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

Conflicts:
	Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
	Escape-the-Dawn/GameWorld.cpp
This commit is contained in:
Adam
2014-03-14 01:53:22 +01:00
37 changed files with 529 additions and 244 deletions
+53 -35
View File
@@ -5,14 +5,6 @@ void GameWorld::Initialize()
{
World::Initialize();
AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
AddSystem("PlayerSystem");
AddSystem("SoundSystem");
AddSystem("RenderSystem");
std::shared_ptr<Components::Transform> transform;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
@@ -22,11 +14,8 @@ void GameWorld::Initialize()
std::shared_ptr<Components::SoundEmitter> soundEmitter;
EntityID ent;
// Fucking lights
ent = CreateEntity();
/*ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 7.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
@@ -61,7 +50,7 @@ void GameWorld::Initialize()
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/sphere.obj";
model->ModelFile = "Models/sphere.obj";*/
//ground
ent = CreateEntity();
@@ -77,7 +66,7 @@ void GameWorld::Initialize()
AddComponent<Components::Input>(entcamera, "Input");
transform->Position = glm::vec3(0.f, 10.f, 14.f);
camera = AddComponent<Components::Camera>(entcamera, "Camera");
camera->FOV = 45.f;
camera->FOV = glm::radians(45.f);
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
@@ -92,13 +81,6 @@ void GameWorld::Initialize()
transform->Scale = glm::vec3(1.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.4, 0.4, 1.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
AddComponent<Components::Input>(m_Player, "Input");
collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false;
@@ -106,20 +88,43 @@ void GameWorld::Initialize()
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(0, 0, 2.f);
bounds->VolumeVector = glm::vec3(4.f, 0.7f, 1);
soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
soundEmitter->Loop = true;
//soundEmitter->MaxDistance = 10;
soundEmitter->ReferenceDistance = 10;
soundEmitter->Gain = 1;
soundEmitter->Pitch = 1;
soundEmitter->Path = "Sounds/hallelujah.wav";
//GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter);
// Player light
auto playerLight = CreateEntity(m_Player);
transform = AddComponent<Components::Transform>(playerLight, "Transform");
transform->Position = glm::vec3(1.5f, 0.25f, 2.5f);
pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 0.9f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
bounds->VolumeVector = glm::vec3(0.5f);
playerLight = CreateEntity(m_Player);
transform = AddComponent<Components::Transform>(playerLight, "Transform");
transform->Position = glm::vec3(-1.5f, 0.25f, 2.5f);
pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 0.9f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
bounds->VolumeVector = glm::vec3(0.5f);
playerLight = CreateEntity(m_Player);
transform = AddComponent<Components::Transform>(playerLight, "Transform");
transform->Position = glm::vec3(0.0f, 2.0f, 2.5f);
pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
pointLight->Diffuse = glm::vec3(0.45f, 0.65f, 1.f);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.0f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
bounds->VolumeVector = glm::vec3(0.5f);
/*ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
@@ -164,5 +169,18 @@ void GameWorld::RegisterSystems()
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}
void GameWorld::AddSystems()
{
AddSystem("TransformSystem");
AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
AddSystem("PlayerSystem");
AddSystem("SoundSystem");
AddSystem("RenderSystem");
}