Mer LevelGeneration
This commit is contained in:
@@ -5,7 +5,7 @@ void GameWorld::Initialize()
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{
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{
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World::Initialize();
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World::Initialize();
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//AddSystem("LevelGenerationSystem");
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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//AddSystem("ParticleSystem");
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@@ -79,7 +79,7 @@ void GameWorld::Initialize()
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//ground
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//ground
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ent = CreateEntity();
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, -4.f, 0.f);
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/plane.obj";
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model->ModelFile = "Models/plane.obj";
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@@ -122,7 +122,7 @@ void GameWorld::RegisterComponents()
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void GameWorld::RegisterSystems()
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void GameWorld::RegisterSystems()
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{
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{
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//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'obstaclesandstuff.blend'
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# Material Count: 1
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newmtl Material.001
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd ObstacleTexture.png
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'obstaclesandstuff.blend'
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# Material Count: 1
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newmtl Material
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.559600 0.559600 0.559600
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd ObstacleTexture.png
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'obstaclesandstuff.blend'
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# Material Count: 1
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newmtl Material
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.559600 0.559600 0.559600
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd ObstacleTexture.png
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'obstaclesandstuff.blend'
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# Material Count: 1
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newmtl Material
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Ns 96.078431
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Ka 0.000000 0.000000 0.000000
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Kd 0.559600 0.559600 0.559600
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Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd ObstacleTexture.png
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@@ -1,26 +1,93 @@
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#include "LevelGenerationSystem.h"
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#include "LevelGenerationSystem.h"
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Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
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: System(world)
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{
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elapsedtime = 0;
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startyz = glm::vec2(0, -200);
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}
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void Systems::LevelGenerationSystem::SpawnObstacle()
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void Systems::LevelGenerationSystem::SpawnObstacle()
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{
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{
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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std::shared_ptr<Components::Model> model;
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typeRandom = 0 + (rand() % 5);
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EntityID ent;
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EntityID ent;
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ent = m_World->CreateEntity();
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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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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0,0,0); // fix position
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bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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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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model = m_World->AddComponent<Components::Model>(ent, "Model");
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switch (typeRandom)
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{
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case 0:
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positionRandom = -500 + (rand() % 1000);
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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model->ModelFile = "Models/obstacle_mountain_1.obj";
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break;
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case 1:
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positionRandom = -100 + (rand() % 200);
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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model->ModelFile = "Models/obstacle_mountain_2.obj";
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break;
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case 2:
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positionRandom = -100 + (rand() % 200);
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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model->ModelFile = "Models/obstacle_mountain_3.obj";
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break;
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case 3:
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positionRandom = -100 + (rand() % 200);
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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model->ModelFile = "Models/obstacle_mountain_4.obj";
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break;
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case 4:
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positionRandom = -100 + (rand() % 200);
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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model->ModelFile = "Models/obstacle_cube_1.obj";
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break;
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default:
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break;
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}
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}
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}
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void Systems::LevelGenerationSystem::Update( double dt )
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{
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elapsedtime += dt;
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if(elapsedtime > 1.0){
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SpawnObstacle();
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elapsedtime = 0;
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}
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for(auto ent : obstacles)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
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transformComponent->Position.z += 15.f * dt;
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}
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}
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@@ -8,22 +8,32 @@
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#include "Components/Collision.h"
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#include "Components/Collision.h"
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#include "Components/Model.h"
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#include "Components/Model.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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namespace Systems
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namespace Systems
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{
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{
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class LevelGenerationSystem : public System
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class LevelGenerationSystem : public System
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{
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{
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public:
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public:
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LevelGenerationSystem(World* world)
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LevelGenerationSystem(World* world);
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: System(world) { }
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void SpawnObstacle();
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void SpawnObstacle();
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private:
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void Update(double dt) override;
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private:
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int typeRandom;
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int positionRandom;
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glm::vec2 startyz;
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double elapsedtime;
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std::vector<EntityID> obstacles;
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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std::shared_ptr<Components::Model> model;
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};
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};
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}
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}
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@@ -18,7 +18,7 @@ namespace Systems
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{
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{
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public:
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public:
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RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
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RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
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: System(world), m_Renderer(renderer) {}
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: System(world), m_Renderer(renderer){ }
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std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
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std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
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