Added lasers firing with mouse click. Changed spaceship and laser classes and libraries
This commit is contained in:
parent
fdd5cd41c9
commit
64d1cbdfbd
@ -5,16 +5,18 @@
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include "Render_Utils.h"
|
||||
|
||||
|
||||
Laser::Laser() {
|
||||
|
||||
}
|
||||
|
||||
Laser::Laser(glm::vec3 dirOfLaser, glm::vec3 posOfLaser, float speedOfLaser) {
|
||||
laserDir = dirOfLaser;
|
||||
laserPos = posOfLaser;
|
||||
laserSpeed = speedOfLaser;
|
||||
Laser::Laser(glm::vec3 dirOfLaser, glm::vec3 posOfLaser, float speedOfLaser, bool lasFly) {
|
||||
this->laserDir = dirOfLaser;
|
||||
this->laserPos = posOfLaser;
|
||||
this->laserSpeed = speedOfLaser;
|
||||
this->laserFly = lasFly;
|
||||
}
|
||||
|
||||
void Laser::setLaserDir(glm::vec3 dirOfLaser) {
|
||||
@ -48,3 +50,19 @@ void Laser::setTimeSinceShootLaser(float tSinceShootLaser) {
|
||||
float Laser::getTimeSinceShootLaser() {
|
||||
return timeSinceShootLaser;
|
||||
}
|
||||
|
||||
void Laser::setLaserContext(Core::RenderContext lasContext) {
|
||||
this->laserContext = lasContext;
|
||||
}
|
||||
|
||||
Core::RenderContext Laser::getLaserContext() {
|
||||
return this->laserContext;
|
||||
}
|
||||
|
||||
void Laser::setLaserFly(bool lasFly) {
|
||||
this->laserFly = lasFly;
|
||||
}
|
||||
|
||||
bool Laser::isLaserFly() {
|
||||
return this->laserFly;
|
||||
}
|
||||
|
@ -5,21 +5,23 @@
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include "Render_Utils.h"
|
||||
|
||||
class Laser
|
||||
{
|
||||
|
||||
private:
|
||||
Core::RenderContext laserContext;
|
||||
glm::vec3 laserDir;
|
||||
glm::vec3 laserPos;
|
||||
float timeSinceShootLaser;
|
||||
bool isLaserFire;
|
||||
float laserSpeed;
|
||||
bool laserFly;
|
||||
|
||||
|
||||
public:
|
||||
Laser();
|
||||
Laser(glm::vec3 dirOfLaser, glm::vec3 posOfLaser, float speedOfLaser);
|
||||
Laser(glm::vec3 dirOfLaser, glm::vec3 posOfLaser, float speedOfLaser, bool lasFly);
|
||||
|
||||
|
||||
void setLaserDir(glm::vec3 dirOfLaser);
|
||||
@ -34,5 +36,11 @@ public:
|
||||
void setTimeSinceShootLaser(float tSinceShootLaser);
|
||||
float getTimeSinceShootLaser();
|
||||
|
||||
void setLaserContext(Core::RenderContext lasContext);
|
||||
Core::RenderContext getLaserContext();
|
||||
|
||||
void setLaserFly(bool lasFly);
|
||||
bool isLaserFly();
|
||||
|
||||
};
|
||||
|
||||
|
@ -5,14 +5,25 @@
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <vector>
|
||||
#include "Laser.h"
|
||||
|
||||
|
||||
SpaceShip::SpaceShip() {
|
||||
|
||||
}
|
||||
|
||||
SpaceShip::SpaceShip(bool attackDec) {
|
||||
attackDecision = attackDec;
|
||||
SpaceShip::SpaceShip(int numberOfLasers) {
|
||||
maxNumberOfLasers = numberOfLasers;
|
||||
numberOfLeftLasers = maxNumberOfLasers;
|
||||
gun.reserve(maxNumberOfLasers);
|
||||
|
||||
this->spaceShipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
|
||||
this->spaceShipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
|
||||
|
||||
for (int i = 0; i < maxNumberOfLasers; i++) {
|
||||
gun.push_back(Laser(this->spaceShipDir, this->spaceShipPos, 0.01, false));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -41,3 +52,45 @@ void SpaceShip::setSpaceShipPos(glm::vec3 spShipPos) {
|
||||
glm::vec3 SpaceShip::getSpaceShipPos() {
|
||||
return spaceShipPos;
|
||||
}
|
||||
|
||||
void SpaceShip::setMaxNumberOfLasers(int numberOfLasers) {
|
||||
this->maxNumberOfLasers = numberOfLasers;
|
||||
}
|
||||
|
||||
int SpaceShip::getMaxNumberOfLasers() {
|
||||
return this->maxNumberOfLasers;
|
||||
}
|
||||
|
||||
void SpaceShip::setNumberOfLeftLasers(int numberOfLasers) {
