diff --git a/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp b/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp index 0804afc..cd2e5f2 100644 --- a/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp +++ b/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp @@ -38,7 +38,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle() if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D { m_World->SetProperty(ent, "Name", std::string("Obstacle")); - float scale = (float)(rand() % 1000) / 250; + float scale = 1.0f + (float)(rand() % 1000) / 250; transform->Scale = glm::vec3(scale); bounds->VolumeVector = glm::vec3(9, 12, 7); bounds->Origin = glm::vec3(1,11,-1); @@ -47,7 +47,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle() else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D { m_World->SetProperty(ent, "Name", std::string("Obstacle")); - float scale = (float)(rand() % 1000) / 200; + float scale = 1.0f + (float)(rand() % 1000) / 200; transform->Scale = glm::vec3(scale); bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f); bounds->Origin = glm::vec3(0,7.5f,0); @@ -65,7 +65,6 @@ void Systems::LevelGenerationSystem::SpawnObstacle() if(typeRandom >= 8 && typeRandom < 10) { m_World->SetProperty(ent, "Name", std::string("PowerUp")); - float scale = (float)(rand() % 1000) / 100; bounds->VolumeVector = glm::vec3(4, 4, 4); bounds->Origin = glm::vec3(0,4,0);