mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-31 01:25:21 +00:00
Add Camera System
This commit is contained in:
@@ -127,6 +127,8 @@ set(SOURCES
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sources/Component/IntroAnimation/IntroAnimationComponent.cpp
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sources/System/IntroAnimation/IntroAnimationSystem.hpp
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sources/System/IntroAnimation/IntroAnimationSystem.cpp
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sources/System/Renderer/CameraSystem.cpp
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sources/System/Renderer/CameraSystem.cpp
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sources/Runner/SplashScreenScene.cpp
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sources/Runner/TitleScreenScene.cpp
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sources/Runner/MainMenuScene.cpp
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@@ -47,7 +47,6 @@ namespace BBM
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return scene.addEntity("player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true)
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.addComponent<ControllableComponent>()
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.addComponent<AnimatorComponent>()
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.addComponent<GravityComponent>()
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.addComponent<BumperTimerComponent>()
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@@ -33,6 +33,7 @@
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#include "System/Gravity/GravitySystem.hpp"
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#include "System/BumperTimer/BumperTimerSystem.hpp"
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#include "System/Music/MusicSystem.hpp"
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#include "System/Renderer/CameraSystem.hpp"
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#include "System/Lobby/LobbySystem.hpp"
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#include "Component/Lobby/LobbyComponent.hpp"
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@@ -85,7 +86,8 @@ namespace BBM
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.addSystem<IntroAnimationSystem>()
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.addSystem<GravitySystem>()
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.addSystem<BumperTimerSystem>()
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.addSystem<MusicSystem>();
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.addSystem<MusicSystem>()
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.addSystem<CameraSystem>();
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}
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void Runner::enableRaylib(WAL::Wal &wal)
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@@ -0,0 +1,79 @@
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//
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// Created by Tom Augier on 05/06/2021
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//
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#include "CameraSystem.hpp"
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#include "Entity/Entity.hpp"
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#include "Component/Tag/TagComponent.hpp"
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namespace BBM
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{
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CameraSystem::CameraSystem(WAL::Wal &wal)
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: System(wal)
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{}
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bool CameraSystem::introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart)
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{
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auto &pos = entity.get<PositionComponent>();
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static Vector3f posTarget(8, 25, 7);
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static bool hasEnded = false;
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if (restart) {
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hasEnded = false;
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return (false);
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}
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if (pos.position.distance(posTarget) < 2 || hasEnded) {
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hasEnded = true;
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return (true);
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}
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auto &cam = entity.get<CameraComponent>();
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pos.position += (posTarget - pos.position) / 100;
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return (false);
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}
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void CameraSystem::onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity,
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std::chrono::nanoseconds dtime)
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{
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if (!introAnimation(entity))
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return;
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auto &pos = entity.get<PositionComponent>();
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auto &cam = entity.get<CameraComponent>();
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Vector3f newCameraPos = Vector3f(-1, -1, -1);
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std::vector<Vector3f> playerPos;
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float maxDist = 0;
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float lowerXDist = 0;
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float lowerZDist = 0;
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for (auto &[entity, pos, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Player>>()) {
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if (!entity.hasComponent<ControllableComponent>())
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entity.addComponent<ControllableComponent>();
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playerPos.emplace_back(pos.position);
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}
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if (playerPos.size() == 0)
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introAnimation(entity, true);
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if (playerPos.size() == 1)
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newCameraPos = playerPos[0];
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for (int i = 0; i < playerPos.size(); i++)
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for (int j = 0; j < playerPos.size(); j++) {
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if (maxDist < playerPos[i].distance(playerPos[j])) {
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maxDist = playerPos[i].distance(playerPos[j]);
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newCameraPos = (playerPos[i] + playerPos[j]) / 2;
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}
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if (lowerXDist < std::abs((playerPos[i].x - playerPos[j].x)))
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lowerXDist = std::abs((playerPos[i].x - playerPos[j].x));
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if (lowerZDist < std::abs((playerPos[i].z - playerPos[j].z)))
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lowerZDist = std::abs((playerPos[i].z - playerPos[j].z));
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}
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maxDist += (lowerXDist + lowerZDist) / 2;
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if (maxDist < 14)
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maxDist = 14;
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if (maxDist > 25)
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maxDist = 25;
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cam.target += (newCameraPos.abs() - pos.position.abs()) / 10;
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newCameraPos.y = maxDist;
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newCameraPos.z -= 1;
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pos.position += (newCameraPos.abs() - pos.position.abs()) / 10;
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}
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}
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@@ -0,0 +1,36 @@
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//
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// Created by Tom Augier on 05/06/2021
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//
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#pragma once
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#include "System/System.hpp"
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#include "Window.hpp"
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include <Component/Controllable/ControllableComponent.hpp>
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#include "Wal.hpp"
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namespace BBM
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{
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class CameraSystem : public WAL::System<CameraComponent, PositionComponent>
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{
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public:
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//! @inherit
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void onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, std::chrono::nanoseconds) override;
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//! @brief introduciton animation when entering gameScene
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bool introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart = false);
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//! @brief ctor
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CameraSystem(WAL::Wal &wal);
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//! @brief Default copy ctor
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CameraSystem(const CameraSystem &) = default;
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//! @brief Default dtor
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~CameraSystem() override = default;
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//! @brief A CameraManager screen system can't be assigned.
