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:
@@ -7,7 +7,7 @@ void GameWorld::Initialize()
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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@@ -17,19 +17,25 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::PointLight> pointLight;
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std::shared_ptr<Components::Camera> camera;
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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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EntityID ent;
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// Camera
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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entcamera = CreateEntity();
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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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>(entcamera, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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collision = AddComponent<Components::Collision>(entcamera, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(entcamera, "Bounds");
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bounds->VolumeVector = glm::vec3(0.1f,0.1f,0.1f);
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// Fucking lights
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ent = CreateEntity();
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@@ -80,7 +86,7 @@ void GameWorld::Initialize()
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("PlayerShip"));
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 4.f, 0.f);
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transform->Position = glm::vec3(0.f, 4.f, -5.f);
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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@@ -92,15 +98,22 @@ void GameWorld::Initialize()
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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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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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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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(transform->Position.x, transform->Position.y - 4, transform->Position.z + 3);
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bounds->VolumeVector = glm::vec3(4.f,0.7f,4);
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/ship.obj";
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collision = AddComponent<Components::Collision>(player2, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);
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}
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void GameWorld::Update(double dt)
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@@ -130,7 +143,7 @@ void GameWorld::RegisterSystems()
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{
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m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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