Indentation style changed to Horstmann

This commit is contained in:
2014-04-11 21:53:05 +02:00
parent e70e18a27b
commit f2259f712d
61 changed files with 353 additions and 697 deletions
+10 -20
View File
@@ -2,11 +2,9 @@
#include "GameWorld.h"
void GameWorld::Initialize()
{
World::Initialize();
{ World::Initialize();
{
auto camera = CreateEntity();
{ auto camera = CreateEntity();
auto transform = AddComponent<Components::Transform>(camera, "Transform");
transform->Position.z = 20.f;
transform->Position.y = 20.f;
@@ -17,8 +15,7 @@ void GameWorld::Initialize()
auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
}
{
auto terrain = CreateEntity();
{ auto terrain = CreateEntity();
auto transform = AddComponent<Components::Transform>(terrain, "Transform");
transform->Scale = glm::vec3(1000.0f);
transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, glm::pi<float>() / 20.f));
@@ -37,8 +34,7 @@ void GameWorld::Initialize()
{
for (int i = 0; i < 1; i++)
{
auto entity = CreateEntity();
{ auto entity = CreateEntity();
auto transform = AddComponent<Components::Transform>(entity, "Transform");
transform->Scale = glm::vec3(1.0f);
transform->Position = glm::vec3(0, 10+i, 0);
@@ -55,8 +51,7 @@ void GameWorld::Initialize()
box->Depth = 0.5;
{
auto entity1 = CreateEntity();
{ auto entity1 = CreateEntity();
auto transform = AddComponent<Components::Transform>(entity1, "Transform");
transform->Scale = glm::vec3(1.0f);
transform->Position = glm::vec3(-5.f, 10+i, 0);
@@ -90,8 +85,7 @@ void GameWorld::Initialize()
}
{
auto entity = CreateEntity();
{ auto entity = CreateEntity();
AddComponent(entity, "Transform");
auto emitter = AddComponent<Components::SoundEmitter>(entity, "SoundEmitter");
emitter->Path = "Sounds/korvring.wav";
@@ -103,13 +97,11 @@ void GameWorld::Initialize()
}
void GameWorld::Update(double dt)
{
World::Update(dt);
{ World::Update(dt);
}
void GameWorld::RegisterComponents()
{
m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
{ m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
@@ -134,8 +126,7 @@ void GameWorld::RegisterComponents()
}
void GameWorld::RegisterSystems()
{
m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
{ m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
@@ -152,8 +143,7 @@ void GameWorld::RegisterSystems()
}
void GameWorld::AddSystems()
{
AddSystem("TransformSystem");
{ AddSystem("TransformSystem");
//AddSystem("LevelGenerationSystem");
AddSystem("InputSystem");
//AddSystem("CollisionSystem");