Ship is movable
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@@ -85,10 +85,12 @@ void GameWorld::Initialize()
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// Player
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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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 = "ship.obj";
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AddComponent<Components::Input>(ent, "Input");
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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@@ -1,6 +1,10 @@
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#include "PlayerSystem.h"
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#include "World.h"
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Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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{
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}
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void Systems::PlayerSystem::Update(double dt)
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@@ -17,23 +21,25 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if (input == nullptr)
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return;
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float speed = 10.0f;
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera") {
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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float speed = 8.0f;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 2.0f;
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speed *= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
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speed /= 2.0f;
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speed /= 4.0f;
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}
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if(input->KeyState[GLFW_KEY_A]) {
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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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}
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if(input->KeyState[GLFW_KEY_D]) {
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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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}
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if(input->KeyState[GLFW_KEY_W]) {
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@@ -48,7 +54,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
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transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
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@@ -57,6 +63,45 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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}
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}
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name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "PlayerShip")
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{
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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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float TurnSpeed = 2.0f;
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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LOG_DEBUG("Euler: %f", Euler.z);
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * speed;
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if(Euler.z < 25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * speed;
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if(Euler.z > -25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
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}
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}
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else
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{
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if(Euler.z < 0.5f && Euler.z > -0.5f)
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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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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
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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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}
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}
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}
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@@ -14,8 +14,7 @@ namespace Systems
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class PlayerSystem : public System
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{
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public:
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PlayerSystem(World* world)
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: System(world) { }
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PlayerSystem(World* world);
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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