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#include "PlayerSystem.h"
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#include "World.h"
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Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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{
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m_PlayerSpeed = 35;
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m_PlayerOriginalBounds = glm::vec3(0);
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m_CameraOffset = glm::vec3(0.f, 5.f, 14.f);
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m_CameraOrientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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freecamEnabled = false;
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m_PowerUpTotalDuration = 5.f;
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m_poweruptimeleft = 0;
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m_basespeed = 125.f;
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m_maxspeed = 125.f;
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}
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void Systems::PlayerSystem::Update(double dt)
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{
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if (m_poweruptimeleft > 0)
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m_poweruptimeleft -= (float)dt;
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else
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m_poweruptimeleft = 0;
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}
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void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (transform == nullptr)
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return;
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auto input = m_World->GetComponent<Components::Input>(entity, "Input");
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if (input == nullptr)
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return;
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Sun") {
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auto light = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
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if (input->KeyState[GLFW_KEY_KP_ADD])
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{
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if (input->KeyState[GLFW_KEY_1]) {
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light->constantAttenuation += 0.001;
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}
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if (input->KeyState[GLFW_KEY_2]) {
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light->linearAttenuation += 0.001;
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}
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if (input->KeyState[GLFW_KEY_3]) {
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light->quadraticAttenuation += 0.00001;
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}
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}
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if (input->KeyState[GLFW_KEY_KP_SUBTRACT])
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{
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if (input->KeyState[GLFW_KEY_1]) {
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light->constantAttenuation -= 0.001;
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}
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if (input->KeyState[GLFW_KEY_2]) {
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light->linearAttenuation -= 0.001;
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}
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if (input->KeyState[GLFW_KEY_3]) {
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light->quadraticAttenuation -= 0.00001;
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}
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}
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//LOG_DEBUG("Constant: %f\nLinear: %f\nQuadratic: %f", light->constantAttenuation, light->linearAttenuation, light->quadraticAttenuation);
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}
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if (name == "Camera") {
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if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
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if(freecamEnabled)
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freecamEnabled = false;
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else
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freecamEnabled = true;
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}
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if(freecamEnabled)
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{
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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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float speed = m_PlayerSpeed;
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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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if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
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speed /= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_A]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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else if(input->KeyState[GLFW_KEY_D]) {
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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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transform->Position -= Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_S]) {
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transform->Position += Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_SPACE]) {
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transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
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transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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}
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}
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}
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if (name == "Player")
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{
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
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m_PlayerOriginalBounds = bounds->VolumeVector;
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}
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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float TurnSpeed = 1.0f;
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glm::vec3 Euler = glm::degrees(glm::eulerAngles(transform->Orientation));
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// Controls
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);
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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 if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * (m_PlayerSpeed - Euler.z);
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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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transform->Position -= Ship_Right * (float)dt * Euler.z;
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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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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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}
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// Update player bounds based on rotation
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if (bounds) {
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Euler = glm::eulerAngles(transform->Orientation);
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bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
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}
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auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
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// Obstacle collision
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for(auto ent : collision->CollidingEntities)
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{
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if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
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{
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auto deathSoundEntity = m_World->CreateEntity(ent);
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auto deathTransform = m_World->AddComponent<Components::Transform>(deathSoundEntity, "Transform");
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auto deathSoundEmitter = m_World->AddComponent<Components::SoundEmitter>(deathSoundEntity, "SoundEmitter");
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deathSoundEmitter->Gain = 5.f;
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deathSoundEmitter->ReferenceDistance = 1.5f;
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auto deathSoundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
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deathSoundSystem->PlaySound(deathSoundEmitter.get(), "Sounds/Explosion3.wav");
