event stuff working again. a bit too much boiler plate code but functionality counts.
This commit is contained in:
parent
2d0608b205
commit
becf8602d7
18 changed files with 235 additions and 149 deletions
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@ -36,7 +36,7 @@ void main()
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int i;
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for (i=0; i<explLightsNum; i++) {
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vec3 explLightColor = vec3(1.0, 0.8, 0.3);
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vec3 explLightColor = vec3(1.0, 0.5, 0.2);
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vec3 diff = vertex - explLightsPos[i];
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float l = 10.0*length(diff);
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float dir = max(0.0, -dot(normal, diff));
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@ -107,13 +107,13 @@ int main(int argc, char *argv[])
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window.poll();
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io_service.poll();
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size_t numEvents = game.state()->currentStateUpdateEvents().size();
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if (numEvents != 0) {
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std::cout<<"game state update events: " << numEvents << std::endl;
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for (game::StateUpdateEvent *evt : game.state()->currentStateUpdateEvents()) {
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std::cout<< evt->description() << std::endl;
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}
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}
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//size_t numEvents = game.state()->currentStateUpdateEvents().size();
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//if (numEvents != 0) {
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// std::cout<<"game state update events: " << numEvents << std::endl;
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// for (game::StateUpdateEvent *evt : game.state()->currentStateUpdateEvents()) {
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// std::cout<< evt->description() << std::endl;
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// }
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//}
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//if (sounds != nullptr) {
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// sounds.advance(game->state());
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@ -3,6 +3,8 @@
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#include <iostream>
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#include "state/events/explosion_event.hpp"
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#include "state/events/missile_event.hpp"
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#include "state/events/ship_event.hpp"
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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@ -51,9 +53,10 @@ namespace endofthejedi {
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// TODO: add dust particles
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// TODO: add little rocks flying around
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//glClearColor(0.0, 0.0, 0.0, 1.0);
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float s = 0.1;
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glClearColor(s, s, 1.2*s, 1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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//float s = 0.1;
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//glClearColor(s, s, 1.2*s, 1.0);
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m_shader_game_objects.bind();
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@ -272,19 +275,46 @@ namespace endofthejedi {
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}
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#endif
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for (game::StateUpdateEvent *evt : m_state->currentStateUpdateEvents()) {
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if (evt->eventType() == game::StateUpdateEvent::EventType::Explosion) {
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auto cycle = evt->lifeCycle();
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if (cycle == game::StateUpdateEvent::LifeCycle::Create) {
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for (auto *evt : m_state->currentStateUpdateEvents()) {
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auto type = evt->eventType();
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auto cycle = evt->lifeCycle();
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if (type == game::EventType::Explosion) {
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if (cycle == game::LifeCycle::Create) {
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game::ExplosionEvent *ee = static_cast<game::ExplosionEvent*>(evt);
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const game::Explosion *expl = ee->explosion;
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game::Explosion *expl = static_cast<game::Explosion*>(ee->object());
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addExplosionEffect(
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expl->id, expl->position,
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expl->missileVelocity,
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(expl->hit == game::Hit::Planet),
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1000, 1.0);
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}
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} else if (type == game::EventType::Ship) {
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game::ShipEvent *me = static_cast<game::ShipEvent*>(evt);
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game::Ship *ship = static_cast<game::Ship*>(me->object());
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std::cout<<"adding [graphic] explosion for #" << expl->id << std::endl;
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// is always modificated
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if (cycle == game::LifeCycle::Create) {
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//std::cout<<"[renderer] adding missile #" << missile->id << std::endl;
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m_ships.push_back(ship);
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} else if (cycle == game::LifeCycle::Destroy) {
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//std::cout<<"[renderer] removing missile #" << missile->id << std::endl;
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m_ships.remove(ship);
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}
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} else if (type == game::EventType::Missile) {
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game::MissileEvent *me = static_cast<game::MissileEvent*>(evt);
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game::Missile *missile = static_cast<game::Missile*>(me->object());
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// is always modificated
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if (cycle == game::LifeCycle::Create) {
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//std::cout<<"[renderer] adding missile #" << missile->id << std::endl;
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m_missiles.push_back(missile);
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} else if (cycle == game::LifeCycle::Destroy) {
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//std::cout<<"[renderer] removing missile #" << missile->id << std::endl;
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m_missiles.remove(missile);
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}
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}
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}
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@ -333,16 +363,16 @@ namespace endofthejedi {
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m_missileModel->bind();
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for (const game::Player *player : m_state->players) {
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for (const game::Missile *missile : player->missiles) {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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for (const game::Missile *missile : m_missiles) {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glm::mat4 model = computeModelMatrix(missile);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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// TODO: rename functions so their name represents what args they
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// take
