No moar rebuild pls.
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#include "GameWorld.h"
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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}
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void GameWorld::RegisterComponents()
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{
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m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
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m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
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m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
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m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
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m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
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m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
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m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
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m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
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m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
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m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
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m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
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m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
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m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
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m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
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}
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void GameWorld::RegisterSystems()
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{
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//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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}
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void GameWorld::Initialize()
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{
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World::Initialize();
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//AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::Camera> camera;
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EntityID ent;
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "ship.obj";
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auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
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soundEmitter->Gain = 1;
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soundEmitter->MaxDistance = FLT_MAX;
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soundEmitter->ReferenceDistance = 10;
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soundEmitter->Loop = true;
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soundEmitter->Pitch = 1;
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GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
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}
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GameWorld::GameWorld(std::shared_ptr<Renderer> renderer) : m_Renderer(renderer), World()
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{
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}
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