Files
escape-the-dawn/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
T
2014-03-13 03:52:19 +01:00

102 lines
2.4 KiB
C++

#include "LevelGenerationSystem.h"
Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
: System(world)
{
elapsedtime = 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");
//pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
positionRandom = -500 + (rand() % 1000);
switch (typeRandom)
{
case 0:
transform->Position = glm::vec3( positionRandom, startyz); // fix position
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
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
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0,1,0);
// pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
// pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
// pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
// pointLight->constantAttenuation = 0.f;
// pointLight->linearAttenuation = 1.f;
// pointLight->quadraticAttenuation = 0.f;
// pointLight->spotExponent = 0.0f;
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();
}