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glm::mat4 model = computeModelMatrix(missile);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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m_missileModel->render();
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}
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m_missileModel->render();
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}
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}
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@ -350,7 +380,7 @@ namespace endofthejedi {
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{
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m_shipModel->bind();
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for (const game::Ship *ship : m_state->ships) {
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for (const game::Ship *ship : m_ships) {
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glm::mat4 model = computeModelMatrix(ship);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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@ -83,5 +83,9 @@ namespace endofthejedi {
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float m_lastTime;
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float m_aspectRatio;
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// TODO: put representation specialized for rendering in here
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std::list<const game::Missile*> m_missiles;
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std::list<const game::Ship*> m_ships;
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};
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}
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@ -6,16 +6,9 @@
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namespace game {
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class ExplosionEvent : public StateUpdateEvent {
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public:
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ExplosionEvent(StateUpdateEvent::LifeCycle lifeCycle, Explosion *explosion)
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: StateUpdateEvent(lifeCycle, StateUpdateEvent::EventType::Explosion)
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, explosion(explosion)
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ExplosionEvent(LifeCycle lifeCycle, Explosion *explosion)
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: StateUpdateEvent(lifeCycle, EventType::Explosion, explosion)
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{
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std::string typeStr = StateUpdateEvent::lifeCycleToString(lifeCycle);
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std::cout<<"created explosion event for id " << explosion->id << " of type " << typeStr << std::endl;
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}
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public:
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const Explosion *explosion;
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};
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}
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14
game/state/events/missile_event.hpp
Normal file
14
game/state/events/missile_event.hpp
Normal file
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@ -0,0 +1,14 @@
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#pragma once
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#include "state/missile.hpp"
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#include "state/state_update_event.hpp"
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namespace game {
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class MissileEvent : public StateUpdateEvent {
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public:
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MissileEvent(LifeCycle lifeCycle, Missile *missile)
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: StateUpdateEvent(lifeCycle, EventType::Missile, missile)
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{
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}
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};
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}
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14
game/state/events/ship_event.hpp
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14
game/state/events/ship_event.hpp
Normal file
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#pragma once
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#include "state/ship.hpp"
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#include "state/state_update_event.hpp"
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namespace game {
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class ShipEvent : public StateUpdateEvent {
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public:
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ShipEvent(LifeCycle lifeCycle, Ship *ship)
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: StateUpdateEvent(lifeCycle, EventType::Ship, ship)
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{
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}
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};
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}
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@ -4,9 +4,8 @@ namespace game {
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size_t s_id_counter = 0;
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Explosion::Explosion(size_t id, const glm::vec2 &pos, const glm::vec2 &missileVelocity, Hit hit, float maxAge)
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: id(id)
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: Object(id, pos)
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, hit(hit)
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, position(pos)
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, missileVelocity(missileVelocity)
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, age(0.0)
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, maxAge(maxAge * (1.0 + 0.1*util::randf_0_1()))
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@ -1,6 +1,6 @@
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#pragma once
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#include <glm/vec2.hpp>
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#include "object.hpp"
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#include "util.hpp"
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/**
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* Explosion: just an effect which looks good.
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*/
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class Explosion {
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class Explosion : public Object {
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public:
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Explosion(size_t id, const glm::vec2 &pos, const glm::vec2 &missileVelocity, Hit hit, float maxAge=1.0);
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const size_t id;
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const Hit hit; // kind of the explosion depends on the hit type
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const glm::vec2 position; // position where it starts
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const glm::vec2 missileVelocity; // impact velocity of the missile
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float age; // age (in seconsd) of the explosion
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// anymore and will disappear afterwards
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const float maxAge;
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const float maxRadius; // current radius depends on time.
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//virtual void test() = 0;
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};
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}
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@ -12,9 +12,8 @@
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namespace game {
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Missile::Missile(size_t id, Player *player, const glm::vec2 &pos, float angle, float speed)
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: id(id)
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: Object(id, pos)
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, player(player)
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, position(pos)
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{
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velocity = speed * glm::vec2(std::sin(angle), std::cos(angle));
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#pragma once
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#include "object.hpp"
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include "missile_hit_type.hpp"
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// missile belongs to a player and optionally fills a trace behind it.
