Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
This commit is contained in:
@@ -88,7 +88,7 @@ void GameWorld::Initialize()
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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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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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Scale = glm::vec3(2.0f);
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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model->ModelFile = "Models/ship.obj";
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AddComponent<Components::Input>(m_Player, "Input");
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AddComponent<Components::Input>(m_Player, "Input");
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@@ -35,7 +35,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
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if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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}
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if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
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else if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Camera_Right * (float)dt * speed;
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transform->Position += Camera_Right * (float)dt * speed;
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}
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}
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if(input->KeyState[GLFW_KEY_W]) {
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if(input->KeyState[GLFW_KEY_W]) {
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@@ -104,7 +104,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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}
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}
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else
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else
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{
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{
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if(Euler.z < 0.5f && Euler.z > -0.5f)
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if(Euler.z < 1.5f && Euler.z > -1.5f)
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transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
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transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
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else if(Euler.z < 0.f)
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else if(Euler.z < 0.f)
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
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