/**
 * @brief CollisionSystem::GetBins gets all bins in which an entity belongs
 * @param e the entity
 * @param bins the bins the entity belongs to, if return value is true
 * @return true if entity is completely in defined game world, false otherwise
 */
bool CollisionSystem::GetBins(Entity *e, std::set<unsigned int>& bins)
{
    bins.clear();
    ColliderComponent* cc = e->GetComponent<ColliderComponent>("Collider");
    PositionComponent* pc = e->GetComponent<PositionComponent>("Position");
    sf::Vector2f pos = pc->GetPosition() + cc->GetOffset();
    sf::Vector2f dim = cc->GetDimensions();

    unsigned int bin[4];
    bin[0] = (pos.y / _BinSize.y) * _NumBinsX + (pos.x / _BinSize.x);
    bin[1] = ((pos.y + dim.y) / _BinSize.y) * _NumBinsX + (pos.x / _BinSize.x);
    bin[2] = (pos.y / _BinSize.y) * _NumBinsX + ((pos.x + dim.x) / _BinSize.x);
    bin[3] = ((pos.y + dim.y) / _BinSize.y) * _NumBinsX + ((pos.x + dim.x) / _BinSize.x);

    for(unsigned int i = 0; i < 4; i++)
    {
        if(bin[i] >= _NumBins)
        {
            return false;
        }

        bins.insert(bin[i]);
    }
    return true;
}
Пример #2
0
bool CreditScene::init() {
  Graphics::getInstance()->fadeIn(0.6f);
  _isInit = true;

  auto playerInput = Factory::get()->loadEntityFromFile("playerInput");
  playerInput->init();
  Scene::setPlayerInput(playerInput);

 
  _credits = Factory::get()->loadEntityFromFile("credits");
  _credits->init();
  auto PosCmp = _credits->GET_CMP(PositionComponent);
  PosCmp->setPosition(Graphics::getInstance()->getScreenSize().cast<float>() * 0.5);
  auto SpCmp = _credits->GET_CMP(SpriteCmp);
  // 1.5 1.5 looks good
  SpCmp->rescale(2.0f, 2.0f);


  Eigen::Vector2f pos = Graphics::getInstance()->getScreenSize().cast<float>() * 0.75;
  pos.x() =  Graphics::getInstance()->getScreenSize().cast<float>().x() * 0.88;

  Entity* returnButton = Factory::get()->loadEntityFromFile("buttonBack");
  returnButton->init();
  std::function<void()> optionFunc = [this](){ free(); Director::get()->pushScene(new MenuScene()); };
  returnButton->GET_CMP(ButtonCmp)->setCallback(optionFunc);
  PositionComponent* posCmp = returnButton->GET_CMP(PositionComponent);
  pos.y() += 200.0f;
  posCmp->setPosition(pos);

  _buttons.push_back(returnButton);
  _cursor = _buttons.begin();
  _brighter();

  return _isInit;
}
Пример #3
0
Bomb::Image::Image(int posX, int posY, int width, int height, std::string name, std::string path)
{

  this->ctor(Image_o);

  PositionComponent	*pos = new PositionComponent();
  pos->AssignEntity(this);
  this->AddComponent(pos);

  /*
	PhysicComponent		*physic = new PhysicComponent(UNDESTRUCTIBLE_BOX_HITBOX);
	physic->AssignEntity(this);
	this->AddComponent(physic);
  */


  this->posX = posX;
  this->posY = posY;
  this->width = width;
  this->height = height;
  this->path = path;
  this->name = name;

  MeshComponent           *graphic =
    new MeshComponent(GEOMETRY,
		      new std::string(this->name),
		      new std::string(this->path),
		      ImageMeshInit,
		      ImageMeshDraw,
		      G_Renderer);
  graphic->AssignEntity(this);
  this->AddComponent(graphic);
}
Пример #4
0
void ProjectileSystem::Update(float _dt)
{
	MouseInputComponent* mouse;
	PositionComponent* position;

	EntityMap::iterator it;
	for (it = m_entityMap.begin(); it != m_entityMap.end(); ++it)
	{
		Entity* e = it->second;
		if (e->GetState() != Entity::ALIVE)
			continue;

		mouse = e->GetComponent<MouseInputComponent>();
		if (mouse->m_controls.LeftButton == InputState::Pressed)
		{
			position = it->second->GetComponent<PositionComponent>();

