diff --git a/Escape-the-Dawn/GameWorld.cpp b/Escape-the-Dawn/GameWorld.cpp index 318015c..43352df 100644 --- a/Escape-the-Dawn/GameWorld.cpp +++ b/Escape-the-Dawn/GameWorld.cpp @@ -88,7 +88,7 @@ void GameWorld::Initialize() SetProperty(m_Player, "Name", std::string("PlayerShip")); transform = AddComponent(m_Player, "Transform"); transform->Position = glm::vec3(0.f, 4.f, 0.f); - transform->Scale = glm::vec3(2.0f); + transform->Scale = glm::vec3(1.0f); model = AddComponent(m_Player, "Model"); model->ModelFile = "Models/ship.obj"; AddComponent(m_Player, "Input"); diff --git a/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp b/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp index 70f9166..52ff072 100644 --- a/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp +++ b/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp @@ -30,25 +30,40 @@ void Systems::LevelGenerationSystem::SpawnObstacle() switch (typeRandom) { case 0: + { transform->Position = glm::vec3( positionRandom, startyz); // fix position + float scale = (float)(rand() % 1000) / 100; + transform->Scale = glm::vec3(scale); bounds->VolumeVector = glm::vec3(9, 12, 7); bounds->Origin = glm::vec3(1,11,-1); model->ModelFile = "Models/obstacle_mountain_1.obj"; - + } break; case 1: + { transform->Position = glm::vec3( positionRandom, startyz); // fix position + float scale = (float)(rand() % 1000) / 100; + 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"; - + } break; case 2: + { + + transform->Position = glm::vec3( positionRandom, startyz); // fix position + float scale = (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"; + + } break; default: