Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
This commit is contained in:
+77
-14
@@ -3,51 +3,74 @@
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GUI::Frame::Frame()
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{
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rectangle = new Rectangle();
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texture = nullptr;
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}
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int GUI::Frame::GetWidth()
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{
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return rectangle;
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return rectangle->Width();
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}
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int GUI::Frame::GetHeight()
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{
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return rectangle.Height();
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return rectangle->Height();
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}
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int GUI::Frame::GetX()
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{
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return rectangle;
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return rectangle->X();
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}
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int GUI::Frame::GetY()
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{
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return rectangle.Y();
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return rectangle->Y();
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}
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void GUI::Frame::SetWidth(int wid)
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int GUI::Frame::GetRight()
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{
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rectangle.width(wid);
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return rectangle->Right();
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}
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void GUI::Frame::SetHeight(int hei)
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int GUI::Frame::GetLeft()
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{
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rectangle.height(hei);
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return rectangle->Left();
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}
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void GUI::Frame::SetX(int xcord)
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int GUI::Frame::GetBottom()
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{
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rectangle.X(xcord)
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return rectangle->Bottom();
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}
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void GUI::Frame::SetY(int ycord)
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int GUI::Frame::GetTop()
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{
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rectangle.Y(ycord)
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return rectangle->Right();
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}
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void GUI::Frame::SetWidth(int _width)
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{
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rectangle->Width(_width);
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}
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void GUI::Frame::SetHeight(int _height)
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{
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rectangle->Height(_height);
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}
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void GUI::Frame::SetX(int _x)
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{
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rectangle->X(_x);
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}
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void GUI::Frame::SetY(int _y)
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{
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rectangle->Y(_y);
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}
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Rectangle GUI::Frame::AbsouluteRectangle()
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{
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}
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bool GUI::Frame::Visible()
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@@ -85,8 +108,48 @@ void GUI::Frame::Update(double dt)
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}
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void AddChild(GUI::Frame childFrame)
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{
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childFrame.Parent = this;
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if (!Children.Contains(childFrame))
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Children.Add(childFrame);
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}
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/// <summary>
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/// Remove a child frame from the frame.
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/// </summary>
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/// <param name="childFrame">The child frame to remove.</param>
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void RemoveChild(GUI::Frame childFrame)
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{
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if (Children.Contains(childFrame))
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Children.Remove(childFrame);
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}
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/// <summary>
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/// Destroys the frame and all its children.
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/// </summary>
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void Destroy()
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{
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if (Parent != null)
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Parent.RemoveChild(this);
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Manager.Remove(this);
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}
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void GUI::Frame::SetTexture(std::string fileName)
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{
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//texture == någonTextureIDunno;
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}
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void GUI::Frame::Draw()
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{
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if (Visible)
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{
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if (texture != nullptr)
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{
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//Drawshit
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}
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}
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}
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*/
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+14
-9
@@ -1,4 +1,4 @@
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/*#ifndef Frame_h__
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#ifndef Frame_h__
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#define Frame_h__
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#include <map>
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@@ -7,7 +7,7 @@
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#include "GUIManager.h"
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#include "Texture.h"
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#include "Color.h"
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//#include "Camera.h"
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#include "Camera.h"
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namespace GUI
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{
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@@ -22,14 +22,19 @@ public:
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int GetHeight();
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int GetX();
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int GetY();
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void SetWidth(int wid);
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void SetHeight(int hei);
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void SetX( int xcord);
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void SetY(int ycord);
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int GetRight();