			Entity* e = m_world->CreateEntity();
			EntityFactory::GetInstance()->CreateEntity(e, EntityFactory::BALL);
			e->GetComponent<VelocityComponent>()->m_velocity = VECTOR3(0, 40, 0);
			e->GetComponent<PositionComponent>()->SetPosition(VECTOR3(position->GetPosition().x, position->GetPosition().y + 2.0f, 0));

			m_world->AddEntity(e);
		}
	}
}
Пример #5
0
    /**
     * @brief GetEntityPosition gets the position of a specified entity
     * @param L the calling lua thread
     * @return the entity position if available, an error string otherwise.
     */
    static int GetEntityPosition(lua_State* L)
    {
        if(lua_gettop(L) != 1)
        {
            lua_pushstring(L, "Error: incorrect number of parameters");
            return 1;
        }

        LuaAccessor la;
        unsigned int id = (unsigned int)lua_tonumber(L, 1);
        Entity* e = la.GetEntity(id);

        if(e)
        {
            PositionComponent* p = e->GetComponent<PositionComponent>("Position");

            if(p)
            {
                lua_pushnumber(L, p->GetPosition().x);
                lua_pushnumber(L, p->GetPosition().y);
                return 2;
            }

            else
            {
                lua_pushstring(L, "No position component");
                return 1;
            }
        }

        lua_pushstring(L, "Entity does not exist");
        return 1;
    }
Пример #6
0
Bomb::DefaultBomb::DefaultBomb()
{
  this->ctor(DefaultBomb_o);

  PositionComponent	*position = new PositionComponent();
  position->AssignEntity(this);
  this->AddComponent(position);
  this->_isDestroy = true;
}
Пример #7
0
void	Bomb::DropBonusComponent::Update()
{
  PositionComponent *pos
    = static_cast<PositionComponent *>(this->GetParent()->GetComponent(Position_c));
  LifeComponent *life
    = static_cast<LifeComponent *>(this->GetParent()->GetComponent(Life_c));
  enum GameObjectTag	bonusTab[3];

  bonusTab[0] = BonusSpeed_o;
  bonusTab[1] = BonusAddBomb_o;
  bonusTab[2] = BonusSizeBomb_o;
  ListObj	*list_world = G_ObjectsContainer->GetObjByTag(World_o);
  if (list_world && life && life->GetLife() <= 0 && !this->_dropped)
    {
      IEntity	*world = list_world->front();
      if (world)
	{
	  MapComponent	*map = static_cast<MapComponent *>(world->GetComponent(Map_c));
	  if (pos && map)
	    {
	      double posX = pos->GetPosition(PositionComponent::X);
	      double posY = pos->GetPosition(PositionComponent::Y);

	      if (rand() % 10 < 4)
		{
		  IEntity	*bonus = G_EntityFactory->Create(bonusTab[rand() % 3]);

		  if (bonus)
		    {
		      pos = static_cast<PositionComponent *>(bonus->GetComponent(Position_c));

		      G_ObjectsContainer->AddObj(bonus);
		      G_EvDispatcher->SendEvent(new Event::GraphicEvent(bonus, Graphic::MESHADD),
		      				Event::COMMON);
		      pos->SetPosition(posX, posY);
		      map->AddEntity(bonus, posX, posY);
		      bonus->Start();
		      this->_dropped = true;
		    }
		}
	    }
	}
    }
}
Пример #8
0
void TentacleLogicCmp::checkPlayerInRange()
{
	int nbr = 0;
	TentacleGearCmp* tmp = _start;
	PositionComponent* player = _boss->getPlayer()->GET_CMP(PositionComponent);
	PositionComponent* me = this->getEntity()->GET_CMP(PositionComponent);
	int xP = player->getX();
	int yP = player->getY();
	int xMe = me->getX();
	int yMe = me->getY();
	while (tmp != NULL)
	{
		tmp = tmp->getNext();
		nbr++;
	}
	if (pow((pow((xP - xMe), 2) + pow((yP - yMe), 2)), 0.5) <= 64 * nbr)
		setInRange(true);
	else
	{
		_inRange = false;
		_hasBeenReset = false;
	}


	getBoss()->getPlayer();
}
Пример #9
0
Bomb::DestructibleBox::DestructibleBox()
{
	this->ctor(DestructibleBox_o);

	PositionComponent	*pos = new PositionComponent();
	pos->AssignEntity(this);
	this->AddComponent(pos);

	LifeComponent		*life = new LifeComponent(1);
	life->AssignEntity(this);
	this->AddComponent(life);

	PhysicComponent		*physic = new PhysicComponent(DESTRUCTIBLE_BOX_HITBOX);
	physic->AssignEntity(this);
	this->AddComponent(physic);


  DropBonusComponent   *dropBonus = new DropBonusComponent();
  dropBonus->AssignEntity(this);
  this->AddComponent(dropBonus);

	MeshComponent		*graphic =
	  new MeshComponent(GEOMETRY,
			    new std::string("box2"),
			    new std::string(MODELPATH"box2.tga"),
			    DestructibleBoxMeshInit,
			    DestructibleBoxMeshDraw,
			    G_Renderer);
	graphic->AssignEntity(this);
	this->AddComponent(graphic);

  this->_isDestroy = true;