|
||||
this->numberOfLeftLasers = numberOfLasers;
|
||||
}
|
||||
|
||||
int SpaceShip::getNumberOfLeftLasers() {
|
||||
return this->numberOfLeftLasers;
|
||||
}
|
||||
|
||||
void SpaceShip::setGun(std::vector<Laser> g) {
|
||||
this->gun = g;
|
||||
}
|
||||
|
||||
std::vector<Laser> SpaceShip::getGun() {
|
||||
return this->gun;
|
||||
}
|
||||
|
||||
|
||||
void SpaceShip::laserPreparationBeforeShoot(float time) {
|
||||
|
||||
if (this->numberOfLeftLasers > 0) {
|
||||
this->numberOfLeftLasers -= 1;
|
||||
}
|
||||
else if (this->numberOfLeftLasers == 0) {
|
||||
this->numberOfLeftLasers = this->maxNumberOfLasers;
|
||||
this->numberOfLeftLasers -= 1;
|
||||
}
|
||||
//this->numberOfLeftLasers -= 1;
|
||||
|
||||
this->gun[this->numberOfLeftLasers].setTimeSinceShootLaser(time);
|
||||
this->gun[this->numberOfLeftLasers].setLaserDir(this->spaceShipDir);
|
||||
this->gun[this->numberOfLeftLasers].setLaserPos(this->spaceShipPos);
|
||||
this->gun[this->numberOfLeftLasers].setLaserSpeed(0.01);
|
||||
}
|
||||
|
@ -5,20 +5,28 @@
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include "Laser.h"
|
||||
|
||||
class SpaceShip
|
||||
{
|
||||
private:
|
||||
bool attackDecision = false;
|
||||
glm::vec3 spaceShipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
|
||||
glm::vec3 spaceShipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
|
||||
glm::vec3 spaceShipDir;
|
||||
glm::vec3 spaceShipPos;
|
||||
|
||||
std::vector<Laser> gun;
|
||||
int maxNumberOfLasers;
|
||||
int numberOfLeftLasers;
|
||||
|
||||
|
||||
public:
|
||||
SpaceShip();
|
||||
SpaceShip(bool attackDec);
|
||||
SpaceShip(int numberOfLasers);
|
||||
|
||||
|
||||
//getters and setters
|
||||
void setAttackDecision(bool attackDec);
|
||||
bool getAttackDecision();
|
||||
|
||||
@ -27,5 +35,18 @@ public:
|
||||
|
||||
void setSpaceShipPos(glm::vec3 spShipPos);
|
||||
glm::vec3 getSpaceShipPos();
|
||||
|
||||
void setGun(std::vector<Laser> g);
|
||||
std::vector<Laser> getGun();
|
||||
|
||||
void setMaxNumberOfLasers(int numberOfLasers);
|
||||
int getMaxNumberOfLasers();
|
||||
|
||||
void setNumberOfLeftLasers(int numberOfLasers);
|
||||
int getNumberOfLeftLasers();
|
||||
|
||||
|
||||
//methods
|
||||
void laserPreparationBeforeShoot(float time);
|
||||
};
|
||||
|
||||
|
@ -39,7 +39,27 @@ namespace models {
|
||||
Core::RenderContext testContext;
|
||||
|
||||
|
||||
Core::RenderContext laserContext;
|
||||
Core::RenderContext laserContext1;
|
||||
Core::RenderContext laserContext2;
|
||||
Core::RenderContext laserContext3;
|
||||
Core::RenderContext laserContext4;
|
||||
Core::RenderContext laserContext5;
|
||||
Core::RenderContext laserContext6;
|
||||
Core::RenderContext laserContext7;
|
||||
Core::RenderContext laserContext8;
|
||||
Core::RenderContext laserContext9;
|
||||
Core::RenderContext laserContext10;
|
||||
Core::RenderContext laserContext11;
|
||||
Core::RenderContext laserContext12;
|
||||
Core::RenderContext laserContext13;
|
||||
Core::RenderContext laserContext14;
|
||||
Core::RenderContext laserContext15;
|
||||
Core::RenderContext laserContext16;
|
||||
Core::RenderContext laserContext17;
|
||||
Core::RenderContext laserContext18;
|
||||
Core::RenderContext laserContext19;
|
||||
Core::RenderContext laserContext20;
|
||||
|
||||
}
|
||||
|
||||
GLuint depthMapFBO;
|
||||
@ -59,12 +79,12 @@ Core::RenderContext sphereContext;
|
||||
|
||||
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
|
||||
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
|
||||
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
|
||||
