Implemented some fixes to collider. Made pickables use collider. Partial implementation of stackable objects.
This commit is contained in:
parent
a7af100122
commit
fc2597302b
@ -67,7 +67,12 @@ void Collider::dump(unsigned level)
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: Collider\n";
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std::cout << " .Component: Collider ";
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std::cout << "x=" << collisionRect.x << " ";
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std::cout << "y=" << collisionRect.y << " ";
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std::cout << "w=" << collisionRect.w << " ";
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std::cout << "h=" << collisionRect.h << " ";
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std::cout << "solid=" << solid << "\n";
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}
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void Collider::onInitialize()
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@ -109,17 +114,18 @@ void Collider::onUpdateLogic()
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if (m_sprite)
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{
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auto it1 = qtree->find(this, oldBounds.x + oldBounds.w, oldBounds.y);
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auto it2 = qtree->find(this, oldBounds.x, oldBounds.y + oldBounds.h);
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auto it3 = qtree->find(this, oldBounds.x + oldBounds.w, oldBounds.y + oldBounds.h);
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qtree->move(it1, m_lastBounds.x + m_lastBounds.w, m_lastBounds.y);
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auto it2 = qtree->find(this, oldBounds.x, oldBounds.y + oldBounds.h);
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qtree->move(it2, m_lastBounds.x, m_lastBounds.y + m_lastBounds.h);
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auto it3 = qtree->find(this, oldBounds.x + oldBounds.w, oldBounds.y + oldBounds.h);
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qtree->move(it3, m_lastBounds.x + m_lastBounds.w, m_lastBounds.y + m_lastBounds.h);
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}
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}
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}
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Collider* Collider::checkCollision()
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void Collider::checkCollisions(std::unordered_set<Collider*>& results)
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{
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auto qtree = GameState::current().colliderTree;
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Assert(qtree != nullptr, "Collider tree not set!");
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@ -128,11 +134,9 @@ Collider* Collider::checkCollision()
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for (auto it = qtree->lower_bound(searchArea); it != qtree->upper_bound(searchArea); it++)
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{
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if (it->data != this && m_lastBounds.intersects(it->data->m_lastBounds))
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return it->data;
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if (it->data != this && m_lastBounds.intersects(it->data->m_lastBounds) && results.count(it->data) == 0)
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results.insert(it->data);
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}
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return nullptr;
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}
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bool Collider::canMove(float newX, float newY)
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@ -12,6 +12,8 @@
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#include <model/Component.h>
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#include <utils/QTree.h>
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#include <unordered_set>
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namespace farmlands {
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namespace components {
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namespace basic {
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@ -35,7 +37,7 @@ namespace basic {
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/**
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* Checks if this object collides with another Collider object.
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*/
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Collider* checkCollision();
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void checkCollisions(std::unordered_set<Collider*>& results);
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/**
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* Tests if this object can move to the given coordinates.
