Kameran följer spelaren :3
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@@ -64,13 +64,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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float scale = (float)(rand() % 1000) / 100;
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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bounds->Origin = glm::vec3(0,4,0);
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pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.3, 1.0, 0.3);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
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powerUp->Speed = 10.f;
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@@ -80,7 +74,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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// Put it below ground level
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transform->Position.y -= bounds->VolumeVector.y * 2.f;
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//transform->Position.y -= bounds->VolumeVector.y * 2.f;
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}
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@@ -100,7 +94,7 @@ void Systems::LevelGenerationSystem::Update( double dt )
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{
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auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
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transform->Velocity.z = -velocity;
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transform->Velocity.z = velocity;
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transform->Position += transform->Velocity * (float)dt;
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// Stop raising obstacles when they reach ground level
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@@ -126,7 +120,7 @@ void Systems::LevelGenerationSystem::Update( double dt )
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void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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if( m_World->GetProperty<std::string>(entity, "Name") == "PlayerShip")
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if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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startyz = glm::vec2(0, transformComponent->Position.z - 1000);
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