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5;
|
||||
|
||||
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
|
||||
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
|
||||
|
||||
GLuint VAO,VBO;
|
||||
GLuint VAO, VBO;
|
||||
|
||||
float aspectRatio = 1.f;
|
||||
|
||||
@ -75,18 +95,31 @@ glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
|
||||
|
||||
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
|
||||
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
|
||||
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
|
||||
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
|
||||
float spotlightPhi = 3.14 / 4;
|
||||
|
||||
|
||||
bool drawLaserShot = false;
|
||||
|
||||
|
||||
double startCursorXPos;
|
||||
double startCursorYPos;
|
||||
|
||||
|
||||
float lastTime = -1.f;
|
||||
float deltaTime = 0.f;
|
||||
|
||||
Laser laser = Laser();
|
||||
SpaceShip spaceShip = SpaceShip();
|
||||
Laser laser1 = Laser();
|
||||
Laser laser2 = Laser();
|
||||
SpaceShip spaceShip = SpaceShip(20);
|
||||
|
||||
std::vector<Core::RenderContext> lasersContexts{ models::laserContext1, models::laserContext2, models::laserContext3, models::laserContext4, models::laserContext5,
|
||||
models::laserContext6, models::laserContext7, models::laserContext8, models::laserContext9, models::laserContext10,
|
||||
models::laserContext11, models::laserContext12, models::laserContext13, models::laserContext14, models::laserContext15,
|
||||
models::laserContext16, models::laserContext17, models::laserContext18, models::laserContext19, models::laserContext20 };
|
||||
|
||||
|
||||
std::vector<Laser> lasers;
|
||||
|
||||
void updateDeltaTime(float time) {
|
||||
if (lastTime < 0) {
|
||||
@ -100,8 +133,8 @@ void updateDeltaTime(float time) {
|
||||
}
|
||||
glm::mat4 createCameraMatrix()
|
||||
{
|
||||
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
|
||||
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir));
|
||||
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
|
||||
glm::mat4 cameraRotrationMatrix = glm::mat4({
|
||||
cameraSide.x,cameraSide.y,cameraSide.z,0,
|
||||
cameraUp.x,cameraUp.y,cameraUp.z ,0,
|
||||
@ -125,12 +158,12 @@ glm::mat4 createPerspectiveMatrix()
|
||||
perspectiveMatrix = glm::mat4({
|
||||
1,0.,0.,0.,
|
||||
0.,aspectRatio,0.,0.,
|
||||
0.,0.,(f+n) / (n - f),2*f * n / (n - f),
|
||||
0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
|
||||
0.,0.,-1.,0.,
|
||||
});
|
||||
|
||||
|
||||
perspectiveMatrix=glm::transpose(perspectiveMatrix);
|
||||
perspectiveMatrix = glm::transpose(perspectiveMatrix);
|
||||
|
||||
return perspectiveMatrix;
|
||||
}
|
||||
@ -166,7 +199,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
|
||||
}
|
||||
|
||||
|
||||
void drawLaser() {
|
||||
void drawLaser(Laser laser, Core::RenderContext laserContext, float dyst) {
|
||||
|
||||
float time = glfwGetTime();
|
||||
|
||||
@ -185,11 +218,12 @@ void drawLaser() {
|
||||
laser.setLaserPos(newLaserPos);
|
||||
|
||||
|
||||
drawObjectPBR(models::laserContext,
|
||||
glm::translate(laser.getLaserPos()) * laserCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
drawObjectPBR(laserContext,
|
||||
glm::translate(glm::vec3(laser.getLaserPos().x + dyst, laser.getLaserPos().y, laser.getLaserPos().z)) * laserCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
glm::vec3(1.0f, 0.f, 0.f), 0.f, 0.f);
|
||||
}
|
||||
|
||||
|
||||
void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
@ -259,13 +293,31 @@ void renderScene(GLFWwindow* window)
|
||||
drawObjectPBR(shipContext,
|
||||
