Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp
This commit is contained in:
@@ -18,7 +18,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if (input == nullptr)
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return;
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float speed = 10.0f;
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float speed = 20.0f;
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera") {
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@@ -26,7 +26,6 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 4.0f;
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}
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@@ -36,7 +35,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
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else if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_W]) {
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@@ -77,27 +76,42 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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float TurnSpeed = 2.0f;
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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LOG_DEBUG("Euler: %f", Euler.z);
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * speed;
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if(Euler.z < 25.f)
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if(Euler.z < 10.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
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}
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else if(Euler.z < 20.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/2,glm::vec3(0,0,1));
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}
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else if (Euler.z < 25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/4,glm::vec3(0,0,1));
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * speed;
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if(Euler.z > -25.f)
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if(Euler.z > -10.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
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}
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else if(Euler.z > -20.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/2,glm::vec3(0,0,-1));
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}
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else if (Euler.z > -25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/4,glm::vec3(0,0,-1));
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}
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}
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else
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{
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if(Euler.z < 0.5f && Euler.z > -0.5f)
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if(Euler.z < 1.5f && Euler.z > -1.5f)
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transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
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else if(Euler.z < 0.f)
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
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