void soso::applyLinearForce(entityx::EntityManager &entities) { ComponentHandle<LinearForce> force; ComponentHandle<VerletBody> body; for (auto __unused e : entities.entities_with_components(force, body)) { body->nudge(force->force); } }
void soso::enforceBoundaries(entityx::EntityManager &entities) { entityx::ComponentHandle<VerletBody> vc; entityx::ComponentHandle<Bounded> bc; for (auto e : entities.entities_with_components(vc, bc)) { if (! bc->contains(vc->position)) { e.destroy(); } } }
Camera::Handle Camera::getCamera(entityx::EntityManager &entities) { Camera::Handle cameraHandle; auto count = 0; for (auto entity : entities.entities_with_components(cameraHandle)) { (void)entity; assert(count++ == 0 && "there should only be one camera!"); } return cameraHandle; }
void UIRenderingSystem::update(entityx::EntityManager & entities, entityx::EventManager & events, entityx::TimeDelta dt) { prepareRendering(); // TODO: sort text components based on font - bind texture atlas before text rendering entityx::ComponentHandle<UITextComponent> text_component; for(auto entity : entities.entities_with_components(text_component)) { renderText(text_component); } }
std::string serializePositions(entityx::EntityManager &entities) { ComponentHandle<Transform> xf; ComponentHandle<InstanceShape> instance; std::stringstream ss; for (auto __unused e : entities.entities_with_components(xf, instance)) { ss << xf->position().x << "," << xf->position().y << "," << xf->position().z << "," << instance->_openness << std::endl; } return ss.str(); }
void update(entityx::EntityManager& es, entityx::EventManager& events, entityx::TimeDelta dt) override { Easings<TargetComponent>::Handle easing; typename TargetComponent::Handle target; for (entityx::Entity entity : es.entities_with_components(easing, target)) { // TODO: add events bool alive = easing->apply(target, dt); if (!alive) entity.remove<Easings<TargetComponent>>(); } }
void soso::applyWanderingForce(entityx::EntityManager &entities) { ComponentHandle<WanderingForce> force; ComponentHandle<VerletBody> body; for (auto __unused e : entities.entities_with_components(force, body)) { auto heading = safeHeading(body->velocity()); auto half_fov = force->fov_radians / 2; auto wander = ci::randFloat(- half_fov, half_fov); heading = glm::rotate(heading, wander, ci::vec3(0, 0, 1)); auto f = heading * force->impulse; body->nudge(f); } }
void AnimationSystem::update(entityx::EntityManager &es, entityx::EventManager &events, entityx::TimeDelta dt) { GraphicsComponent::Handle ghandle; AnimationComponent::Handle ahandle; for (auto entity : es.entities_with_components(ahandle, ghandle)) { ahandle->animator.update(sf::seconds(dt)); ahandle->animator.animate(ghandle->sprite); if (ahandle->firstAnimationProcessLaunch) { ahandle->firstAnimationProcessLaunch = false; sf::IntRect textureRect = ghandle->sprite.getTextureRect(); ghandle->sprite.setOrigin(textureRect.left + textureRect.width / 2, textureRect.top - textureRect.height / 2); } } }
void LayoutSystem::update(entityx::EntityManager& es, entityx::EventManager& events, entityx::TimeDelta dt) { Layout::Handle layout; Body::Handle body; for (entityx::Entity entity : es.entities_with_components(layout, body)) { assert(!layout->x.is_nil()); assert(!layout->width.is_nil()); assert(!layout->y.is_nil()); assert(!layout->height.is_nil()); body->position.x = layout->x.value(); body->position.y = layout->y.value(); body->size.x = layout->width.value(); body->size.y = layout->height.value(); } }
void update(entityx::EntityManager &es, entityx::EventManager &events, double dt) { entityx::ComponentHandle<Moveable> moveable; entityx::ComponentHandle<Position> position; entityx::ComponentHandle<Player> player; for(entityx::Entity entity : es.entities_with_components(player)) { float x = 0.0f; float y = 0.0f; const Uint8 *state = SDL_GetKeyboardState(NULL); if(state[SDL_SCANCODE_W]) { y-=1.0f; } if(state[SDL_SCANCODE_A]) { x-=1.0f; } if(state[SDL_SCANCODE_S]) { y+=1.0f; } if(state[SDL_SCANCODE_D]) { x+=1.0f; } if(state[SDL_SCANCODE_SPACE]) { events.emit<PlayerInstructionLight>(entity); } if(x != 0.0f || y != 0.0f) { glm::vec2 direction(x,y); direction = glm::normalize(direction);// *(float) dt; events.emit<PlayerInstructionEvent>(direction,entity); } } }
void update(entityx::EntityManager& es, entityx::EventManager& events, entityx::TimeDelta dt) override { FastEase<Time, Value, Comp>::Handle ease; typename Comp::Handle component; for (entityx::Entity entity : es.entities_with_components(ease, component)) { ease->current += dt; if (ease->current < ease->total_time) { ease->value_function(component) = ease->easing_function(ease->current, ease->beginning, ease->change, ease->total_time); } else { ease->value_function(component) = ease->beginning + ease->change; entity.remove<FastEase<Time, Value, Comp>>(); } } }
