Entity_manager
&
entities
,
mirrage
::
asset
::
Asset_manager
&
assets
)
Level_system
::
Level_system
(
mirrage
::
ecs
::
Entity_manager
&
entities
,
mirrage
::
asset
::
Asset_manager
&
assets
)
:
_entities
(
entities
),
_assets
(
assets
)
:
_entities
(
entities
),
_assets
(
assets
)
{
{
_entities
.
register_component_type
<
gameplay
::
Rigid_body_comp
>
();
_spawners
.
emplace
(
"p"
,
[
&
](
const
Tile
&
tile
,
const
glm
::
vec3
&
position
)
{
_spawners
.
emplace
(
"p"
,
[
&
](
const
Tile
&
tile
,
const
glm
::
vec3
&
position
)
{
mirrage
::
ecs
::
Entity_facet
player
=
mirrage
::
ecs
::
Entity_facet
player
=
_entities
.
entity_builder
(
tile
.
spawns
).
position
(
position
).
create
();
_entities
.
entity_builder
(
tile
.
spawns
).
position
(
position
).
create
();
...
@@ -36,6 +41,24 @@ namespace phase_shifter::level {
...
@@ -36,6 +41,24 @@ namespace phase_shifter::level {
});
});
}
}
auto
Level_system
::
update
(
const
mirrage
::
util
::
Time
&
time
)
->
void
{
for
(
auto
&&
[
player
,
movement
,
transform
,
rigid_body
]
:
_entities
.
list
<
gameplay
::
Player_comp
,
gameplay
::
Movement_comp
,
Transform_comp
,
gameplay
::
Rigid_body_comp
>
())
{
auto
origin
=
glm
::
vec2
{
transform
.
position
.
x
,
transform
.
position
.
z
};
auto
direction
=
glm
::
normalize
(
movement
.
aim
);
auto
[
hit
,
contact
]
=
ray_cast
(
origin
,
direction
);
if
(
!
hit
)
{
continue
;
}
if
(
contact
.
distance2
<=
rigid_body
.
radius
*
rigid_body
.
radius
)
{
movement
.
move
=
false
;
}
}
}
namespace
{
namespace
{
using
action
=
std
::
function
<
auto
(
const
Tileset
&
tileset
,
using
action
=
std
::
function
<
auto
(
const
Tileset
&
tileset
,
const
std
::
string
&
key
,
const
std
::
string
&
key
,
...
...
src/level/level_system.hpp
View file @
16a597d3
...
@@ -3,6 +3,8 @@
...
@@ -3,6 +3,8 @@
#include "../util/collision.hpp"
#include "../util/collision.hpp"
#include "level.hpp"
#include "level.hpp"
#include <mirrage/utils/units.hpp>
#include <functional>
#include <functional>
#include <unordered_map>
#include <unordered_map>
...
@@ -21,6 +23,7 @@ namespace phase_shifter::level {
...
@@ -21,6 +23,7 @@ namespace phase_shifter::level {
public:
public:
Level_system
(
mirrage
::
ecs
::
Entity_manager
&
entities
,
mirrage
::
asset
::
Asset_manager
&
assets
);
Level_system
(
mirrage
::
ecs
::
Entity_manager
&
entities
,
mirrage
::
asset
::
Asset_manager
&
assets
);
auto
update
(
const
mirrage
::
util
::
Time
&
time
)
->
void
;
auto
load
(
const
std
::
string
&
name
)
->
void
;
auto
load
(
const
std
::
string
&
name
)
->
void
;
auto
ray_cast
(
const
glm
::
vec2
&
origin
,
const
glm
::
vec2
&
direction
)
->
std
::
pair
<
bool
,
util
::
Contact
>
;
auto
ray_cast
(
const
glm
::
vec2
&
origin
,
const
glm
::
vec2
&
direction
)
->
std
::
pair
<
bool
,
util
::
Contact
>
;
...
...
src/meta_system.cpp
View file @
16a597d3
...
@@ -107,6 +107,7 @@ namespace phase_shifter {
...
@@ -107,6 +107,7 @@ namespace phase_shifter {
_beat_system
->
update
(
dt
);
_beat_system
->
update
(
dt
);
_input_system
->
update
(
dt
);
_input_system
->
update
(
dt
);
_level_system
->
update
(
dt
);
_movement_system
->
update
(
dt
);
_movement_system
->
update
(
dt
);
_combat_system
->
update
(
dt
);
_combat_system
->
update
(
dt
);
_camera_system
->
update
(
dt
);
_camera_system
->
update
(
dt
);
...
...
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