Add random location enemy generator
This commit is contained in:
parent
7c410aee09
commit
1579e92b35
@ -26,6 +26,8 @@
|
||||
|
||||
#include "../ParticleSystem.h"
|
||||
#include "Camera.h"
|
||||
#include <random>
|
||||
|
||||
|
||||
#ifndef EX_9_1_HPP
|
||||
#define EX_9_1_HPP
|
||||
@ -309,12 +311,61 @@ void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float*
|
||||
planets.push_back(planet);
|
||||
}
|
||||
}
|
||||
bool isFarFromReferencePoints(float x, float y, float z, const std::vector<glm::vec3>& referencePoints) {
|
||||
float minDistance = 10.0f;
|
||||
|
||||
glm::vec3 currentPoint(x, y, z);
|
||||
|
||||
auto checkDistance = [currentPoint, minDistance](const glm::vec3& referencePoint) {
|
||||
return glm::distance(currentPoint, referencePoint) > minDistance;
|
||||
};
|
||||
|
||||
for (const auto& referencePoint : referencePoints) {
|
||||
if (!checkDistance(referencePoint)) {
|
||||
return false; // Jeśli choć jeden punkt jest zbyt blisko, zwracamy false
|
||||
}
|
||||
}
|
||||
|
||||
return true; // Jeśli wszystkie punkty są wystarczająco daleko, zwracamy true
|
||||
}
|
||||
|
||||
void createEnemies() {
|
||||
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
|
||||
//enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
|
||||
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
|
||||
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
|
||||
|
||||
std::random_device rd;
|
||||
std::mt19937 gen(rd());
|
||||
std::uniform_real_distribution<float> disX(-30.0f, 180.0f);
|
||||
std::uniform_real_distribution<float> disY(-50.0f, 60.0f);
|
||||
std::uniform_real_distribution<float> disZ(-30.0f, 210.0f);
|
||||
|
||||
|
||||
std::vector<glm::vec3> referencePoints = {
|
||||
glm::vec3(0, 2, 0),
|
||||
glm::vec3(150, 5, 0),
|
||||
glm::vec3(-20, -30, 50),
|
||||
glm::vec3(100, 20, -50),
|
||||
glm::vec3(0, 52, 200),
|
||||
glm::vec3(150, 55, 200),
|
||||
glm::vec3(-20, 20, 250),
|
||||
glm::vec3(100, 70, 150)
|
||||
};
|
||||
for (int i = 0; i < 20; ++i) {
|
||||
float randomX, randomY, randomZ;
|
||||
|
||||
do {
|
||||
randomX = disX(gen);
|
||||
randomY = disY(gen);
|
||||
randomZ = disZ(gen);
|
||||
} while (!isFarFromReferencePoints(randomX, randomY, randomZ, referencePoints));
|
||||
|
||||
glm::mat4 randomModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(randomX, randomY, randomZ));
|
||||
|
||||
enemies.push_back(new Enemy(100.0f, 100.0f, randomModelMatrix, 1.0f, 5.0f));
|
||||
}
|
||||
|
||||
|
||||
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
|
||||
gameEntities.push_back(spaceship);
|
||||
|
Loading…
Reference in New Issue
Block a user