Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
This commit is contained in:
@@ -24,12 +24,12 @@ void GameWorld::Initialize()
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SetProperty(ent, "Name", std::string("Camera"));
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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AddComponent<Components::Input>(ent, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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transform->Position = glm::vec3(0.f, 10.f, 14.f);
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera->FOV = 45.f;
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
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transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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// Fucking lights
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// Fucking lights
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ent = CreateEntity();
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ent = CreateEntity();
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@@ -93,7 +93,8 @@ void GameWorld::Initialize()
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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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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
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bounds->Origin = glm::vec3(0.f, 0.f, 2.f);
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bounds->VolumeVector = glm::vec3(3.0f, 0.5f, 2.0f);
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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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@@ -75,18 +75,34 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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if(input->KeyState[GLFW_KEY_LEFT]) {
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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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transform->Position -= Ship_Right * (float)dt * speed;
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if(Euler.z < 25.f)
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if(Euler.z < 10.f)
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{
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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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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
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}
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else if(Euler.z < 20.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/2,glm::vec3(0,0,1));
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}
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else if (Euler.z < 25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/4,glm::vec3(0,0,1));
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}
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}
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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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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transform->Position += Ship_Right * (float)dt * speed;
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if(Euler.z > -25.f)
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if(Euler.z > -10.f)
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{
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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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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(Euler.z > -20.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/2,glm::vec3(0,0,-1));
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}
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else if (Euler.z > -25.f)
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{
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed/4,glm::vec3(0,0,-1));
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}
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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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