, spawn_distance(16 * 16)
, max_entities(16)
, chunk_range(4) {
+ EntityModel::Buffer buf;
+ for (size_t i = 0; i < 14; ++i) {
+ world.BlockTypes()[i + 1].FillEntityModel(buf);
+ models[i].Update(buf);
+ buf.Clear();
+ }
+
timer.Start();
Spawn(world.Player().ChunkCoords(), { 0.5f, 0.5f, 0.5f });
}
}
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() % 1024);
rot.y *= (rand() % 1024);
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.GetModel().SetNodeModel(&models[rand() % 14]);
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);
}