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

This commit is contained in:
2014-03-13 01:32:15 +01:00
3 changed files with 53 additions and 15 deletions
+2 -3
View File
@@ -85,11 +85,13 @@ void GameWorld::Initialize()
// Player // Player
m_Player = CreateEntity(); m_Player = CreateEntity();
SetProperty(m_Player, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(m_Player, "Transform"); 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, 0.f);
transform->Scale = glm::vec3(2.0f); transform->Scale = glm::vec3(2.0f);
model = AddComponent<Components::Model>(m_Player, "Model"); model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "ship.obj"; model->ModelFile = "ship.obj";
AddComponent<Components::Input>(m_Player, "Input");
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds"); auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f); bounds->VolumeVector = glm::vec3(1.0f, 2.0f, 3.0f);
@@ -103,9 +105,6 @@ void GameWorld::Initialize()
void GameWorld::Update(double dt) void GameWorld::Update(double dt)
{ {
World::Update(dt); World::Update(dt);
auto transform = GetComponent<Components::Transform>(m_Player, "Transform");
transform->Orientation = transform->Orientation * glm::angleAxis<float>(dt, glm::vec3(0, 0, 1));
} }
void GameWorld::RegisterComponents() void GameWorld::RegisterComponents()
+50 -10
View File
@@ -1,11 +1,12 @@
#include "PlayerSystem.h" #include "PlayerSystem.h"
#include "World.h" #include "World.h"
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
void Systems::PlayerSystem::Update(double dt) void Systems::PlayerSystem::Update(double dt)
{ {
} }
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -17,23 +18,25 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr) if (input == nullptr)
return; return;
float speed = 10.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name"); auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") { if (name == "Camera") {
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation); glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation); glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
float speed = 8.0f;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) { if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 2.0f; speed *= 4.0f;
} }
if(input->KeyState[GLFW_KEY_LEFT_ALT]) { if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
speed /= 2.0f; speed /= 4.0f;
} }
if(input->KeyState[GLFW_KEY_A]) { if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Camera_Right * (float)dt * speed; transform->Position -= Camera_Right * (float)dt * speed;
} }
if(input->KeyState[GLFW_KEY_D]) { if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Camera_Right * (float)dt * speed; transform->Position += Camera_Right * (float)dt * speed;
} }
if(input->KeyState[GLFW_KEY_W]) { if(input->KeyState[GLFW_KEY_W]) {
@@ -48,7 +51,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) { if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed; transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
} }
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
//--------------------------------------------------------------------- //---------------------------------------------------------------------
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation; transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
@@ -57,6 +60,43 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
//--------------------------------------------------------------------- //---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
} }
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
float TurnSpeed = 2.0f;
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
LOG_DEBUG("Euler: %f", Euler.z);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
if(Euler.z < 25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
if(Euler.z > -25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
}
}
else
{
if(Euler.z < 0.5f && Euler.z > -0.5f)
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
else if(Euler.z < 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
} }
} }
+1 -2
View File
@@ -14,8 +14,7 @@ namespace Systems
class PlayerSystem : public System class PlayerSystem : public System
{ {
public: public:
PlayerSystem(World* world) PlayerSystem(World* world);
: System(world) { }
void Update(double dt) override; void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override;