void RenderableOrbit::update(entityx::EntityManager &entities) { float *pathGL; using namespace entityx; int pathSteps = 0; OrbitPath::Handle orbit; auto count = 0; for (Entity entity : entities.entities_with_components(orbit)) { auto &path = orbit->path; if (path.empty()) { std::cout << "empty orbit path\n"; continue; } glBindVertexArray(orbit->vao); vao = orbit->vao; glBindBuffer(GL_ARRAY_BUFFER, orbit->vbo); setAttribute("position"); check_gl_error(); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*path.size(), nullptr, GL_STREAM_DRAW); check_gl_error(); pathGL = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); check_gl_error(); memcpy(pathGL, path.data(), sizeof(float)*path.size()); transform = orbit->transform; drawCount = (int)(path.size())/3; check_gl_error(); glUnmapBuffer(GL_ARRAY_BUFFER); check_gl_error(); count++; } }
void PlayerSystem::update(entityx::EntityManager& entities, entityx::EventManager& events, double dt) { if (!m_world->isServer()) { return; } PositionComponent::Handle positionComponent; PlayerComponent::Handle playerComponent; for (auto entity : entities.entities_with_components(positionComponent, playerComponent)) { calculateLoadedViewport(entity); //qCDebug(ORE_SERVER_ENTITY_LOGIC) << "pos: " << positionComponent->position(); //qCDebug(ORE_IMPORTANT()) << "PROCESS PLAYER SYSTEM"; Q_ASSERT(positionComponent->position().x >= 0.0); Q_ASSERT(positionComponent->position().y >= 0.0); if (positionComponent->positionDirty()) { m_world->m_server->sendPlayerMove(entity); positionComponent->setPositionDirty(false); const glm::vec2& currentChunkPosition = glm::vec2((positionComponent->position().x / BLOCK_SIZE), (positionComponent->position().y / BLOCK_SIZE)); // conversion because glm::distance only allows float comparisons. and i don't want to // change player->lastLoadedChunk because that doesn't make sense as a float, and // would cause more issues const glm::vec2& lastChunk = glm::vec2(playerComponent->lastLoadedChunk); if (glm::distance(currentChunkPosition, lastChunk) > 20.0) { //qCDebug(ORE_IMPORTANT) << " server sending large world chunk..: "; m_world->m_server->sendLargeWorldChunkForPlayer(entity); } } } }
void BehaviorSystem::update(entityx::EntityManager &es, entityx::EventManager &events, entityx::TimeDelta dt) { entityx::ComponentHandle<c::Character> anAlive; entityx::ComponentHandle<c::MapObject> anMapObject; entityx::ComponentHandle<c::Transformable> anTransform; if (mTurnOrder.empty()) { for (entityx::Entity anEntity : es.entities_with_components(anAlive, anMapObject, anTransform)) { if (!anMapObject->destroyed) mTurnOrder.push(anEntity); } } else { bool anAction = false; entityx::Entity anEntity = mTurnOrder.front(); anAlive = anEntity.component<c::Character>(); anMapObject = anEntity.component<c::MapObject>(); anTransform = anEntity.component<c::Transformable>(); if (!anMapObject->destroyed) { if (anMapObject->health <= 0) { anMapObject->destroyed = true; anTransform->setRotation(90); } else { std::string anEntityName = anEntity.component<c::MapObject>()->name; sf::Vector2f anTargetPos; if (anAlive->behaviorFlags & BEHAVIOR_CONTROLLED) { anAction = mPlayerAction; if (!anAction) { while (!mKeyboardEventQueue.empty() && !mTurnOrder.empty()) { if (mKeyboardEventQueue.front().theKeyCode == sf::Keyboard::Left) { anTargetPos.x = -1.0f; anTargetPos.y = 0.0f; anAction = true; } else if (mKeyboardEventQueue.front().theKeyCode == sf::Keyboard::Right) { anTargetPos.x = 1.0f; anTargetPos.y = 0.0f; anAction = true; } else if (mKeyboardEventQueue.front().theKeyCode == sf::Keyboard::Up) { anTargetPos.x = 0.0f; anTargetPos.y = -1.0f; anAction = true; } else if (mKeyboardEventQueue.front().theKeyCode == sf::Keyboard::Down) { anTargetPos.x = 0.0f; anTargetPos.y = 1.0f; anAction = true; } else if (mKeyboardEventQueue.front().theKeyCode == sf::Keyboard::A) { if (anAlive->behaviorFlags & BEHAVIOR_AGRESSIVE) { mApp.mConsole.print(anEntityName + "is lowering it's gaurd."); anAlive->behaviorFlags &= ~BEHAVIOR_AGRESSIVE; } else { mApp.mConsole.print(anEntityName + "is acting aggressive."); anAlive->behaviorFlags |= BEHAVIOR_AGRESSIVE; } anAction = true; } mKeyboardEventQueue.pop(); } } else { mPlayerAction = false; } } else if (anAlive->behaviorFlags & BEHAVIOR_WANDER) { GExL::Uint32 anDirection = GExL::random(0, 8); if (anDirection == 1) { anTargetPos.x = 0.0f; anTargetPos.y = -1.0f; anAction = true; } if (anDirection == 2) { anTargetPos.x = 1.0f; anTargetPos.y = 0.0f; anAction = true; } if (anDirection == 3) { anTargetPos.x = 0.0f; anTargetPos.y = 1.0f; anAction = true; } if (anDirection == 4) { anTargetPos.x = -1.0f; anTargetPos.y = 0.0f; anAction = true; } } if (anAction) { anTargetPos.x += anTransform->getPosition().x / Tilemap::TileSize; anTargetPos.y += anTransform->getPosition().y / Tilemap::TileSize; if (anAlive->behaviorFlags & BEHAVIOR_AGRESSIVE) { //mApp.mWorld.events.emit<DamageEvent>(anEntity, anTargetPos, static_cast<GExL::Uint32>(DAMAGE_MELEE), 0.0f); } mApp.mWorld.events.emit<MovementEvent>(anEntity, anTargetPos, MOVEMENT_WALK_BI); mTurnOrder.pop(); } } } else { mTurnOrder.pop(); } } }