void Spawner::TrySpawn() {
if (controllers.size() >= max_entities) return;
- glm::tvec3<int> chunk(
+ glm::ivec3 chunk(
(rand() % (chunk_range * 2 + 1)) - chunk_range,
(rand() % (chunk_range * 2 + 1)) - chunk_range,
(rand() % (chunk_range * 2 + 1)) - chunk_range
);
- glm::tvec3<int> pos(
+ glm::ivec3 pos(
rand() % Chunk::width,
rand() % Chunk::height,
rand() % Chunk::depth
Spawn(world.Player().ChunkCoords() + chunk, glm::vec3(pos) + glm::vec3(0.5f));
}
-void Spawner::Spawn(const glm::tvec3<int> &chunk, const glm::vec3 &pos) {
+void Spawner::Spawn(const glm::ivec3 &chunk, const glm::vec3 &pos) {
glm::vec3 color(rand() % 6, rand() % 6, rand() % 6);
color = color * 0.15f + 0.25f;
glm::vec3 rot(0.000001f);
- rot.x *= (rand() % 32);
- rot.y *= (rand() % 32);
- rot.z *= (rand() % 32);
+ rot.x *= (rand() % 1024);
+ rot.y *= (rand() % 1024);
+ rot.z *= (rand() % 1024);
Entity &e = world.AddEntity();
e.Name("test");
e.Position(chunk, pos);
e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
e.WorldCollidable(true);
- e.SetShape(world.BlockTypes()[1].shape, color);
+ e.SetShape(world.BlockTypes()[1].shape, color, 2);
e.AngularVelocity(rot);
Controller *ctrl;
if (rand() % 2) {
ctrl = new RandomWalk(e);
} else {
- ctrl = new Chaser(e, world.Player());
+ ctrl = new Chaser(world, e, world.Player());
}
controllers.emplace_back(ctrl);
}