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// trace then belongs to the player.
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class Missile {
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class Missile : public Object {
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public:
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// missile advances to pos. if hit != Nothing, it hits something and
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{
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}
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Event(const glm::vec2 &pos, const glm::vec2 &missileVelocity, int planetId)
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Event(const glm::vec2 &pos, const glm::vec2 &missileVelocity, size_t planetId)
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: Event(pos, missileVelocity, Hit::Planet)
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{
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this->planetId = planetId;
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}
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Event(const glm::vec2 &pos, const glm::vec2 &missileVelocity, int playerIdKiller, int playerIdVictim)
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Event(const glm::vec2 &pos, const glm::vec2 &missileVelocity, size_t playerIdKiller, size_t playerIdVictim)
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: Event(pos, missileVelocity, Hit::Ship)
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{
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this->playerIdKiller = playerIdKiller;
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glm::vec2 missileVelocity;
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// if a player was hit, these are valid.
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int playerIdKiller;
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int playerIdVictim;
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size_t playerIdKiller;
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size_t playerIdVictim;
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// if a planet was hit, this is valid
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int planetId;
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size_t planetId;
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};
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Missile(size_t id, Player *player, const glm::vec2 &pos, float angle, float speed);
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// time.
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Missile::Event advance(const game::State *state, float dt);
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const size_t id;
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Player *player; // owner won't be hit by own missiles
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glm::vec2 position;
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glm::vec2 velocity;
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Trace *trace;
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};
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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class Object {
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public:
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Object(const glm::vec2 &pos, float r) : position(pos), radius(r)
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{
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}
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const glm::vec2 position;
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const float radius;
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};
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namespace game {
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class Object {
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public:
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Object(size_t id, const glm::vec2 &pos) : id(id), position(pos)
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{
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}
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const size_t id;
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glm::vec2 position;
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};
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}
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*/
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enum class Material { Rock=0, Metal=1, Sand=2, Gas=3, Ice=4, Water=5, Sun=6 };
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Planet(const glm::vec2 &pos, int id, float r)
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: Planet(pos, id, r, Material::Rock)
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{
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}
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Planet(const glm::vec2 &pos, int id, float r, Material mat)
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: Object(pos, r), id(id), material(mat), seed(rand())
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Planet(size_t id, const glm::vec2 &pos, float r, Material mat=Material::Rock)
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: Object(id, pos), material(mat), radius(r), seed(rand())
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{
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}
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glm::vec3 getColor() const;
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int id;
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// for rendering and physics (can fly through sun and outer gas planets)
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Material material;
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// just for rendering variation
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int seed;
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float radius;
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int seed;
