const Process::Return GameLoadingProcess::update(const float deltaTime)
{
	StateManager& stateManager(StateManager::instance());
	GameState* gameState(stateManager.getState<GameState>("GameState"));
	assert(gameState);
	
	EntitySystem& entitySystem(EntitySystem::instance());
	PlayerShip* playerShip(entitySystem.add<PlayerShip>("Player"));
	playerShip->setGraphicObject(new SDLGraphicObject);
	playerShip->writeGraphicObject<SDLGraphicObject>().load("data/playership.bmp");
	playerShip->setInputObject(new SDLInputObject(playerShip));
	playerShip->writeInputObject<SDLInputObject>().setup();
	playerShip->writePosition() = Vector2D(300.0F, 200.0F);
	playerShip->setMass(3.0F);
	//playerShip->writeVelocity() = Vector2D(100.0F, 300.0F);
	entitySystem.addToList(playerShip, "Renderable");
	entitySystem.addToList(playerShip, "Collidable");
	entitySystem.addToList(playerShip, "Movable");
	entitySystem.addToList(playerShip, "Ship");
	
	Bullet* enemyShip(entitySystem.add<Bullet>("Renderable"));
	enemyShip->setGraphicObject(new SDLGraphicObject);
	enemyShip->writeGraphicObject<SDLGraphicObject>().load("data/enemy.bmp");
	enemyShip->writePosition() = Vector2D(150.0F, 300.0F);
	enemyShip->setMass(3.0F);
	entitySystem.addToList(enemyShip, "Movable");
	//entitySystem.addToList(enemyShip, "Ship");
	
	GrappleHook* grapple(entitySystem.add<GrappleHook>("Renderable"));
	grapple->setGraphicObject(new SDLGraphicObject);
	grapple->writeGraphicObject<SDLGraphicObject>().load("data/hook.bmp");
	grapple->setSource(playerShip);
	grapple->setTarget(enemyShip);
	
	for (Uint segment(0U); segment < 10U; ++segment) {
		HookSegment* hookSegment(entitySystem.add<HookSegment>("Renderable"));
		hookSegment->setGraphicObject(new SDLGraphicObject);
		hookSegment->writeGraphicObject<SDLGraphicObject>().load("data/segment.bmp");
		grapple->addSegment(hookSegment);
	}

	entitySystem.addToList(grapple, "Grapple");
	grapple->setSpeed(100.0F);
	grapple->writePosition() = playerShip->readPosition();
	grapple->fire();
	
	std::vector<Process*> processList;
	processList.push_back(new GameInputProcess);
	processList.push_back(new GamePhysicsProcess);
	processList.push_back(new GameRenderProcess);
	gameState->setProcessor(new Processor(processList));
	
	return Process::STOP;
}
Beispiel #2
0
EntityPtr EntityFactory::createPhysicsEntity(float x, float y, float width, float height) {
	EntitySystemPtr entitySystem(makeShared(mSystemManager->getSystemByType<EntitySystem>(SystemType::ENTITY)));
	EntityPtr entity(GCC_NEW Entity());
	entitySystem->addEntity(entity);

	PhysicsSystemPtr physicsSystem = makeShared(mSystemManager->getSystemByType<PhysicsSystem>(SystemType::PHYSICS));
	BodyPtr blockBody(GCC_NEW Body(x, y, width, height));
	physicsSystem->registerBody(entity->id, blockBody);
	PhysicsComponentPtr physicsComponent(GCC_NEW PhysicsComponent(entity->id, blockBody));
	physicsComponent->setCollider(GCC_NEW Collider(x, y, width, height));

	entity->addComponent(ComponentPtr(physicsComponent));

	return entity;
}
Beispiel #3
0
void PlayerShip::fire()
{
	Vector2D position(readPosition());
	position.x_ += 16.0F + (cos(deg2rad(getAngle())));
	position.y_ -= (sin(deg2rad(getAngle())));
	
	EntitySystem& entitySystem(EntitySystem::instance());
	Bullet* const bullet(entitySystem.add<Bullet>("Movable"));
	entitySystem.addToList(bullet, "Renderable");
	bullet->setGraphicObject(new SDLGraphicObject);
	bullet->writePosition() = position;
	bullet->writeGraphicObject<SDLGraphicObject>().load("data/shot.bmp");
	bullet->setAngle(getAngle());
	bullet->setSpeed(600.0F);
	bullet->fire();
}
Beispiel #4
0
int main(int argc, char* argv[])
{
	// Setup and initialise the Logger
	Logger& logger(Logger::instance());
	//logger.setFile(".html", Logger::LOG_FILE_HTML);
	//logger.setOutput(Logger::LOG_OUTPUT_FILE_AND_TERMINAL);
	logger.setOutput(Logger::LOG_OUTPUT_SILENT);
	//logger.setType(Logger::LOG_TYPE_INFO);
	
	// Check the Config Manager and get it to parse the configuration files.
	ConfigManager& configManager(ConfigManager::instance());
	configManager.loadConfig();
	
	// Start up the Graphics System.
	GraphicsSystem& graphicsSystem(GraphicsSystem::instance());
	graphicsSystem.initialise(640U, 480U, 32U);
	
	// Start and setup the Entity System with some lists.
	EntitySystem& entitySystem(EntitySystem::instance());
	entitySystem.createList("Player");
	entitySystem.createList("Enemy");
	entitySystem.createList("Renderable");
	entitySystem.createList("Movable");
	entitySystem.createList("Collidable");
	entitySystem.createList("Grapple");
	entitySystem.createList("Ship");
	
	// Start up the State Manager, and feed it the Main States.
	StateManager& stateManager(StateManager::instance());
	stateManager.add<MenuState>("MenuState");
	stateManager.add<GameState>("GameState");
	stateManager.launch("GameState");
	
	// Tick over the State Manager while we have any States.
	Timer mainTimer;
	while (true == stateManager.hasStates()) {
		stateManager.update(mainTimer.processDelta());
	}

	// Cleanup
	configManager.saveConfig();
	
	// Goodbye World
	return 0;
}