Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/GameWorld.h
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@@ -35,8 +35,7 @@ void GameWorld::Initialize()
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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(4.f,2.f,2.f);
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bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
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// Fucking lights
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ent = CreateEntity();
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@@ -86,21 +85,22 @@ void GameWorld::Initialize()
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//ground
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ent = CreateEntity();
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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->ModelFile = "plane.obj";
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// Player
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player1 = CreateEntity();
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transform = AddComponent<Components::Transform>(player1, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(player1, "Model");
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m_Player = CreateEntity();
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "ship.obj";
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collision = AddComponent<Components::Collision>(player1, "Collision");
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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player1, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(10.f,10.f,5.f);
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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bounds->VolumeVector = glm::vec3(1.f,0.7f,1.f);
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player2 = CreateEntity();
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@@ -118,8 +118,11 @@ void GameWorld::Initialize()
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(player1, entcamera))
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if(GetSystem<Systems::CollisionSystem>("CollisionSystem")->Intersects(m_Player, entcamera))
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assert(false);
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auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
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}
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void GameWorld::RegisterComponents()
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