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};
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}
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namespace game {
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class Ship : public Object {
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public:
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Ship(const glm::vec2 &pos, float r) : Object(pos, r)
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Ship(size_t id, const glm::vec2 &pos, float r) : Object(id, pos), radius(r)
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{
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}
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float radius;
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};
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}
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#include "trace.hpp"
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#include "explosion.hpp"
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#include "state_update_event.hpp"
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#include "events/explosion_event.hpp"
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#include "events/missile_event.hpp"
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#include "events/ship_event.hpp"
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#include "util.hpp"
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namespace game {
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void State::init(int numPlanets, bool devMode)
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{
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// clear
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for (Planet *planet : planets) {
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delete(planet);
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}
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planets.clear();
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//for (Player *player : players) {
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//}
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// TODO: clear shots etc. too
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m_nextPlayerId = 0;
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m_nextPlayerId = 0;
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m_nextMissileId = 0;
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m_nextShipId = 0;
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m_time = 0.0;
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m_shipRadius = 0.02;
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m_maxMissileDistance = 2.0;
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glm::vec2 pos;
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if (findPlanetSpawnPosition(mat == Planet::Material::Sun, radius, &pos)) {
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planets.push_back(new Planet(pos, i, radius, mat));
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planets.push_back(new Planet(i, pos, radius, mat));
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}
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}
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}
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return false;
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}
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player->ship = new Ship(spawnPos, m_shipRadius);
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ships.push_back(player->ship);
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Ship *ship = new Ship(m_nextShipId++, spawnPos, m_shipRadius);
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player->ship = ship;
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ships.push_back(ship);
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player->energy = m_defaultEnergy;
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addShip(ship);
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return true;
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}
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size_t State::addPlayer()
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{
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size_t playerId = m_nextPlayerId++;
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Player *player = new Player(playerId);
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Player *player = new Player(m_nextPlayerId++);
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players.push_back(player);
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return playerId;
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return player->id;
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}
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void State::quitPlayer(size_t playerId)
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@ -190,6 +194,11 @@ namespace game {
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playerForId(playerId)->name = name;
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}
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void State::addShip(Ship *ship)
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{
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m_nextEvents.push_back(new ShipEvent(LifeCycle::Create, ship));
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}
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void State::setSpeed(size_t playerId, double speed)
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{
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playerForId(playerId)->speed = speed;
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@ -271,10 +280,7 @@ namespace game {
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std::vector<Missile*> rm;
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for (Missile *missile : player->missiles) {
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|
||||
//std::cout<<"missile: " << (long unsigned int) missile << std::endl;