glm::translate(spaceShip.getSpaceShipPos()) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
glm::vec3(0.3, 0.3, 0.5),
|
||||
0.2,1.0
|
||||
0.2, 1.0
|
||||
);
|
||||
|
||||
spotlightPos = spaceShip.getSpaceShipPos() + 0.2 * spaceShip.getSpaceShipDir();
|
||||
spotlightConeDir = spaceShip.getSpaceShipDir();
|
||||
|
||||
|
||||
//draw lasers
|
||||
for (int i = 0; i < lasers.size(); i++) {
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1);
|
||||
drawLaser(lasers[i], lasersContexts[i], -0.1);
|
||||
|
||||
/*if (i % 2 == 0) {
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1);
|
||||
drawLaser(lasers[i], lasersContexts[i], -0.1);
|
||||
|
||||
|
||||
}*/
|
||||
/*else {
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1);
|
||||
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
|
||||
//test depth buffer
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@ -274,10 +326,6 @@ void renderScene(GLFWwindow* window)
|
||||
//glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
//Core::DrawContext(models::testContext);
|
||||
|
||||
if (drawLaserShot) {
|
||||
drawLaser();
|
||||
}
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
@ -301,10 +349,71 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
context.initFromAssimpMesh(scene->mMeshes[0]);
|
||||
}
|
||||
|
||||
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
std::cout << "yStart: " << startCursorYPos << "\n";
|
||||
|
||||
float angleSpeed = 0.05f * deltaTime * 60;
|
||||
|
||||
if (ypos < startCursorYPos) {
|
||||
startCursorYPos = ypos;
|
||||
spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleX(angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
//startCursorYPos = ypos;
|
||||
std::cout << "yNew: " << ypos << "\n";
|
||||
}
|
||||
else if (ypos > startCursorYPos) {
|
||||
startCursorYPos = ypos;
|
||||
spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleX(-angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
//startCursorYPos = ypos;
|
||||
std::cout << "yNew: " << ypos << "\n";
|
||||
}
|
||||
|
||||
|
||||
//spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleZ(angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
||||
drawLaserShot = true;
|
||||
|
||||
spaceShip.setAttackDecision(true);
|
||||
/*spaceShip.laserPreparationBeforeShoot(glfwGetTime());*/
|
||||
|
||||
|
||||
for (int i = 0; i < lasers.size(); i++) {
|
||||
if (!lasers[i].isLaserFly() && spaceShip.getAttackDecision()) {
|
||||
lasers[i].setTimeSinceShootLaser(glfwGetTime());
|
||||
lasers[i].setLaserDir(spaceShip.getSpaceShipDir());
|
||||
lasers[i].setLaserPos(spaceShip.getSpaceShipPos());
|
||||
lasers[i].setLaserSpeed(1);
|
||||
lasers[i].setLaserFly(true);
|
||||
spaceShip.setAttackDecision(false);
|
||||
|
||||
|
||||
std::cout << "i = " << i << " " << "laser fly = " << lasers[i].isLaserFly() << "\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
|
||||
glfwGetCursorPos(window, &startCursorXPos, &startCursorYPos);
|
||||
|
||||
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
||||
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
glfwSetCursorPosCallback(window, cursor_position_callback);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
@ -331,7 +440,23 @@ void init(GLFWwindow* window)
|
||||
loadModelToContext("./models/window.obj", models::windowContext);
|
||||
loadModelToContext("./models/test.obj", models::testContext);
|
||||
|
||||
loadModelToContext("./models/newlaser2.obj", models::laserContext);
|
||||
//loadModelToContext("./models/newlaser2.obj", models::laserContext);
|
||||
|
||||
//lasersContexts.reserve(spaceShip.getMaxNumberOfLasers());
|
||||
|
||||
