intermediate commit: still working on view state managing
parent
3cbbedde7e
commit
f8e5b7e873
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@ -25,6 +25,7 @@ BEGIN_ENUM(ViewState)
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DECL_ENUM_ELEMENT(ViewStateGameRunning),
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DECL_ENUM_ELEMENT(ViewStatePaused),
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DECL_ENUM_ELEMENT(ViewStatePlayerDied),
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DECL_ENUM_ELEMENT(ViewStateShipExplodeFade),
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DECL_ENUM_ELEMENT(ViewStateLevelComplete),
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DECL_ENUM_ELEMENT(ViewStateShowHighscore),
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DECL_ENUM_ELEMENT(ViewStateEnterPlayername),
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@ -395,27 +395,24 @@ bool Model::OnGameOver() {
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};
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void Model::OnNewGame() {
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ClearEntities();
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mNewestHighscoreEntryIndex = 99999;
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mPlayerLives = 1;
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mCurrentLevelIndex = 0;
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mPoints = 0;
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DoLoadLevel (mLevelList[mCurrentLevelIndex].c_str());
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}
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void Model::OnShipExplode () {
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mPlayerLives --;
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ClearEntities();
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if (mPlayerLives == 0) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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SetGameState(GameStatePaused);
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}
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void Model::OnCreateEntity (const int type, const unsigned int id) {
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@ -20,17 +20,6 @@ void ShipEntity::Update (float delta_sec) {
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if (!mPhysicState || !mControllerState)
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return;
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// If we die, we have to decrease the fade timer
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if (!mAlive) {
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mFadeTimer -= delta_sec;
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if (mFadeTimer <= 0.) {
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Model *model = (Model*) Engine::EngineGetModel();
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model->SetGameState (GameStatePaused);
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}
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return;
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}
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mState = Idle;
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// the local velocity
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@ -74,9 +63,6 @@ bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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Engine::LogMessage ("You died!");
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mPhysicState->mStatic = true;
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mAlive = false;
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mFadeTimer = 3.;
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mState = Dying;
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Engine::EventBasePtr explode_event (new Engine::EventBase());
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@ -89,11 +75,13 @@ bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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Engine::LogMessage ("You just killed yourself!");
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mPhysicState->mStatic = true;
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mAlive = false;
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mFadeTimer = 1.;
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mState = Dying;
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Engine::EventBasePtr explode_event (new Engine::EventBase());
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explode_event->mEventType = EventShipExplode;
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explode_event->mEventUnsignedInt = mId;
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QueueEvent (explode_event);
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return true;
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}
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@ -37,8 +37,6 @@ struct ShipEntity: public Engine::EntityBase {
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mType = GameEntityTypeShip;
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mBaseType = Engine::EntityBaseTypeActor;
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mAlive = true;
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mFadeTimer = 0.;
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mState = Idle;
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mAttackTimer = 0.;
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}
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@ -71,6 +71,7 @@ int View::OnInit (int argc, char* argv[]) {
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Engine::RegisterListener (this, EventAccelerateStart);
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Engine::RegisterListener (this, EventAccelerateStop);
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Engine::RegisterListener (this, EventShipExplode);
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Engine::RegisterListener (this, EventGameOver);
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PushViewState (ViewStateMainMenu);
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@ -95,33 +96,46 @@ bool View::OnReceiveEvent (const Engine::EventBasePtr &event) {
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return true;
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break;
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case EventShipExplode:
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if (event->mEventType == EventShipExplode) {
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Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
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vector3d position = ship_entity->mPhysicState->mPosition;
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vector3d orientation = ship_entity->mPhysicState->mOrientation;
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vector3d velocity = ship_entity->mPhysicState->mVelocity;
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unsigned int i;
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mShipPartsEntityIds.clear();
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for (i = 0; i < mShipPartsSprite.GetSubSpriteCount(); i++) {
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Engine::EntityBase* part_sprite_particle = Engine::CreateEntity (GameEntityTypeShipPart);
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part_sprite_particle->mPhysicState->mPosition = position;
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part_sprite_particle->mPhysicState->mOrientation = orientation;
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part_sprite_particle->mPhysicState->mVelocity = velocity;
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part_sprite_particle->mPhysicState->mVelocity = vector3d (velocity[0] * (rand()/float(RAND_MAX)) * 1.7, 0., velocity[2] * (rand()/float(RAND_MAX)) * 1.5);
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part_sprite_particle->mPhysicState->mAngleVelocity = (rand()/float(RAND_MAX) - 0.5 ) * 100.;
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mShipPartsEntityIds.push_back(part_sprite_particle->mId);
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}
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}
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Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
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return true;
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case EventGameOver:
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PopViewState();
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PushViewState(ViewStateGameOver);
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GetModel()->SetGameState(GameStatePaused);
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break;
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case EventShipExplode: {
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Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
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PopViewState();
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PushViewState(ViewStatePlayerDied);
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GetModel()->SetGameState(GameStatePaused);
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// insert sprits that contains parts of the ship
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Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
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vector3d position = ship_entity->mPhysicState->mPosition;
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vector3d orientation = ship_entity->mPhysicState->mOrientation;
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vector3d velocity = ship_entity->mPhysicState->mVelocity;
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unsigned int i;
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mShipPartsEntityIds.clear();
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for (i = 0; i < mShipPartsSprite.GetSubSpriteCount(); i++) {