|
||||
const Missile::Event evt = missile->advance(this, dt);
|
||||
|
||||
const bool isHit = (evt.hit != Hit::Nothing);
|
||||
|
||||
if (missile->trace != nullptr) {
|
||||
|
@ -324,7 +330,8 @@ namespace game {
|
|||
|
||||
for (Missile *missile : rm) {
|
||||
player->missiles.remove(missile);
|
||||
delete(missile);
|
||||
|
||||
m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -342,7 +349,9 @@ namespace game {
|
|||
|
||||
for (Explosion *explosion : rm) {
|
||||
explosions.remove(explosion);
|
||||
m_nextEvents.push_back(new ExplosionEvent(StateUpdateEvent::LifeCycle::Destroy, explosion));
|
||||
|
||||
m_nextEvents.push_back(new ExplosionEvent(LifeCycle::Destroy, explosion));
|
||||
|
||||
//delete(explosion);
|
||||
}
|
||||
}
|
||||
|
@ -367,7 +376,7 @@ namespace game {
|
|||
|
||||
// put collected events into that list.
|
||||
//m_allEvents.push_back(std::move(m_nextEvents));
|
||||
for (StateUpdateEvent *evt : m_nextEvents) {
|
||||
for (auto *evt : m_nextEvents) {
|
||||
m_allEvents.push_back(evt);
|
||||
}
|
||||
m_nextEvents.clear();
|
||||
|
@ -452,6 +461,8 @@ namespace game {
|
|||
missile->trace = trace;
|
||||
|
||||
addTrace(trace);
|
||||
|
||||
m_nextEvents.push_back(new MissileEvent(LifeCycle::Create, missile));
|
||||
}
|
||||
|
||||
void State::deleteTrace(Trace *trace)
|
||||
|
@ -471,10 +482,13 @@ namespace game {
|
|||
return;
|
||||
}
|
||||
|
||||
Explosion *explosion = new Explosion(m_nextExplosionId++, evt->position, evt->missileVelocity, evt->hit);
|
||||
Explosion *explosion = new Explosion(
|
||||
m_nextExplosionId++, evt->position,
|
||||
evt->missileVelocity, evt->hit);
|
||||
|
||||
explosions.push_back(explosion);
|
||||
|
||||
m_nextEvents.push_back(new ExplosionEvent(StateUpdateEvent::LifeCycle::Create, explosion));
|
||||
m_nextEvents.push_back(new ExplosionEvent(LifeCycle::Create, explosion));
|
||||
}
|
||||
|
||||
void State::advanceTraceAges(float dt)
|
||||
|
@ -512,29 +526,29 @@ namespace game {
|
|||
|
||||
void State::applyAndClearAllOldStateUpdates()
|
||||
{
|
||||
// TODO: delete the items for events that are to be removed in proper
|
||||
// way
|
||||
|
||||
//for (std::list<StateUpdateEvent*> list : m_allEvents) {
|
||||
// for (StateUpdateEvent *evt : list) {
|
||||
// delete(evt);
|
||||
// }
|
||||
// list.clear();
|
||||
//}
|
||||
|
||||
for (StateUpdateEvent *evt : m_allEvents) {
|
||||
if (evt->lifeCycle() == StateUpdateEvent::LifeCycle::Destroy) {
|
||||
for (auto *evt : m_allEvents) {
|
||||
if (evt->lifeCycle() == LifeCycle::Destroy) {
|
||||
switch(evt->eventType()) {
|
||||
case StateUpdateEvent::EventType::Explosion:
|
||||
case EventType::Explosion:
|
||||
{
|
||||
ExplosionEvent *ee = static_cast<ExplosionEvent*>(evt);
|
||||
std::cout<<"got explosion delete event, finally deleting explosion #"
|
||||
<< ee->explosion->id << std::endl;
|
||||
//std::cout<<"got explosion delete event, finally deleting explosion #"
|
||||
// << ee->explosion->id << std::endl;
|
||||
|
||||
delete(ee->explosion);
|
||||
delete(ee->object());
|
||||
}
|
||||
break;
|
||||
|
||||
case EventType::Missile:
|
||||
{
|
||||
auto *me = static_cast<MissileEvent*>(evt);
|
||||
//std::cout<<"got missile delete event, finally deleting missile #"
|
||||
// << me->missile->id << std::endl;
|
||||
|
||||
delete(me->object());
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
std::cout<<"warning: unhandled deletion event for: event type "
|
||||
<< (int) evt->eventType() << std::endl;
|
||||
|
@ -546,7 +560,7 @@ namespace game {
|
|||
m_allEvents.clear();
|
||||
}
|
||||
|
||||
std::list<StateUpdateEvent*> State::currentStateUpdateEvents() const
|
||||
const std::list<StateUpdateEvent*> &State::currentStateUpdateEvents() const
|
||||
{
|
||||
return m_allEvents;
|
||||
}
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
#include "missile.hpp"
|
||||
#include "planet.hpp"
|
||||
|
||||
#include "state_update_event.hpp"
|
||||
|
||||
// TODO:
|
||||
// give points for equipment / better weapons / more energy when:
|
||||
// - player discovers the universe
|
||||
|
@ -28,7 +30,6 @@ namespace game {
|
|||
// forward declarations
|
||||
class Command;
|
||||
class Player;
|
||||
class StateUpdateEvent;
|
||||
|
||||
class Ship;
|
||||
class Trace;
|
||||
|
@ -73,12 +74,15 @@ namespace game {
|
|||
// each ship has the same radius
|
||||
float shipRadius() const { return m_shipRadius; }
|
||||
|
||||
// add a trace to the list of traces.
|
||||
// add a trace to the state
|
||||
void addTrace(Trace *trace);
|
||||
|
||||
// add a missile
|
||||
// add a missile to the state
|
||||
void addMissile(Missile *missile);
|
||||
|
||||
// add a ship to the state
|
||||
void addShip(Ship *ship);
|
||||
|
||||
// delete traces with this command
|
||||
void deleteTrace(Trace *trace); // using a pointer
|
||||
|
||||
|
@ -105,7 +109,9 @@ namespace game {
|
|||
|
||||
void applyAndClearAllOldStateUpdates();
|
||||
|
||||
std::list<StateUpdateEvent*> currentStateUpdateEvents() const;
|
||||
// delete the items for events that are to be removed in proper way
|
||||
// after the events were given to other parts of the application.
|
||||
const std::list<StateUpdateEvent*> ¤tStateUpdateEvents() const;
|
||||
|
||||
|
||||
/*************************************************************************/
|
||||
|
@ -156,14 +162,14 @@ namespace game {
|
|||
size_t m_nextPlayerId;
|
||||
size_t m_nextExplosionId;
|
||||
size_t m_nextMissileId;
|
||||
size_t m_nextShipId;
|
||||
float m_time;
|
||||
bool m_developerMode;
|
||||
|
||||
glm::vec2 m_playingFieldCenter;
|
||||
glm::vec2 m_playingFieldSize;
|
||||
|
||||
std::list<StateUpdateEvent*> m_nextEvents;
|
||||
std::list<StateUpdateEvent*> m_allEvents;
|
||||
//std::vector<std::list<StateUpdateEvent*>> m_allEvents;
|
||||
std::list<StateUpdateEvent*> m_nextEvents;
|
||||
std::list<StateUpdateEvent*> m_allEvents;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -2,58 +2,72 @@
|
|||
|
||||
#include <string>
|
||||
|
||||
#include "object.hpp"
|
||||
|
||||
// TODO: make life cycle object class.