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@ -23,6 +23,9 @@ namespace basic {
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virtual void dump(unsigned level) override;
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size_t slot;
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bool stackable;
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unsigned stackSize;
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unsigned maxStackSize;
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};
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} /* namespace basic */
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@ -27,11 +27,16 @@ namespace items {
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virtual ~Pickable() { }
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virtual model::Component* clone() override;
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virtual void dump(unsigned level) override;
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bool stackable;
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unsigned maxStack;
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};
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inline model::Component* Pickable::clone()
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{
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return new Pickable();
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Pickable* clone = new Pickable();
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clone->stackable = stackable;
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return clone;
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}
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inline void Pickable::dump(unsigned level)
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@ -127,7 +127,7 @@ void Player::onUpdateLogic()
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energy = clamp(energy, 0, maxEnergy);
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updateMovement();
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updatePickables();
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checkCollisions();
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}
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void Player::onPreRender()
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@ -293,11 +293,30 @@ void Player::updateMovement()
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// Compute movement positions
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float vx = Input::instance().getX() * velMultiplier;
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float vy = Input::instance().getY() * velMultiplier;
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if (vx || vy)
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{
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bool res = canMove(gameObject->transform.x + vx, gameObject->transform.y + vy);
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if (!res && vx != 0)
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{
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// Try moving on the X axis
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res = canMove(gameObject->transform.x + vx, gameObject->transform.y);
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if (res)
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vy = 0;
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}
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if (!res && vy != 0)
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{
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// Try moving on the Y axis
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res = canMove(gameObject->transform.x, gameObject->transform.y + vy);
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if (res)
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vx = 0;
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}
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if (res)
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{
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float newX = gameObject->transform.x + vx;
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float newY = gameObject->transform.y + vy;
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if ((vx || vy) && canMove(newX, newY))
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{
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gameObject->transform.x = newX;
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gameObject->transform.y = newY;
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@ -308,6 +327,7 @@ void Player::updateMovement()
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lookY = newY;
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move(&lookX, &lookY, facingDirection, PlayerLookDistance);
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}
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}
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}
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Direction Player::getDirection(float vx, float vy)
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@ -363,36 +383,26 @@ bool Player::canMove(float x, float y)
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return m_collider->canMove(x, y);
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}
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void Player::updatePickables()
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void Player::checkCollisions()
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{
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// Don't do anything if inventory is full
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if (m_inventory->emptySlots() <= 0)
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return;
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std::unordered_set<Collider*> objects;
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m_collider->checkCollisions(objects);
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std::vector<GameObject*> toPickUp;
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for (auto it = m_pickables->childrenBegin(); it != m_pickables->childrenEnd(); it++)
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for (auto collider : objects)
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{
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GameObject* obj = *it;
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Pickable* pickable = obj->component<Pickable>();
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if (pickable)
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{
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if (checkCollision(gameObject, obj))
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{
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// We can't modify the container now, so queue the item for picking up
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toPickUp.push_back(obj);
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if (collider->gameObject->haveComponent<Pickable>())
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pickUpObject(collider->gameObject);
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}
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// Compute distance from player
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// float dist = distanceSq(gameObject->transform.x, gameObject->transform.y, obj->transform.x, obj->transform.y);
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}
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}
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}
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void Player::pickUpObject(GameObject* obj)
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{
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Assert(obj != nullptr, "Can't pick up null.");
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Assert(obj->haveComponent<Pickable>(), "Can't pick up a non-pickable.");
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for (auto obj : toPickUp)
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{
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// Object no longer pickable
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obj->destroyComponent<Pickable>();
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obj->destroyComponent<Collider>();
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// Make object a child of player
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m_pickables->removeChild(obj);
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@ -403,7 +413,6 @@ void Player::updatePickables()
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obj->setEnabled(false);
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obj->transform.x = 0;
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obj->transform.y = 0;
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}
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}
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} /* namespace player */
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@ -77,8 +77,10 @@ namespace player {
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void handleActionEvents(SDL_Event& event);
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void performAction(model::GameObject* obj);
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void checkCollisions();
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// Picking up
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void updatePickables();
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void pickUpObject(model::GameObject* obj);
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basic::Collider* m_collider;
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@ -96,6 +96,11 @@ void FarmlandsGame::onPostRender()
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GameState::current().scene->root.onPostRender();
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}
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void FarmlandsGame::onFrameEnded()
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{
