Merge branch 'master' of https://github.com/sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
@@ -93,8 +93,26 @@ void GameWorld::Initialize()
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->VolumeVector = glm::vec3(2.7f, 0.7f, 1);
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bounds->VolumeVector = glm::vec3(2.7f, 0.7f, 1);
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soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
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// Sound Emitter PowerUp
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soundEmitter->Gain = 2.5f;
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auto soundPowerUp = CreateEntity(m_Player);
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{
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AddComponent<Components::Transform>(soundPowerUp, "Transform");
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soundEmitter = AddComponent<Components::SoundEmitter>(soundPowerUp, "SoundEmitter");
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soundEmitter->Gain = 2.5f;
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SetProperty(m_Player, "SoundEmitterPowerUp", soundEmitter.get());
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}
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// Sound Emitter PowerUp
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auto soundEngine = CreateEntity(m_Player);
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{
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AddComponent<Components::Transform>(soundEngine, "Transform");
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soundEmitter = AddComponent<Components::SoundEmitter>(soundEngine, "SoundEmitter");
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soundEmitter->Gain = 1.5f;
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soundEmitter->Path = "Sounds/engine.wav";
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soundEmitter->Loop = true;
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auto soundSystem = GetSystem<Systems::SoundSystem>("SoundSystem");
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soundSystem->PlaySound(soundEmitter.get(), "Sounds/engine.wav");
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SetProperty(m_Player, "SoundEmitterEngine", soundEmitter.get());
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}
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// Player light
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// Player light
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auto playerLight = CreateEntity(m_Player);
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auto playerLight = CreateEntity(m_Player);
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SetProperty(m_Player, "LightLeft", playerLight);
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SetProperty(m_Player, "LightLeft", playerLight);
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@@ -134,6 +152,7 @@ void GameWorld::Initialize()
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pointLight->spotExponent = 0.0f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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bounds->VolumeVector = glm::vec3(0.5f);
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// Player sound
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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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Binary file not shown.
@@ -131,8 +131,6 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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m_PlayerOriginalBounds = bounds->VolumeVector;
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m_PlayerOriginalBounds = bounds->VolumeVector;
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}
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}
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auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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@@ -244,8 +242,9 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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m_poweruptimeleft = powerupComp->Duration;
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m_poweruptimeleft = powerupComp->Duration;
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m_World->RemoveEntity(ent);
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m_World->RemoveEntity(ent);
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SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0));
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SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0));
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auto soundEmitterPU = m_World->GetProperty<Components::SoundEmitter*>(entity, "SoundEmitterPowerUp");
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auto soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
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auto soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
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soundSystem->PlaySound(soundEmitter, "Sounds/boom.wav");
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soundSystem->PlaySound(soundEmitterPU, "Sounds/boom.wav");
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}
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}
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}
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}
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@@ -269,6 +268,8 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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float percentage = m_poweruptimeleft / m_PowerUpTotalDuration;
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float percentage = m_poweruptimeleft / m_PowerUpTotalDuration;
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SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0) * percentage + (1.f - percentage) * glm::vec3(0.05f, 0.36f, 1.f));
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SetPlayerLightColor(entity, glm::vec3(0.0, 1.0, 0.0) * percentage + (1.f - percentage) * glm::vec3(0.05f, 0.36f, 1.f));
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auto soundEmitterEngine = m_World->GetProperty<Components::SoundEmitter*>(entity, "SoundEmitterEngine");
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soundEmitterEngine->Pitch = 1.f + percentage * 0.5f;
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// Update camera
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// Update camera
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if(! freecamEnabled)
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if(! freecamEnabled)
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