|
||||
// objects from that class can be created and destroyed only through factory
|
||||
// methods which create updates too.
|
||||
|
||||
namespace game {
|
||||
enum class LifeCycle {
|
||||
Create, // something was created
|
||||
Modify, // something was modified (look at attributes)
|
||||
Destroy // something was destroyed
|
||||
};
|
||||
|
||||
// add all possible classes here
|
||||
// TODO:
|
||||
// there can be different things in here, like:
|
||||
enum class EventType {
|
||||
Explosion,
|
||||
Missile,
|
||||
Ship
|
||||
};
|
||||
|
||||
class StateUpdateEvent {
|
||||
public:
|
||||
enum class LifeCycle {
|
||||
Create, // something was created
|
||||
Modify, // something was modified (look at attributes)
|
||||
Destroy // something was destroyed
|
||||
};
|
||||
|
||||
// add all possible classes here
|
||||
enum class EventType {
|
||||
Explosion
|
||||
};
|
||||
|
||||
StateUpdateEvent(LifeCycle cycle, EventType event)
|
||||
StateUpdateEvent(LifeCycle cycle, EventType event, Object *object, bool changesContinuously=false)
|
||||
: m_lifeCycle(cycle), m_eventType(event)
|
||||
, m_object(object)
|
||||
, m_changesContinuously(changesContinuously)
|
||||
{
|
||||
}
|
||||
|
||||
LifeCycle lifeCycle() const { return m_lifeCycle; }
|
||||
EventType eventType() const { return m_eventType; }
|
||||
LifeCycle lifeCycle() const { return m_lifeCycle; }
|
||||
EventType eventType() const { return m_eventType; }
|
||||
bool changesContinuously() const { return m_changesContinuously; }
|
||||
Object* object() const { return m_object; }
|
||||
|
||||
std::string description() const
|
||||
{
|
||||
// TODO
|
||||
return "StateUpdateEvent(" + lifeCycleToString(m_lifeCycle) + ", " + eventTypeToString(m_eventType) + ")";
|
||||
}
|
||||
void setChangesContinuously(bool enable) { m_changesContinuously = enable; }
|
||||
|
||||
static std::string lifeCycleToString(LifeCycle lifeCycle)
|
||||
{
|
||||
switch(lifeCycle) {
|
||||
case LifeCycle::Create: return "create";
|
||||
case LifeCycle::Modify: return "modify";
|
||||
case LifeCycle::Destroy: return "destroy";
|
||||
default: return "<no name>";
|
||||
}
|
||||
}
|
||||
//std::string description() const
|
||||
//{
|
||||
// // TODO
|
||||
// return "StateUpdateEvent(" + lifeCycleToString(m_lifeCycle) + ", " + eventTypeToString(m_eventType) + ")";
|
||||
//}
|
||||
|
||||
static std::string eventTypeToString(EventType eventType)
|
||||
{
|
||||
switch(eventType) {
|
||||
case EventType::Explosion: return "explosion";
|
||||
default: return "<no name>";
|
||||
}
|
||||
}
|
||||
//static std::string lifeCycleToString(LifeCycle lifeCycle)
|
||||
//{
|
||||
// switch(lifeCycle) {
|
||||
// case LifeCycle::Create: return "create";
|
||||
// case LifeCycle::Modify: return "modify";
|
||||
// case LifeCycle::Destroy: return "destroy";
|
||||
// default: return "<no name>";
|
||||
// }
|
||||
//}
|
||||
|
||||
//static std::string eventTypeToString(EventType eventType)
|
||||
//{
|
||||
// switch(eventType) {
|
||||
// case EventType::Explosion: return "explosion";
|
||||
// default: return "<no name>";
|
||||
// }
|
||||
//}
|
||||
|
||||
private:
|
||||
const LifeCycle m_lifeCycle;
|
||||
const EventType m_eventType;
|
||||
Object *m_object;
|
||||
bool m_changesContinuously;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -57,6 +57,9 @@ namespace util {
|
|||
{
|
||||
m_valid = false;
|
||||
|
||||
(void) spherePos;
|
||||
(void) sphereRadius;
|
||||
|
||||
// TODO: save if hit.
|
||||
m_valid = true;
|
||||
m_rayPos = rayPos;
|
||||
|
|
Loading…
Reference in a new issue