Swoosh sound when passing close to obstacles

This commit is contained in:
2015-06-01 23:26:59 +02:00
parent 8bd3ccf4cf
commit b81d60799e
5 changed files with 83 additions and 54 deletions
Binary file not shown.
+4 -4
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@@ -69,13 +69,13 @@ void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
if(bCollisionComponent == nullptr)
return;
auto transformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
auto aBounds = m_World->GetComponent<Components::Bounds>(aEntity, "Bounds");
auto bBounds = m_World->GetComponent<Components::Bounds>(bEntity, "Bounds");
glm::vec3 aPos = aTransform->Position + (aBounds->Origin * aTransform->Scale);
glm::vec3 bPos = bTransform->Position + (bBounds->Origin * bTransform->Scale);
glm::vec3 aPos = transformSystem->AbsolutePosition(aEntity) + (aBounds->Origin * aTransform->Scale);
glm::vec3 bPos = transformSystem->AbsolutePosition(bEntity) + (bBounds->Origin * bTransform->Scale);
glm::vec3 aMax = aPos + aBounds->VolumeVector * aTransform->Scale;
glm::vec3 aMin = aPos - aBounds->VolumeVector * aTransform->Scale;
@@ -119,7 +119,7 @@ void Systems::CollisionSystem::CreateBoundingBox(std::shared_ptr<Components::Bou
GLushort elements[] = {
0, 1, 2, 3,
4, 5, 6, 7,
0, 4, 1, 5,
0, 4, 1, 5,
2, 6, 3, 7
};
GLuint ibo_elements;
@@ -8,6 +8,7 @@
#include "Components/Transform.h"
#include "Components/Collision.h"
#include "Components/Bounds.h"
#include "Systems/TransformSystem.h"
namespace Systems
{
@@ -15,69 +15,80 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
{
typeRandom = 0 + (rand() % 10);
EntityID ent;
auto ent = m_World->CreateEntity();
{
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
auto model = m_World->AddComponent<Components::Model>(ent, "Model");
ent = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
auto model = m_World->AddComponent<Components::Model>(ent, "Model");
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
positionRandom = -500 + startx + (rand() % 1000);
transform->Position = glm::vec3(positionRandom, startyz);
transform->Velocity = glm::vec3(0.f, 30.f, 0);
positionRandom = -500 + startx + (rand() % 1000);
transform->Position = glm::vec3(positionRandom, startyz);
transform->Velocity = glm::vec3(0.f, 30.f, 0);
sound->Loop = true;
sound->Gain = 1.f;
sound->MaxDistance = 2.f;
sound->ReferenceDistance = 1.f;
m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound.get(), "Sounds/hum.wav");
// Obstacle
if (typeRandom >= 0 && typeRandom < 9)
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
if(typeRandom >= 0 && typeRandom < 1) // Mountain stuff :D
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = 1.0f + (float)(rand() % 1000) / 250;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(8.5f, 12, 5);
bounds->Origin = glm::vec3(1,11,-1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
if (typeRandom >= 0 && typeRandom < 1) // Mountain stuff :D
{
float scale = 1.0f + (float)(rand() % 1000) / 250;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(8.5f, 12, 5);
bounds->Origin = glm::vec3(1, 11, -1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
}
else if (typeRandom >= 1 && typeRandom < 5) // Single Mountain :D
{
float scale = 1.0f + (float)(rand() % 1000) / 200;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
bounds->Origin = glm::vec3(0, 7.5f, 0);
model->ModelFile = "Models/obstacle_mountain_2.obj";
}
else if (typeRandom >= 5 && typeRandom < 9)
{
float scale = 2.f + (float)(rand() % 1000) / 100;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0, 1, 0);
model->ModelFile = "Models/obstacle_cube_1.obj";
}
auto soundTrigger = m_World->CreateEntity(ent);
{
auto obstacleTransform = m_World->GetComponent<Components::Transform>(ent, "Transform");
auto obstacleBounds = m_World->GetComponent<Components::Bounds>(ent, "Bounds");
m_World->SetProperty(soundTrigger, "Name", std::string("Obstacle_SoundTrigger"));
auto transform = m_World->AddComponent<Components::Transform>(soundTrigger, "Transform");
auto bounds = m_World->AddComponent<Components::Bounds>(soundTrigger, "Bounds");
auto collision = m_World->AddComponent<Components::Collision>(soundTrigger, "Collision");
bounds->VolumeVector = obstacleBounds->VolumeVector * obstacleTransform->Scale + glm::vec3(25, 0, 50);
bounds->Origin = obstacleBounds->Origin;
}
}
else if(typeRandom >= 1 && typeRandom < 5) // Single Mountain :D
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = 1.0f + (float)(rand() % 1000) / 200;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
bounds->Origin = glm::vec3(0,7.5f,0);
model->ModelFile = "Models/obstacle_mountain_2.obj";
}
else if(typeRandom >= 5 && typeRandom < 9)
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = 2.f + (float)(rand() % 1000) / 100;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0,1,0);
model->ModelFile = "Models/obstacle_cube_1.obj";
}
if(typeRandom >= 9 && typeRandom < 10)
// PowerUp
if (typeRandom >= 9 && typeRandom < 10)
{
m_World->SetProperty(ent, "Name", std::string("PowerUp"));
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->Origin = glm::vec3(0,4,0);
bounds->Origin = glm::vec3(0, 4, 0);
auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 200.f;
model->ModelFile = "Models/powerup.obj";
}
// Put it below ground level
transform->Position.y -= transform->Scale.y * bounds->VolumeVector.y * 2.f;
// Put it below ground level
transform->Position.y -= transform->Scale.y * bounds->VolumeVector.y * 2.f;
}
}
@@ -104,6 +115,9 @@ void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, E
transform->Velocity.z = velocity;
transform->Position += transform->Velocity * (float)dt;
auto name = m_World->GetProperty<std::string>(entity, "Name");
auto pname = m_World->GetProperty<std::string>(parent, "Name");
// Stop raising obstacles when they reach ground level
if (transform->Velocity.y > 0 && transform->Position.y >= 0)
{
+15 -1
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@@ -62,7 +62,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
}
}
LOG_DEBUG("Constant: %f\nLinear: %f\nQuadratic: %f", light->constantAttenuation, light->linearAttenuation, light->quadraticAttenuation);
//LOG_DEBUG("Constant: %f\nLinear: %f\nQuadratic: %f", light->constantAttenuation, light->linearAttenuation, light->quadraticAttenuation);
}
if (name == "Camera") {
@@ -198,6 +198,20 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
{
m_World->RemoveEntity(entity);
}
if (m_World->GetProperty<std::string>(ent, "Name") == "Obstacle_SoundTrigger")
{
auto parent = m_World->GetEntityParent(ent);
auto swoosh = m_World->CreateEntity(parent);
m_World->AddComponent<Components::Transform>(swoosh, "Transform");
auto swooshSound = m_World->AddComponent<Components::SoundEmitter>(swoosh, "SoundEmitter");
swooshSound->Gain = 2.f;
swooshSound->MaxDistance = 5.f;
swooshSound->ReferenceDistance = 1.f;
auto soundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
soundSystem->PlaySound(swooshSound.get(), "Sounds/swoosh.wav");
m_World->RemoveEntity(ent);
}
}
//powerup