Files
escape-the-dawn/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
T
2014-03-13 03:29:16 +01:00

116 lines
2.7 KiB
C++

#include "LevelGenerationSystem.h"
Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
: System(world)
{
elapsedtime = 0;
startx = 0;
startyz = glm::vec2(0, -1000);
}
void Systems::LevelGenerationSystem::SpawnObstacle()
{
typeRandom = 0 + (rand() % 3);
EntityID ent;
ent = m_World->CreateEntity();
obstacles.push_back(ent);
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
model = m_World->AddComponent<Components::Model>(ent, "Model");
positionRandom = -500 + startx + (rand() % 1000);
switch (typeRandom)
{
case 0: // Mountain stuff :D
{
transform->Position = glm::vec3( positionRandom, startyz); // fix position
float scale = (float)(rand() % 1000) / 200;
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: // Single Mountain :D
{
transform->Position = glm::vec3( positionRandom, startyz); // fix position
float scale = (float)(rand() % 1000) / 200;
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) / 200;
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:
break;
}
}
void Systems::LevelGenerationSystem::Update( double dt )
{
elapsedtime += dt;
if(elapsedtime > 0.1){
SpawnObstacle();
elapsedtime = 0;
}
std::vector<EntityID> removethis;
for(auto ent : obstacles)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
transformComponent->Position.z += 100.f * dt;
if(transformComponent->Position.z > 100)
{
removethis.push_back(ent);
}
}
for(auto ent : removethis)
{
m_World->RemoveEntity(ent);
obstacles.remove(ent);
}
removethis.clear();
}
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
if( m_World->GetProperty<std::string>(entity, "Name") == "PlayerShip")
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
startx = transformComponent->Position.x;
}
}