Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn

Conflicts:
	Escape-the-Dawn/GameWorld.cpp
	Escape-the-Dawn/plane.obj
This commit is contained in:
ViktorLjung
2014-03-13 02:02:41 +01:00
17 changed files with 314 additions and 64 deletions
@@ -4,7 +4,7 @@ Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
: System(world)
{
elapsedtime = 0;
startyz = glm::vec2(0, -200);
startyz = glm::vec2(0, -1000);
}
void Systems::LevelGenerationSystem::SpawnObstacle()
@@ -12,7 +12,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
typeRandom = 0 + (rand() % 5);
typeRandom = 0 + (rand() % 3);
EntityID ent;
@@ -25,45 +25,28 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
model = m_World->AddComponent<Components::Model>(ent, "Model");
positionRandom = -500 + (rand() % 1000);
switch (typeRandom)
{
case 0:
positionRandom = -500 + (rand() % 1000);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->VolumeVector = glm::vec3(9, 12, 7);
bounds->Origin = glm::vec3(1,11,-1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
break;
case 1:
positionRandom = -100 + (rand() % 200);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
bounds->Origin = glm::vec3(0,7.5f,0);
model->ModelFile = "Models/obstacle_mountain_2.obj";
break;
case 2:
positionRandom = -100 + (rand() % 200);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
bounds->VolumeVector = glm::vec3(4, 4, 4);
model->ModelFile = "Models/obstacle_mountain_3.obj";
break;
case 3:
positionRandom = -100 + (rand() % 200);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
bounds->VolumeVector = glm::vec3(4, 4, 4);
model->ModelFile = "Models/obstacle_mountain_4.obj";
break;
case 4:
positionRandom = -100 + (rand() % 200);
transform->Position = glm::vec3( positionRandom, startyz); // fix position
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0,1,0);
model->ModelFile = "Models/obstacle_cube_1.obj";
break;
@@ -78,16 +61,32 @@ void Systems::LevelGenerationSystem::Update( double dt )
elapsedtime += dt;
if(elapsedtime > 1.0){
if(elapsedtime > 0.1){
SpawnObstacle();
elapsedtime = 0;
}
std::vector<EntityID> removethis;
for(auto ent : obstacles)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
transformComponent->Position.z += 15.f * dt;
transformComponent->Position.z += 100.f * dt;
if(transformComponent->Position.z > 100)
{
removethis.push_back(ent);
}
}
for(auto ent : removethis)
{
m_World->RemoveEntity(ent);
obstacles.remove(ent);
}
removethis.clear();
}
@@ -9,7 +9,6 @@
#include "Components/Model.h"
namespace Systems
{
class LevelGenerationSystem : public System
@@ -28,7 +27,8 @@ namespace Systems
glm::vec2 startyz;
double elapsedtime;
std::vector<EntityID> obstacles;
std::list<EntityID> obstacles;
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Bounds> bounds;
+1 -1
View File
@@ -23,7 +23,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
float speed = 8.0f;
float speed = 15.0f;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 2.0f;
}
+10 -1
View File
@@ -27,10 +27,19 @@ void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID p
auto model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}
// Debug draw bounds
#ifdef DEBUG
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
if (bounds != nullptr) {
glm::vec3 origin = transformComponent->Position + bounds->Origin;
m_Renderer->AddAABBToDraw(origin, bounds->VolumeVector);
}
#endif
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
if (pointLightComponent != nullptr)
{
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
+1
View File
@@ -9,6 +9,7 @@
#include "Components/Model.h"
#include "Components/Transform.h"
#include "Components/Camera.h"
#include "Components/Bounds.h"
#include "Renderer.h"
namespace Systems