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int GetLeft();
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int GetBottom();
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int GetTop();
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void SetWidth(int _width);
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void SetHeight(int _height);
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void SetX( int _x);
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void SetY(int _y);
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void SetTexture(std::string fileName);
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Rectangle *rectangle;
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Rectangle AbsouluteRectangle();
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Texture texture;
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Color color;
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Texture* texture;
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Color* color;
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bool _Visible;
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bool Visible();
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int layer;
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@@ -48,4 +53,4 @@ protected:
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};
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}
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#endif*/
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#endif
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@@ -2,7 +2,7 @@
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int GUI::GUIManager::Add(Frame frame)
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{
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//Frame.Add(frame);
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//return CreateUID();
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Frame.Add(frame);
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return CreateUID();
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}
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*/
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@@ -1,4 +1,4 @@
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/*#ifndef GUIManager_h__
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#ifndef GUIManager_h__
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#define GUIManager_h__
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#include "Frame.h"
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@@ -18,9 +18,8 @@ private:
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static int uidIndex;
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};
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}
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#endif */
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#endif
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@@ -22,6 +22,14 @@ public:
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int Y() const { return y; }
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void Y(int val) { y = val; }
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int Left() const { return x; }
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int Right() const { return x+width; }
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int Top() const { return y; }
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int Bottom() const { return y+height; }
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};
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Rectangle::Rectangle()
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@@ -23,7 +23,7 @@ in VertexData {
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vec3 ShadowCoord;
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} Input;
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vec3 scene_ambient = vec3(0.3);
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vec3 scene_ambient = vec3(0.98f, 0.95f, 0.8f);
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out vec4 fragmentColor;
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@@ -54,7 +54,7 @@ void main() {
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float bias = 0.0005;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
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visibility = 0.5;
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visibility = 0.3;
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}
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}
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@@ -85,8 +85,8 @@ void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
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if (aMin.x <= bMax.x && bMin.x <= aMax.x) {
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if (aMin.y <= bMax.y && bMin.y <= aMax.y) {
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if (aMin.z <= bMax.z && bMin.z <= aMax.z) {
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aCollisionComponent->CollidingEntities.push_back(aEntity);
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bCollisionComponent->CollidingEntities.push_back(bEntity);
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aCollisionComponent->CollidingEntities.push_back(bEntity);
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bCollisionComponent->CollidingEntities.push_back(aEntity);
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return;
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}
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}
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@@ -17,18 +17,17 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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EntityID ent;
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ent = m_World->CreateEntity();
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obstacles.push_back(ent);
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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model = m_World->AddComponent<Components::Model>(ent, "Model");
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auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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auto model = m_World->AddComponent<Components::Model>(ent, "Model");
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auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
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positionRandom = -500 + startx + (rand() % 1000);
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transform->Position = glm::vec3(positionRandom, startyz);
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//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
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transform->Velocity = glm::vec3(0.f, 10.f, 0);
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sound->Loop = true;
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sound->Gain = 1.f;
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@@ -37,6 +36,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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if(typeRandom >= 0 && typeRandom < 2) // Mountain stuff :D
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{
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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float scale = (float)(rand() % 1000) / 250;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(9, 12, 7);
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@@ -45,6 +45,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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}
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else if(typeRandom >= 2 && typeRandom < 5) // Single Mountain :D
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{
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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float scale = (float)(rand() % 1000) / 200;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
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@@ -53,6 +54,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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}
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else if(typeRandom >= 5 && typeRandom < 8)
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{
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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float scale = (float)(rand() % 1000) / 100;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(1, 1, 1);
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@@ -61,20 +63,21 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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}
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if(typeRandom >= 8 && typeRandom < 10)
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{
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m_World->SetProperty(ent, "Name", std::string("PowerUp"));
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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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powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
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powerUp->Speed = 10.f;