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GameState::current().scene->root.onFrameEnded();
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}
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void FarmlandsGame::stop()
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{
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m_running = false;
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@ -124,6 +129,7 @@ int FarmlandsGame::run()
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onPreRender();
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onRender();
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onPostRender();
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onFrameEnded();
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}
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// Cleanup
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@ -30,6 +30,7 @@ namespace controller {
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void onPreRender();
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void onRender();
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void onPostRender();
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void onFrameEnded();
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void stop();
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@ -9,6 +9,8 @@
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#include <model/GameObject.h>
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#include <model/Component.h>
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#include <model/Transform.h>
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#include <algorithm>
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#include <iostream>
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namespace farmlands {
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@ -18,10 +20,12 @@ GameObject::GameObject()
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: name("unnamed"),
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visible(true),
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transform(this),
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m_components(),
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m_children(),
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m_enabled(false),
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m_parent(nullptr),
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m_enabled(false)
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m_children(),
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m_childRemoveQueue(),
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m_components(),
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m_componentRemoveQueue()
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{
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}
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@ -105,42 +109,48 @@ void GameObject::addChild(GameObject* obj)
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GameObject* GameObject::removeChild(GameObject::ChildrenIterator it)
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{
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m_children.erase(it);
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ChildRemoveQueueItem item =
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{
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.data = *it,
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.free = false
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};
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m_childRemoveQueue.push_back(item);
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(*it)->m_parent = nullptr;
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return *it;
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}
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GameObject* GameObject::removeChild(GameObject* obj)
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{
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for (auto it = m_children.begin(); it != m_children.end(); it++)
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ChildRemoveQueueItem item =
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{
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if (*it == obj)
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{
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m_children.erase(it);
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.data = obj,
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.free = false
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};
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m_childRemoveQueue.push_back(item);
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obj->m_parent = nullptr;
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return *it;
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}
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}
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return nullptr;
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}
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void GameObject::destroyChild(GameObject::ChildrenIterator it)
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{
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delete *it;
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m_children.erase(it);
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ChildRemoveQueueItem item =
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{
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.data = *it,
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.free = true
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};
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m_childRemoveQueue.push_back(item);
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}
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void GameObject::destroyChild(GameObject* obj)
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{
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for (auto it = m_children.begin(); it != m_children.end(); it++)
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ChildRemoveQueueItem item =
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{
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if (*it == obj)
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{
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delete *it;
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m_children.erase(it);
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return;
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}
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}
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.data = obj,
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.free = true
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};
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m_childRemoveQueue.push_back(item);
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}
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size_t GameObject::childrenSize() const
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@ -264,6 +274,18 @@ void GameObject::onPostRender()
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for (auto child : m_children)
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if (child->m_enabled && child->visible)
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child->onPostRender();
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// Process removals at end of frame
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processRemovals();
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}
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void GameObject::onFrameEnded()
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{
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// Call children
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for (auto child : m_children)
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child->onFrameEnded();
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processRemovals();
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}
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void GameObject::onEnable()
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@ -332,6 +354,38 @@ void GameObject::dumpTree(unsigned level)
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child->dumpTree(level + 1);
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}
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void GameObject::processRemovals()
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{
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// Remove components/children at end of frame
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for (auto item : m_childRemoveQueue)
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{
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auto it = std::find(m_children.begin(), m_children.end(), item.data);
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if (it != m_children.end())
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{
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m_children.erase(it);
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if (item.free)
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{
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item.data->onDestroy();
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delete item.data;
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}
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}
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}
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m_childRemoveQueue.clear();
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for (auto item : m_componentRemoveQueue)
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{
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m_components.erase(item.index);
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if (item.free)
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{
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item.data->onDestroy();
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delete item.data;
