98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
#include "LevelGenerationSystem.h"
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Systems::LevelGenerationSystem::LevelGenerationSystem( World* world )
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: System(world)
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{
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elapsedtime = 0;
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startyz = glm::vec2(0, -1000);
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}
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void Systems::LevelGenerationSystem::SpawnObstacle()
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{
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typeRandom = 0 + (rand() % 3);
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EntityID ent;
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ent = m_World->CreateEntity();
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obstacles.push_back(ent);
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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model = m_World->AddComponent<Components::Model>(ent, "Model");
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//pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
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positionRandom = -500 + (rand() % 1000);
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switch (typeRandom)
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{
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case 0:
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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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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break;
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case 1:
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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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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break;
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case 2:
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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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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// pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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// pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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// pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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// pointLight->constantAttenuation = 0.f;
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// pointLight->linearAttenuation = 1.f;
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// pointLight->quadraticAttenuation = 0.f;
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// pointLight->spotExponent = 0.0f;
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model->ModelFile = "Models/obstacle_cube_1.obj";
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break;
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default:
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break;
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}
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}
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void Systems::LevelGenerationSystem::Update( double dt )
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{
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elapsedtime += dt;
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if(elapsedtime > 0.1){
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SpawnObstacle();
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elapsedtime = 0;
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}
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std::list<EntityID> removethis;
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for(auto ent : obstacles)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(ent, "Transform");
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transformComponent->Position.z += 100.f * dt;
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if(transformComponent->Position.z > 100)
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{
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removethis.push_back(ent);
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}
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}
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for(auto ent : removethis)
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{
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m_World->RemoveEntity(ent);
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obstacles.remove(ent);
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}
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removethis.clear();
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}
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