158 lines
5.1 KiB
C++
158 lines
5.1 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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velocity = 0;
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startx = 0;
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startyz = glm::vec2(0, -1500);
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spawnFrequency = 0.1f;
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}
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void Systems::LevelGenerationSystem::SpawnObstacle()
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{
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typeRandom = 0 + (rand() % 10);
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auto ent = m_World->CreateEntity();
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{
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auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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auto bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
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auto collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
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auto model = m_World->AddComponent<Components::Model>(ent, "Model");
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positionRandom = -500 + startx + (rand() % 1000);
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transform->Position = glm::vec3(positionRandom, startyz);
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transform->Velocity = glm::vec3(0.f, 30.f, 0);
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// Obstacle
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if (typeRandom >= 0 && typeRandom < 9)
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{
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m_World->SetProperty(ent, "Name", std::string("Obstacle"));
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if (typeRandom >= 0 && typeRandom < 1) // Mountain stuff :D
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{
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float scale = 1.0f + (float)(rand() % 1000) / 250;
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(8.5f, 12, 5);
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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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else if (typeRandom >= 1 && typeRandom < 5) // Single Mountain :D
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{
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float scale = 1.0f + (float)(rand() % 1000) / 200;
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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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else if (typeRandom >= 5 && typeRandom < 9)
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{
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float scale = 2.f + (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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auto soundTrigger = m_World->CreateEntity(ent);
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{
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auto obstacleTransform = m_World->GetComponent<Components::Transform>(ent, "Transform");
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auto obstacleBounds = m_World->GetComponent<Components::Bounds>(ent, "Bounds");
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m_World->SetProperty(soundTrigger, "Name", std::string("Obstacle_SoundTrigger"));
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auto transform = m_World->AddComponent<Components::Transform>(soundTrigger, "Transform");
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auto bounds = m_World->AddComponent<Components::Bounds>(soundTrigger, "Bounds");
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auto collision = m_World->AddComponent<Components::Collision>(soundTrigger, "Collision");
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bounds->VolumeVector = obstacleBounds->VolumeVector * obstacleTransform->Scale + glm::vec3(25, 0, 50);
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bounds->Origin = obstacleBounds->Origin;
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}
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}
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// PowerUp
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if (typeRandom >= 9 && typeRandom < 10)
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{
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m_World->SetProperty(ent, "Name", std::string("PowerUp"));
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bounds->VolumeVector = glm::vec3(4, 4, 4);
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bounds->Origin = glm::vec3(0, 4, 0);
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auto powerUp = m_World->AddComponent<Components::PowerUp>(ent, "PowerUp");
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powerUp->Speed = 200.f;
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powerUp->Duration = 5.f;
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model->ModelFile = "Models/powerup.obj";
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auto lightEnt = m_World->CreateEntity(ent);
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transform = m_World->AddComponent<Components::Transform>(lightEnt, "Transform");
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transform->Position = glm::vec3(0.0f, 2.0f, 2.5f);
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auto light = m_World->AddComponent<Components::PointLight>(lightEnt, "PointLight");
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light->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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light->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
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light->constantAttenuation = 0.f;
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light->linearAttenuation = 1.0f;
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light->quadraticAttenuation = 0.f;
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light->spotExponent = 0.0f;
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}
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// Put it below ground level
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transform->Position.y -= transform->Scale.y * bounds->VolumeVector.y * 2.f;
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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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spawnFrequency = 10/velocity;
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if(elapsedtime > spawnFrequency){
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SpawnObstacle();
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elapsedtime = 0;
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}
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}
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void Systems::LevelGenerationSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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if( m_World->GetProperty<std::string>(entity, "Name") == "Obstacle" || m_World->GetProperty<std::string>(entity, "Name") == "PowerUp")
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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transform->Velocity.z = velocity;
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transform->Position += transform->Velocity * (float)dt;
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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auto pname = m_World->GetProperty<std::string>(parent, "Name");
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// Stop raising obstacles when they reach ground level
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if (transform->Velocity.y > 0 && transform->Position.y >= 0)
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{
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transform->Position.y = 0;
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transform->Velocity.y = 0;
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}
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auto model = m_World->GetComponent<Components::Model>(entity, "Model");
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if (transform->Position.z > 10 && model->Visible)
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{
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model->Visible = false;
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}
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if(transform->Position.z > 800) {
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m_World->RemoveEntity(entity);
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}
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}
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if( m_World->GetProperty<std::string>(entity, "Name") == "Player")
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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startyz = glm::vec2(0, transformComponent->Position.z - 1000);
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startx = transformComponent->Position.x;
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velocity = transformComponent->Velocity.z;
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}
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}
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