Sound when crashing into obstacle added
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@@ -69,7 +69,6 @@ void Systems::CollisionSystem::Intersects(EntityID aEntity, EntityID bEntity)
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if(bCollisionComponent == nullptr)
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return;
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auto aBounds = m_World->GetComponent<Components::Bounds>(aEntity, "Bounds");
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auto bBounds = m_World->GetComponent<Components::Bounds>(bEntity, "Bounds");
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@@ -83,7 +83,6 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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void Systems::LevelGenerationSystem::Update( double dt )
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{
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elapsedtime += dt;
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spawnFrequency = 10/velocity;
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@@ -91,9 +90,6 @@ void Systems::LevelGenerationSystem::Update( double dt )
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SpawnObstacle();
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elapsedtime = 0;
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}
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}
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void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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@@ -13,6 +13,7 @@ Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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m_poweruptimeleft = 0;
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m_basespeed = 125.f;
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m_maxspeed = 125.f;
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}
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void Systems::PlayerSystem::Update(double dt)
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@@ -196,7 +197,20 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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{
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if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
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{
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auto deathSoundEntity = m_World->CreateEntity(ent);
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auto deathTransform = m_World->AddComponent<Components::Transform>(deathSoundEntity, "Transform");
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auto deathSoundEmitter = m_World->AddComponent<Components::SoundEmitter>(deathSoundEntity, "SoundEmitter");
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deathSoundEmitter->Gain = 5.f;
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deathSoundEmitter->ReferenceDistance = 1.5f;
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auto deathSoundSystem = m_World->GetSystem<Systems::SoundSystem>("SoundSystem");
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deathSoundSystem->PlaySound(deathSoundEmitter.get(), "Sounds/Explosion3.wav");
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m_World->RemoveEntity(entity);
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//TODO: Ljud som kommer från crashsite
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}
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}
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@@ -32,7 +32,6 @@ namespace Systems
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private:
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float m_PlayerSpeed;
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glm::vec3 m_PlayerOriginalBounds;
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glm::vec3 m_CameraOffset;
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glm::quat m_CameraOrientation;
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