	/*AudioComponent		*audio = new AudioComponent();
	audio->AssignEntity(this);
	this->AddComponent(audio);*/
}
Пример #10
0
bool TentacleLogicCmp::isGoodSide(int were)
{
	PositionComponent* player = _boss->getPlayer()->GET_CMP(PositionComponent);
	PositionComponent* me = this->getEntity()->GET_CMP(PositionComponent);
	int xP = player->getX();
	int yP = player->getY();
	int xMe = me->getX();
	int yMe = me->getY();

	if (were == 0)
	{
		//left
		if (xP < xMe)
			return true;
	}
	else if (were == 1)
	{
		//right
		if (xP > xMe)
			return true;

	}
	else if (were == 2)
	{
		//top
		if (yP > yMe)
			return true;

	}
	else if (were == 3)
	{
		//bot
		if (yP < yMe)
			return true;
	}
	return false;
}
string PhysicsController::run(string myState, float time_since_last_tick)
{
	string game_state_request = " ";
	for(vector<Entity*>::size_type i = 0; i != controlled_entities.size(); i++) 
	{
		if(controlled_entities[i]->getGameState()==myState)
		{
			if(controlled_entities[i]->getActive())
			{
				//PULL THE MOVING OBJECTS INFORMATION
				PhysicsComponent* physics = (PhysicsComponent*)controlled_entities[i]->getComponent("Physics");
				PositionComponent* position = (PositionComponent*)controlled_entities[i]->getComponent("Position");

				//PULLING ALL THE MASS AND FORCE INFORMATION

				float total_mass = 0 + physics->getMass();
				float total_translation [2] = {0,0};

				float moment_of_inertia = 0 + physics->getMass();
				float total_torque = 0;

				if( controlled_entities[i]->checkIfHasComponent("Collection"))
				{
					CollectionComponent* collection = (CollectionComponent*) controlled_entities[i]->getComponent("Collection");
					vector<Entity*> attached_entities = collection->getAttachedEntities();

					//Cycling through attached entities
					for(vector<Entity*>::size_type p = 0; p != attached_entities.size(); p++) 
					{
						Entity* attached_entity = attached_entities[p];

						TetheredComponent* tethered = (TetheredComponent*) attached_entity->getComponent("Tethered");
						PhysicsComponent* attached_physics = (PhysicsComponent*) attached_entity->getComponent("Physics");
						PositionComponent* attached_position = (PositionComponent*) attached_entity->getComponent("Position");
						RocketComponent* rocket = (RocketComponent*) attached_entity->getComponent("Rocket");

						float radian_from_center_mass = tethered->getDirectionRadian();
						float radian_to_center_mass = radian_from_center_mass + 3.1415926;
						float t = attached_position->getAngle() - radian_to_center_mass ;
				
						tethered->setT(t);

						//Translational
						vector<float> attached_vector_forces = attached_physics->getNetTranslationalForce();
						total_translation[0] += attached_vector_forces[0];
						total_translation[1] += attached_vector_forces[1];
					
						total_mass+= attached_physics->getMass();

						//Angular
						float attached_net_angular_force = attached_physics->getNetAngularForce();
						total_torque += attached_net_angular_force;

						float distance = tethered->getDistance();
						moment_of_inertia += attached_physics->getMass()*(distance*distance);
					}
			
				}

				//Apparently on forces that have a distance can spin it
				//So after we've pulled all the angular forces we can find the angular acceleration

				//and then you use torque = I*a

				physics->setAngularAcceleration(total_torque/moment_of_inertia);
		

				//PLANAR MOVEMENT

				//We already have the tethered objects' forces so now we need the forces affectin the main object itself
				vector<float> vector_forces = physics->getNetTranslationalForce();
				total_translation[0] += vector_forces[0];
				total_translation[1] += vector_forces[1];
		

				//Calculating the net acceleration net forces and net mass
				physics->setAccelerationX(total_translation[0]/total_mass);
				physics->setAccelerationY(total_translation[1]/total_mass);

				//Determine its new velocity
				physics->setVelocityX(physics->getVelocity()[0]+physics->getAcceleration()[0]*time_since_last_tick);
				physics->setVelocityY(physics->getVelocity()[1]+physics->getAcceleration()[1]*time_since_last_tick);

				//Determine its new position if its not tethered to something
				if( !controlled_entities[i]->checkIfHasComponent("Tethered"))
				{
					position->setX(position->getPosition()[0]+physics->getVelocity()[0]*time_since_last_tick);
					position->setY(position->getPosition()[1]+physics->getVelocity()[1]*time_since_last_tick);
				}
			
				//ANGULAR MOVEMENT
				//	Both tethered and collected entities get this because a tethered can be rotating on its own
				//	on top of being rotated by the collectors movement.
				//  On it's own, a tethered object cannot have an angular acceleration, it must be machine assisted.
		
				physics->setAngularVelocity(physics->getAngularVelocity()+physics->getAngularAcceleration()*time_since_last_tick);
				position->setAngle(position->getAngle()+physics->getAngularVelocity()*time_since_last_tick);

				//To make sure the tethered objects get moved we make sure the collector handles them we he is passed into this controller
				if( controlled_entities[i]->checkIfHasComponent("Collection"))
				{
					CollectionComponent* collection = (CollectionComponent*) controlled_entities[i]->getComponent("Collection");
					vector<Entity*> attached_entities = collection->getAttachedEntities();

					//Go throuhg all the attached entities and update their tethered position wiht the new positon of the collector
					for(vector<Entity*>::size_type p = 0; p != attached_entities.size(); p++) 
					{
						Entity* attached_entity = attached_entities[p];

						TetheredComponent* tethered = (TetheredComponent*) attached_entity->getComponent("Tethered");
						PhysicsComponent* attached_physics = (PhysicsComponent*) attached_entity->getComponent("Physics");
						PositionComponent* attached_position = (PositionComponent*) attached_entity->getComponent("Position");

						////Determine its new position

						//As the object spins so will all the tethered objects
						tethered->setDirectionRadian( tethered->getDirectionRadian() + physics->getAngularVelocity()*time_since_last_tick);

						float radian_from_center_mass = tethered->getDirectionRadian();
						float radian_to_center_mass = radian_from_center_mass + 3.1415926;
						attached_position->setAngle(radian_to_center_mass + tethered->getT());
				
						//Need to update the angle of the rocket as the main ship spins

						//Set the tethered object to the new position in the new direction
						attached_position->setX( position->getPosition()[0] + cos(tethered->getDirectionRadian())*tethered->getDistance());
						attached_position->setY( position->getPosition()[1] + sin(tethered->getDirectionRadian())*tethered->getDistance());
					}
				}
				position->calculateBucketPosition(BUCKET_WIDTH);
			}
		}
	}
	return game_state_request;
}
Пример #12
0
string RocketController::run(string myState)
{
	string game_state_request;
	for(vector<Entity*>::size_type i = 0; i != controlled_entities.size(); i++) 
	{
		Entity* ent = controlled_entities[i];
		if(ent->getGameState() == myState)
			{
			if(ent->getActive())
			{
				//SUBTRACT FUEL
				SpaceshipComponent* spaceship = (SpaceshipComponent*) ent->getComponent("Spaceship");
				float current_fuel = spaceship->getCurrentFuel();

				CollectionComponent* collection = (CollectionComponent*) ent->getComponent("Collection");
				vector<Entity*> attached_entities = collection->getAttachedEntities();

				//Cycling through attached entities
				for(vector<Entity*>::size_type p = 0; p != attached_entities.size(); p++) 
				{
					Entity* attached_entity = attached_entities[p];
					attached_entity->setActive(true);

					if(attached_entity->checkIfHasComponent("Rocket"))
					{
						RocketComponent* rocket = (RocketComponent*) attached_entity->getComponent("Rocket");
						TetheredComponent* tethered = (TetheredComponent*) attached_entity->getComponent("Tethered");
						PositionComponent* position = (PositionComponent*) attached_entity->getComponent("Position");
						PhysicsComponent* physics = (PhysicsComponent*) attached_entity->getComponent("Physics");

						physics->clearForces();

						if(rocket->getOnOrOff())
						{
							if(spaceship->getCurrentFuel() - rocket->getFuelConsumption() >= 0)
							{
								//The rocket is on
								float force_exerted = rocket->getForceExerted();
								float angle = position->getAngle();

								float x =  rocket->getForceExerted()*cos(angle);
								float y =  rocket->getForceExerted()*sin(angle);
						
								physics->addTranslationalForce(x,y);

								//Angular Forces

								float distance = tethered->getDistance();
								float angular_force = distance *  rocket->getForceExerted() * -sin(tethered->getT());

								physics->addAngularForce(angular_force);

								//Burning fuel
								spaceship->subtractCurrentFuel(rocket->getFuelConsumption());
							}
						}
					}
				}
			}
			else
			{
				CollectionComponent* collection = (CollectionComponent*) ent->getComponent("Collection");
				vector<Entity*> attached_entities = collection->getAttachedEntities();

				//Cycling through attached entities
				for(vector<Entity*>::size_type p = 0; p != attached_entities.size(); p++) 
				{
					attached_entities[p]->setActive(false);
				}
			}
		}
	}
	return game_state_request;
}