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Engine::EntityBase* part_sprite_particle = Engine::CreateEntity (GameEntityTypeShipPart);
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part_sprite_particle->mPhysicState->mPosition = position;
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part_sprite_particle->mPhysicState->mOrientation = orientation;
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part_sprite_particle->mPhysicState->mVelocity = velocity;
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part_sprite_particle->mPhysicState->mVelocity = vector3d (velocity[0] * (rand()/float(RAND_MAX)) * 1.7, 0., velocity[2] * (rand()/float(RAND_MAX)) * 1.5);
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part_sprite_particle->mPhysicState->mAngleVelocity = (rand()/float(RAND_MAX) - 0.5 ) * 100.;
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mShipPartsEntityIds.push_back(part_sprite_particle->mId);
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}
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// We do not need the entity anymore
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Engine::KillEntity(event->mEventUnsignedInt);
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return true;
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break;
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}
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default: Engine::LogWarning ("Received Event with type %d but don't know what to do with it!", event->mEventType);
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break;
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@ -459,6 +473,7 @@ void View::DrawUiGameRunning() {
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if (Engine::GUI::CheckKeyPress(SDLK_ESCAPE)) {
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PushViewState(ViewStatePaused);
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GetModel()->SetGameState(GameStatePaused);
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}
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}
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@ -44,6 +44,7 @@ class Logging;
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class Commands;
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class Variables;
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class Variable;
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class Timer;
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/** \brief The outermost class which contains just everything!
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*
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@ -74,7 +75,7 @@ class Engine : public Module {
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mSoundManager = NULL;
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}
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virtual void MainLoop () {
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void MainLoop () {
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OnMainLoop ();
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}
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@ -49,7 +49,7 @@ void ModelBase::OnDestroy () {
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*/
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void ModelBase::Process () {
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// Process the controllers and state of all entities
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std::map<unsigned int, EntityBase*>::iterator entity_iter = mEntities.begin();
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EntityIter entity_iter = mEntities.begin();
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do {
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if (entity_iter->second == NULL) {
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LogError ("Entity with id %d does not exist!", entity_iter->first);
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@ -58,6 +58,12 @@ void ModelBase::Process () {
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entity_iter++;
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} while (entity_iter != mEntities.end());
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// Update the timers
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for (TimerIter timer_iter = mTimers.begin(); timer_iter != mTimers.end(); timer_iter++) {
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timer_iter->second.Update(mDeltaSec);
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timer_iter++;
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}
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// simulate the world
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mPhysics->Simulate (mDeltaSec, this);
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@ -285,6 +291,23 @@ EntityPhysicState * GetEntityPhysicState (unsigned int id) {
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return NULL;
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}
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void StartTimer(const std::string &id, float sec) {
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if (!ModelInstance) {
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LogError ("Couldn't execute GetEntity(): Model not initialized!");
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}
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ModelInstance->StartTimer(id, sec);
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}
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bool CheckTimer(const std::string &id) {
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if (!ModelInstance) {
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LogError ("Couldn't execute GetEntity(): Model not initialized!");
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}
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return ModelInstance->CheckTimer(id);
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}
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}
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@ -3,6 +3,7 @@
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#include "Engine.h"
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#include "EntityBase.h"
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#include "Timer.h"
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namespace Engine {
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@ -79,6 +80,29 @@ class ModelBase : public Module {
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};
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unsigned int GetGameState () { return mGameState; };
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void StartTimer(const std::string &id, float msec) {
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TimerIter cur_timer = mTimers.find(id);
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if (cur_timer != mTimers.end()) {
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cur_timer->second.Set(msec);
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cur_timer->second.Start();
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return;
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}
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mTimers[id] = Timer(id, msec);
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assert (mTimers.size() > 0);
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assert (mTimers[id].IsActive() == true);
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}
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bool CheckTimer(const std::string &id) {
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TimerIter cur_timer = mTimers.find(id);
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if (cur_timer == mTimers.end()) {
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return false;
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}
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return cur_timer->second.Query();
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}
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protected:
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/** \brief Initializes the system */
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virtual int OnInit (int argc, char* argv[]);
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@ -99,9 +123,14 @@ class ModelBase : public Module {
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/** \brief contains all Engine::Entities */
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std::map<unsigned int, EntityBase *> mEntities;
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typedef std::map<unsigned int, EntityBase *>::iterator EntityIter;
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/** \brief contains all Engine::Entities that ceased to exist */
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std::vector<unsigned int> mKilledEntities;
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std::map<std::string, Timer> mTimers;
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typedef std::map<std::string, Timer>::iterator TimerIter;
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unsigned int mEntityIdCounter;
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unsigned int mPlayerEntityId;
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@ -9,6 +9,12 @@ unsigned int GetPlayerEntityId ();
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/** \brief Returns the duration of the frame in seconds */
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float GetFrameDuration ();
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/** \brief Starts a timer with the given id that expires after sec seconds */
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void StartTimer(const std::string &id, float sec);
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/** \brief Checks whether a timer expired */
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bool CheckTimer(const std::string &id);
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}
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#endif /* _MODELGLOBAL_H */
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