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

Conflicts:
	Escape-the-Dawn/Renderer.cpp
	Escape-the-Dawn/Systems/PlayerSystem.cpp
This commit is contained in:
Tobias Dahl
2014-03-13 03:56:39 +01:00
16 changed files with 196 additions and 44 deletions
+24 -11
View File
@@ -7,7 +7,7 @@ void GameWorld::Initialize()
AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
//AddSystem("CollisionSystem");
AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
AddSystem("PlayerSystem");
AddSystem("SoundSystem");
@@ -17,19 +17,25 @@ void GameWorld::Initialize()
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
std::shared_ptr<Components::Camera> camera;
std::shared_ptr<Components::Bounds> bounds;
std::shared_ptr<Components::Collision> collision;
EntityID ent;
// Camera
ent = CreateEntity();
SetProperty(ent, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(ent, "Transform");
AddComponent<Components::Input>(ent, "Input");
entcamera = CreateEntity();
SetProperty(entcamera, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(entcamera, "Transform");
AddComponent<Components::Input>(entcamera, "Input");
transform->Position = glm::vec3(0.f, 10.f, 14.f);
camera = AddComponent<Components::Camera>(ent, "Camera");
camera = AddComponent<Components::Camera>(entcamera, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
collision = AddComponent<Components::Collision>(entcamera, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
// Fucking lights
ent = CreateEntity();
@@ -80,7 +86,7 @@ void GameWorld::Initialize()
m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 4.f, -5.f);
transform->Scale = glm::vec3(1.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
@@ -92,15 +98,22 @@ void GameWorld::Initialize()
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
AddComponent<Components::Input>(m_Player, "Input");
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(0.f, 0.f, 2.f);
bounds->VolumeVector = glm::vec3(3.0f, 0.5f, 2.0f);
collision = AddComponent<Components::Collision>(m_Player, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/ship.obj";
collision = AddComponent<Components::Collision>(player2, "Collision");
collision->Phantom = false;
bounds = AddComponent<Components::Bounds>(player2, "Bounds");
bounds->Origin = transform->Position;
bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
}
void GameWorld::Update(double dt)
@@ -130,7 +143,7 @@ void GameWorld::RegisterSystems()
{
m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
//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); });