#include "PlayerSystem.h" void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt) { (glm::vec3)player["Velocity"] = glm::vec3(0.f); if (player["Forward"]) { ((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1; } if (player["Left"]) { ((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1; } if (player["Back"]) { ((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt); } if (player["Right"]) { ((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt); } ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform"); (glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"]; }