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auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
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powerUp->Speed = 200.f;
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model->ModelFile = "Models/powerup.obj";
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}
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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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@@ -88,47 +91,40 @@ void Systems::LevelGenerationSystem::Update( double dt )
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elapsedtime = 0;
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}
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std::list<EntityID> removethis;
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for(auto ent : obstacles)
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{
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auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
|
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auto model = m_World->GetComponent<Components::Model>(ent, "Model");
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transform->Velocity.z = velocity;
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transform->Position += transform->Velocity * (float)dt;
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|
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// Stop raising obstacles when they reach ground level
|
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if (transform->Velocity.y > 0 && transform->Position.y >= 0) {
|
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transform->Position.y = 0;
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transform->Velocity.y = 0;
|
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}
|
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|
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if (transform->Position.z > 10 && model->Visible)
|
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{
|
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model->Visible = false;
|
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}
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|
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if(transform->Position.z > 2000)
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{
|
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removethis.push_back(ent);
|
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}
|
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}
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|
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for(auto ent : removethis)
|
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{
|
||||
m_World->RemoveEntity(ent);
|
||||
obstacles.remove(ent);
|
||||
}
|
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removethis.clear();
|
||||
|
||||
}
|
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|
||||
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
|
||||
{
|
||||
if( m_World->GetProperty<std::string>(entity, "Name") == "Obstacle" || m_World->GetProperty<std::string>(entity, "Name") == "PowerUp")
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
transform->Velocity.z = velocity;
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
|
||||
// Stop raising obstacles when they reach ground level
|
||||
if (transform->Velocity.y > 0 && transform->Position.y >= 0)
|
||||
{
|
||||
transform->Position.y = 0;
|
||||
transform->Velocity.y = 0;
|
||||
}
|
||||
|
||||
auto model = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (transform->Position.z > 10 && model->Visible)
|
||||
{
|
||||
model->Visible = false;
|
||||
}
|
||||
|
||||
if(transform->Position.z > 800) {
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
|
||||
if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
|
||||
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
|
||||
startx = transformComponent->Position.x;
|
||||
velocity = transformComponent->Velocity.z;
|
||||
|
||||
@@ -31,18 +31,8 @@ namespace Systems
|
||||
int positionRandom;
|
||||
glm::vec2 startyz;
|
||||
float startx;
|
||||
|
||||
double elapsedtime;
|
||||
|
||||
std::list<EntityID> obstacles;
|
||||
float velocity;
|
||||
|
||||
std::shared_ptr<Components::Transform> transform;
|
||||
std::shared_ptr<Components::Bounds> bounds;
|
||||
std::shared_ptr<Components::Collision> collision;
|
||||
std::shared_ptr<Components::Model> model;
|
||||
std::shared_ptr<Components::PointLight> pointLight;
|
||||
std::shared_ptr<Components::PowerUp> powerUp;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -10,11 +10,13 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
|
||||
m_CameraOrientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
|
||||
|
||||
freecamEnabled = false;
|
||||
|
||||
m_poweruptimeleft = 0;
|
||||
m_basespeed = 100.f;
|
||||
}
|
||||
|
||||
void Systems::PlayerSystem::Update(double dt)
|
||||
{
|
||||
m_poweruptimeleft -= (float)dt;
|
||||
}
|
||||
|
||||
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
@@ -26,48 +28,74 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
if (input == nullptr)
|
||||
return;
|
||||
|
||||
auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
|
||||
auto name = m_World->GetProperty<std::string>(entity, "Name");
|
||||
if (name == "Camera" && freecamEnabled) {
|
||||
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 = m_PlayerSpeed;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
||||
speed /= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_A]) {
|
||||
transform->Position -= Camera_Right * (float)dt * speed;
|
||||
}
|
||||
else if(input->KeyState[GLFW_KEY_D]) {
|
||||
transform->Position += Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_W]) {
|
||||
transform->Position -= Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_S]) {
|
||||
transform->Position += Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_SPACE]) {
|
||||
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
|
||||
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
|
||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
|
||||
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
if(collision != nullptr)
|
||||
{
|
||||
for(auto ent : collision->CollidingEntities)
|
||||
{
|
||||
if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
|
||||
{
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (name == "Camera") {
|
||||
|
||||
if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
|
||||
if(freecamEnabled)
|
||||
freecamEnabled = false;
|
||||
else
|
||||
freecamEnabled = true;
|
||||
}
|
||||
|
||||
if(freecamEnabled)
|
||||
{
|
||||
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 = m_PlayerSpeed;
|
||||
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
|
||||
speed *= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
|
||||
speed /= 4.0f;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_A]) {
|
||||
transform->Position -= Camera_Right * (float)dt * speed;
|
||||
}
|
||||
else if(input->KeyState[GLFW_KEY_D]) {
|
||||
transform->Position += Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_W]) {
|
||||
transform->Position -= Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_S]) {
|
||||
transform->Position += Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_SPACE]) {
|
||||
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
|
||||
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
|
||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
|
||||
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (name == "Player")
|
||||
{
|
||||
auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
|
||||
@@ -115,6 +143,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
else
|
||||
{
|
||||
transform->Position -= Ship_Right * (float)dt * Euler.z;
|
||||
if(Euler.z < 1.5f && Euler.z > -1.5f)
|
||||
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
|
||||
else if(Euler.z < 0.f)
|
||||
@@ -130,13 +159,27 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
|
||||
|
||||
if(input->KeyState[GLFW_KEY_F4] && !input->LastKeyState[GLFW_KEY_F4]) {
|
||||
if(freecamEnabled)
|
||||
freecamEnabled = false;
|
||||
else
|
||||
freecamEnabled = true;
|
||||
|
||||
|
||||
//powerup
|
||||
auto collisionComponent = m_World->GetComponent<Components::Collision>(entity, "Collision");
|
||||
for(auto ent : collisionComponent->CollidingEntities)
|
||||
{
|
||||
std::string name = m_World->GetProperty<std::string>(ent, "Name");
|
||||
if(name == "PowerUp")
|
||||
{
|
||||
auto powerupComp = m_World->GetComponent<Components::PowerUp>(ent, "PowerUp");
|
||||
transform->Velocity.z = powerupComp->Speed;
|
||||
m_poweruptimeleft = 3.f;
|
||||
m_World->RemoveEntity(ent);
|
||||
}
|
||||
}
|
||||
|
||||
if(m_poweruptimeleft <= 0)
|
||||
{
|
||||
transform->Velocity.z = m_basespeed;
|
||||
}
|
||||
//fixa FOV
|
||||
|
||||
|
||||
// Update camera
|
||||
if(! freecamEnabled)
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
#include "Components/Collision.h"
|
||||
#include "Components/Camera.h"
|
||||
#include "Components/Bounds.h"
|
||||
#include "Components/PowerUp.h"
|
||||
|
||||
#include "logging.h"
|
||||
|
||||
|
||||
@@ -32,6 +34,8 @@ namespace Systems
|
||||
glm::quat m_CameraOrientation;
|
||||
|
||||
bool freecamEnabled;
|
||||
float m_basespeed;
|
||||
float m_poweruptimeleft;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user