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CameraSystem &operator=(const CameraSystem &) = delete;
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};
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}
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@@ -80,69 +80,12 @@ namespace BBM
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this->_window.endDrawing();
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}
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bool RenderSystem::introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart)
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{
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auto &pos = entity.get<PositionComponent>();
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static Vector3f posTarget(8, 25, 7);
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static bool hasEnded = false;
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if (restart) {
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hasEnded = false;
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return (false);
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}
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if (pos.position.distance(posTarget) < 1 || hasEnded) {
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hasEnded = true;
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return (true);
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}
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auto &cam = entity.get<CameraComponent>();
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pos.position += (posTarget - pos.position) / 100;
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this->_camera.setPosition(pos.position);
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this->_camera.setTarget(cam.target);
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return (false);
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}
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void RenderSystem::onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity,
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std::chrono::nanoseconds dtime)
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{
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if (!introAnimation(entity))
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return;
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auto &pos = entity.get<PositionComponent>();
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auto &cam = entity.get<CameraComponent>();
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Vector3f newCameraPos = Vector3f(-1, -1, -1);
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std::vector<Vector3f> playerPos;
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float maxDist = 0;
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float lowerXDist = 0;
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float lowerZDist = 0;
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for (auto &[entity, pos, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Player>>())
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playerPos.emplace_back(pos.position);
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if (playerPos.size() == 0)
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introAnimation(entity, true);
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if (playerPos.size() == 1)
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newCameraPos = playerPos[0];
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for (int i = 0; i < playerPos.size(); i++)
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for (int j = 0; j < playerPos.size(); j++) {
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if (maxDist < playerPos[i].distance(playerPos[j])) {
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maxDist = playerPos[i].distance(playerPos[j]);
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newCameraPos = (playerPos[i] + playerPos[j]) / 2;
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}
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if (lowerXDist < std::abs((playerPos[i].x - playerPos[j].x)))
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lowerXDist = std::abs((playerPos[i].x - playerPos[j].x));
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if (lowerZDist < std::abs((playerPos[i].z - playerPos[j].z)))
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lowerZDist = std::abs((playerPos[i].z - playerPos[j].z));
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}
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maxDist += (lowerXDist + lowerZDist) / 2;
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if (maxDist < 14)
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maxDist = 14;
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if (maxDist > 25)
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maxDist = 25;
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cam.target += (newCameraPos.abs() - pos.position.abs()) / 10;
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newCameraPos.y = maxDist;
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newCameraPos.z -= 1;
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pos.position += (newCameraPos.abs() - pos.position.abs()) / 10;
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_camera.setTarget(cam.target);
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_camera.setPosition(pos.position);
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}
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@@ -43,9 +43,6 @@ namespace BBM
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//! @param entity entity to draw bounding box of
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void drawBoundingBox(const WAL::Entity &entity, const PositionComponent &posComponent, const Drawable3DComponent &drawable) const;
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//! @brief introduciton animation when entering gameScene
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bool introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart = false);
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//! @brief ctor
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RenderSystem(WAL::Wal &wal, RAY::Window &window, bool debugMode = false);
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