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m_World->RemoveEntity(entity);
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//TODO: Ljud som kommer från crashsite
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}
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if (m_World->GetProperty<std::string>(ent, "Name") == "Obstacle_SoundTrigger")
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{
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auto parent = m_World->GetEntityParent(ent);
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auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
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auto swoosh = m_World->CreateEntity(parent);
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m_World->AddComponent<Components::Transform>(swoosh, "Transform");
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auto swooshSound = m_World->AddComponent<Components::SoundEmitter>(swoosh, "SoundEmitter");
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<<<<<<< HEAD
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float gainchanger = float(transform->Velocity.z) / float(m_basespeed);
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swooshSound->Gain = 2 * gainchanger;
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swooshSound->MaxDistance = 1000;
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swooshSound->ReferenceDistance = 2.f;
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swooshSound->Pitch = 1.f - (glm::length(parentTransform->Scale) / 12.f) * 0.5f;
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LOG_ERROR("Pitch: %f", swooshSound->Pitch);
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LOG_ERROR("Gain: %f. Vel: %f", swooshSound->Gain, transform->Velocity.z);
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=======
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swooshSound->Gain = 2.f;
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swooshSound->MaxDistance = 5.f;
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swooshSound->ReferenceDistance = 1.f;
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swooshSound->Pitch = 1.f - (glm::length(parentTransform->Scale) / 12.f) * 0.5f;;
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>>>>>>> a7a17b3ebfbb928756847526e287f7c1ed3aae52
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auto soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
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soundSystem->PlaySound(swooshSound.get(), "Sounds/swoosh.wav");
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m_World->RemoveEntity(ent);
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}
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}
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//powerup
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for(auto ent : collision->CollidingEntities)
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{
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std::string name = m_World->GetProperty<std::string>(ent, "Name");
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if(name == "PowerUp")
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{
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auto powerupComp = m_World->GetComponent<Components::PowerUp>(ent, "PowerUp");
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m_maxspeed = powerupComp->Speed;
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m_PowerUpTotalDuration = powerupComp->Duration;
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m_poweruptimeleft = powerupComp->Duration;
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m_World->RemoveEntity(ent);
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SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0));
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auto soundEmitterPU = m_World->GetProperty<Components::SoundEmitter*>(entity, "SoundEmitterPowerUp");
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auto soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
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soundSystem->PlaySound(soundEmitterPU, "Sounds/boom.wav");
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}
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}
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if(m_poweruptimeleft <= 0)
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{
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m_maxspeed = m_basespeed;
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}
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if(transform->Velocity.z < m_maxspeed)
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{
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transform->Velocity.z += 100.f*dt;
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if(transform->Velocity.z >= m_maxspeed)
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transform->Velocity.z = m_maxspeed;
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}
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else if(transform->Velocity.z > m_maxspeed)
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{
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transform->Velocity.z -= 50.f*dt;
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if(transform->Velocity.z <= m_maxspeed)
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transform->Velocity.z = m_maxspeed;
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}
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float percentage = m_poweruptimeleft / m_PowerUpTotalDuration;
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SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0) * percentage + (1.f - percentage) * glm::vec3(0.05f, 0.36f, 1.f));
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auto soundEmitterEngine = m_World->GetProperty<Components::SoundEmitter*>(entity, "SoundEmitterEngine");
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soundEmitterEngine->Pitch = 1.f + percentage * 0.5f;
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// Update camera
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if(! freecamEnabled)
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{
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auto cameraEntity = m_World->GetProperty<EntityID>(entity, "Camera");
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auto cameraTransform = m_World->GetComponent<Components::Transform>(cameraEntity, "Transform");
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if (cameraTransform) {
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cameraTransform->Position = transform->Position + m_CameraOffset;
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cameraTransform->Orientation = m_CameraOrientation;
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}
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auto cameracamera = m_World->GetComponent<Components::Camera>(cameraEntity, "Camera");
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cameracamera->FOV = glm::radians(45.f + transform->Velocity.z / 3.f);
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}
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// Update ground
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auto groundEntity = m_World->GetProperty<EntityID>(entity, "Ground");
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if (m_World->ValidEntity(groundEntity)) {
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auto groundTransform = m_World->GetComponent<Components::Transform>(groundEntity, "Transform");
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groundTransform->Position.x = transform->Position.x;
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}
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// Update Sun
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auto sunEntity = m_World->GetProperty<EntityID>(entity, "Sun");
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if (m_World->ValidEntity(sunEntity)) {
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auto sunTransform = m_World->GetComponent<Components::Transform>(sunEntity, "Transform");
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sunTransform->Position.x = transform->Position.x;
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}
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}
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}
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void Systems::PlayerSystem::SetPlayerLightColor(EntityID player, glm::vec3 color)
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{
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auto light1 = m_World->GetProperty<EntityID>(player, "LightLeft");
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auto light2 = m_World->GetProperty<EntityID>(player, "LightRight");
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auto lightComponent1 = m_World->GetComponent<Components::PointLight>(light1, "PointLight");
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auto lightComponent2 = m_World->GetComponent<Components::PointLight>(light2, "PointLight");
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lightComponent1->Diffuse = color;
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lightComponent2->Diffuse = color;
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}
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