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

Conflicts:
	Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
This commit is contained in:
2014-03-13 23:54:11 +01:00
11 changed files with 237 additions and 129 deletions
@@ -17,18 +17,17 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
EntityID ent;
ent = m_World->CreateEntity();
obstacles.push_back(ent);
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
model = m_World->AddComponent<Components::Model>(ent, "Model");
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
auto model = m_World->AddComponent<Components::Model>(ent, "Model");
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
positionRandom = -500 + startx + (rand() % 1000);
transform->Position = glm::vec3(positionRandom, startyz);
//transform->Velocity = glm::vec3(0.f, 10.f, 100.f);
transform->Velocity = glm::vec3(0.f, 10.f, 0);
sound->Loop = true;
sound->Gain = 1.f;
@@ -37,6 +36,7 @@ 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;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(9, 12, 7);
@@ -45,6 +45,7 @@ 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;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
@@ -53,6 +54,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
}
else if(typeRandom >= 5 && typeRandom < 8)
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = (float)(rand() % 1000) / 100;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(1, 1, 1);
@@ -61,20 +63,21 @@ 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);
powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 10.f;
auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 200.f;
model->ModelFile = "Models/powerup.obj";
}
// Put it below ground level
//transform->Position.y -= bounds->VolumeVector.y * 2.f;
transform->Position.y -= bounds->VolumeVector.y * 2.f;
}
@@ -88,47 +91,40 @@ void Systems::LevelGenerationSystem::Update( double dt )
elapsedtime = 0;
}
std::list<EntityID> removethis;
for(auto ent : obstacles)
{
auto transform = m_World->GetComponent<Components::Transform>(ent, "Transform");
auto model = m_World->GetComponent<Components::Model>(ent, "Model");
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;
}
if (transform->Position.z > 10 && model->Visible)
{
model->Visible = false;
}
if(transform->Position.z > 2000)
{
removethis.push_back(ent);
}
}
for(auto ent : removethis)
{
m_World->RemoveEntity(ent);
obstacles.remove(ent);
}
removethis.clear();
}
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;