Files
escape-the-dawn/Escape-the-Dawn/Systems/LevelGenerationSystem.cpp
T

136 lines
3.9 KiB
C++

#include "LevelGenerationSystem.h"
Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
: System(world)
{
elapsedtime = 0;
velocity = 0;
startx = 0;
startyz = glm::vec2(0, -1000);
spawnFrequency = 0.1f;
}
void Systems::LevelGenerationSystem::SpawnObstacle()
{
typeRandom = 0 + (rand() % 10);
EntityID ent;
ent = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
auto model = m_World->AddComponent<Components::Model>(ent, "Model");
auto sound = m_World->AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
positionRandom = -500 + startx + (rand() % 1000);
transform->Position = glm::vec3(positionRandom, startyz);
transform->Velocity = glm::vec3(0.f, 10.f, 0);
sound->Loop = true;
sound->Gain = 1.f;
sound->ReferenceDistance = 4.f;
m_World->GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(sound, "Sounds/hum.wav");
if(typeRandom >= 0 && typeRandom < 1) // Mountain stuff :D
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = 1.0f + (float)(rand() % 1000) / 250;
transform->Scale = glm::vec3(scale);
bounds->VolumeVector = glm::vec3(8.5f, 12, 5);
bounds->Origin = glm::vec3(1,11,-1);
model->ModelFile = "Models/obstacle_mountain_1.obj";
}
else if(typeRandom >= 1 && typeRandom < 5) // Single Mountain :D
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = 1.0f + (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";
}
else if(typeRandom >= 5 && typeRandom < 9)
{
m_World->SetProperty(ent, "Name", std::string("Obstacle"));
float scale = 2.f + (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";
}
if(typeRandom >= 9 && typeRandom < 10)
{
m_World->SetProperty(ent, "Name", std::string("PowerUp"));
bounds->VolumeVector = glm::vec3(4, 4, 4);
bounds->Origin = glm::vec3(0,4,0);
auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
powerUp->Speed = 200.f;
model->ModelFile = "Models/powerup.obj";
}
// Put it below ground level
transform->Position.y -= bounds->VolumeVector.y * 2.f;
}
void Systems::LevelGenerationSystem::Update( double dt )
{
elapsedtime += dt;
spawnFrequency = 10/velocity;
if(elapsedtime > spawnFrequency){
SpawnObstacle();
elapsedtime = 0;
}
}
void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
if( m_World->GetProperty<std::string>(entity, "Name") == "Obstacle" || m_World->GetProperty<std::string>(entity, "Name") == "PowerUp")
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
transform->Velocity.z = velocity;
transform->Position += transform->Velocity * (float)dt;
// Stop raising obstacles when they reach ground level
if (transform->Velocity.y > 0 && transform->Position.y >= 0)
{
transform->Position.y = 0;
transform->Velocity.y = 0;
}
auto model = m_World->GetComponent<Components::Model>(entity, "Model");
if (transform->Position.z > 10 && model->Visible)
{
model->Visible = false;
}
if(transform->Position.z > 800) {
m_World->RemoveEntity(entity);
}
}
if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
startyz = glm::vec2(0, transformComponent->Position.z - 1000);
startx = transformComponent->Position.x;
velocity = transformComponent->Velocity.z;
}
}