Moar lvls!
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@@ -88,7 +88,7 @@ void GameWorld::Initialize()
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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->Scale = glm::vec3(2.0f);
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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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AddComponent<Components::Input>(m_Player, "Input");
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@@ -30,25 +30,40 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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switch (typeRandom)
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{
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case 0:
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{
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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float scale = (float)(rand() % 1000) / 100;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(9, 12, 7);
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bounds->Origin = glm::vec3(1,11,-1);
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model->ModelFile = "Models/obstacle_mountain_1.obj";
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}
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break;
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case 1:
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{
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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float scale = (float)(rand() % 1000) / 100;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(3.5f, 7.5f, 3.5f);
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bounds->Origin = glm::vec3(0,7.5f,0);
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model->ModelFile = "Models/obstacle_mountain_2.obj";
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}
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break;
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case 2:
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{
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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float scale = (float)(rand() % 1000) / 100;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(1, 1, 1);
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bounds->Origin = glm::vec3(0,1,0);
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model->ModelFile = "Models/obstacle_cube_1.obj";
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}
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break;
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default:
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