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}
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}
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m_componentRemoveQueue.clear();
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}
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} /* namespace model */
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} /* namespace farmlands */
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@ -15,9 +15,10 @@
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#include <SDL2/SDL.h>
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#include <queue>
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#include <typeindex>
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#include <vector>
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#include <unordered_map>
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#include <vector>
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namespace farmlands {
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namespace model {
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@ -37,8 +38,11 @@ namespace model {
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// Constructors
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GameObject();
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virtual ~GameObject();
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// Cloneable
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virtual GameObject* clone() override;
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// Static methods
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static GameObject* instantiate(GameObject* gameObject, std::string name, GameObject* parent);
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// Components API
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@ -83,6 +87,7 @@ namespace model {
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void onPreRender();
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void onRender();
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void onPostRender();
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void onFrameEnded();
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void onDestroy();
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void onEnable();
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@ -98,18 +103,39 @@ namespace model {
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// Other properties
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std::string name;
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bool visible;
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bool persistent;
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Transform transform;
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private:
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// Components
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ComponentContainer m_components;
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struct ComponentRemoveQueueItem
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{
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std::type_index index;
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Component* data;
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bool free;
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};
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// Tree
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ChildrenContainer m_children;
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GameObject* m_parent;
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struct ChildRemoveQueueItem
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{
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GameObject* data;
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bool free;
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};
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typedef std::vector<ComponentRemoveQueueItem> ComponentRemoveQueue;
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typedef std::vector<ChildRemoveQueueItem> ChildRemoveQueue;
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void processRemovals();
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// Properties
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bool m_enabled;
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// Tree
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GameObject* m_parent;
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ChildrenContainer m_children;
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ChildRemoveQueue m_childRemoveQueue;
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// Components
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ComponentContainer m_components;
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ComponentRemoveQueue m_componentRemoveQueue;
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};
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template <typename T>
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@ -160,8 +186,14 @@ namespace model {
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auto it = m_components.find(typeIndex);
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if (it != m_components.end())
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{
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comp = dynamic_cast<T*>(it->second);
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m_components.erase(it);
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ComponentRemoveQueueItem item =
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{
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.index = typeIndex,
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.data = it->second,
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.free = false
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};
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m_componentRemoveQueue.push_back(item);
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// it->second->gameObject = nullptr;
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}
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return comp;
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@ -176,10 +208,13 @@ namespace model {
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auto it = m_components.find(typeIndex);
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if (it != m_components.end())
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{
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T* comp = dynamic_cast<T*>(it->second);
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m_components.erase(it);
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delete comp;
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ComponentRemoveQueueItem item =
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{
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.index = typeIndex,
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.data = it->second,
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.free = true
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};
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m_componentRemoveQueue.push_back(item);
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}
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}
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@ -107,6 +107,7 @@ void ResourceManager::loadGame()
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item->transform.x = x;
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item->transform.y = y;
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item->addComponent(new components::items::Pickable());
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item->addComponent(new components::basic::Collider());
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}
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for (auto prefab : GameState::current().seedsPrefabs)
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@ -196,6 +196,9 @@ components::basic::InventoryItem* parse<components::basic::InventoryItem> (boost
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components::basic::InventoryItem* item = new components::basic::InventoryItem();
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item->slot = root.get<size_t>("<xmlattr>.slot");
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item->stackable = root.get<bool>("<xmlattr>.stackable", false);
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item->stackSize = root.get<unsigned>("<xmlattr>.stackSize", 1);
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item->maxStackSize = root.get<unsigned>("<xmlattr>.maxStackSize", 1);
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return item;
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}
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@ -367,6 +370,10 @@ components::items::Pickable* parse<components::items::Pickable> (boost::property
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if (root.size() > 0 && root.front().first == "Pickaxe")
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root = root.front().second;
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components::items::Pickable* pickable = new components::items::Pickable();
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pickable->stackable = root.get<bool>("<xmlattr>.stackable", false);
|
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pickable->maxStack = root.get<unsigned>("<xmlattr>.maxStack", 1);
|
||||
|
||||
// Parse
|
||||
return new components::items::Pickable();
|
||||
}
|
||||
@ -581,6 +588,7 @@ model::GameObject* parse<model::GameObject> (boost::property_tree::ptree& root)
|
||||
model::GameObject* gameObj = new model::GameObject();
|
||||
gameObj->name = root.get<std::string>("<xmlattr>.name");
|
||||
gameObj->visible = root.get<bool>("<xmlattr>.visible", true);
|
||||
gameObj->persistent = root.get<bool>("<xmlattr>.persistent", false);
|
||||
gameObj->setEnabled(root.get<bool>("<xmlattr>.enabled", true));
|
||||
|
||||
for (auto child : root)
|
||||
|
Loading…
Reference in New Issue
Block a user