for (int i = 0; i < spaceShip.getMaxNumberOfLasers(); i++) {
|
||||
//lasersContexts.push_back(models::laserContext);
|
||||
loadModelToContext("./models/newlaser2.obj", lasersContexts[i]);
|
||||
|
||||
lasers.push_back(Laser(spaceShip.getSpaceShipDir(), spaceShip.getSpaceShipPos(), 1, false));
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*for (int i = 0; i < spaceShip.getMaxNumberOfLasers(); i++) {
|
||||
|
||||
loadModelToContext("./models/newlaser2.obj", spaceShip.getGun()[i].getLaserContext());
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
@ -340,10 +465,15 @@ void shutdown(GLFWwindow* window)
|
||||
shaderLoader.DeleteProgram(program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//obsluga wejscia
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceShip.getSpaceShipDir(), glm::vec3(0.f,1.f,0.f)));
|
||||
|
||||
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceShip.getSpaceShipDir(), glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
|
||||
float angleSpeed = 0.05f * deltaTime * 60;
|
||||
float moveSpeed = 0.05f * deltaTime * 60;
|
||||
@ -384,7 +514,7 @@ void processInput(GLFWwindow* window)
|
||||
spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
|
||||
if (!spaceShip.getAttackDecision()) {
|
||||
laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
//laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
}
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
@ -393,7 +523,7 @@ void processInput(GLFWwindow* window)
|
||||
spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
|
||||
if (!spaceShip.getAttackDecision()) {
|
||||
laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
//laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
}
|
||||
}
|
||||
|
||||
@ -414,12 +544,45 @@ void processInput(GLFWwindow* window)
|
||||
drawLaserShot = true;
|
||||
|
||||
spaceShip.setAttackDecision(true);
|
||||
/*spaceShip.laserPreparationBeforeShoot(glfwGetTime());
|
||||
|
||||
laser.setTimeSinceShootLaser(glfwGetTime());
|
||||
laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
laser.setLaserPos(spaceShip.getSpaceShipPos());
|
||||
laser.setLaserSpeed(0.001);
|
||||
|
||||
if (spaceShip.getNumberOfLeftLasers() > 0) {
|
||||
spaceShip.setNumberOfLeftLasers(spaceShip.getNumberOfLeftLasers() - 1);
|
||||
}
|
||||
else if (spaceShip.getNumberOfLeftLasers() == 0) {
|
||||
spaceShip.setNumberOfLeftLasers(spaceShip.getMaxNumberOfLasers());
|
||||
spaceShip.setNumberOfLeftLasers(spaceShip.getNumberOfLeftLasers() - 1);
|
||||
}
|
||||
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setTimeSinceShootLaser(glfwGetTime());
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setLaserDir(spaceShip.getSpaceShipDir());
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setLaserPos(spaceShip.getSpaceShipPos());
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setLaserSpeed(0.01);*/
|
||||
|
||||
|
||||
for (int i = 0; i < lasers.size(); i++) {
|
||||
if (!lasers[i].isLaserFly() && spaceShip.getAttackDecision()) {
|
||||
lasers[i].setTimeSinceShootLaser(glfwGetTime());
|
||||
lasers[i].setLaserDir(spaceShip.getSpaceShipDir());
|
||||
lasers[i].setLaserPos(spaceShip.getSpaceShipPos());
|
||||
lasers[i].setLaserSpeed(1);
|
||||
lasers[i].setLaserFly(true);
|
||||
spaceShip.setAttackDecision(false);
|
||||
|
||||
|
||||
std::cout << "i = " << i << " " << "laser fly = " << lasers[i].isLaserFly() << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//laser.setTimeSinceShootLaser(glfwGetTime());
|
||||
//laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
//laser.setLaserPos(spaceShip.getSpaceShipPos());
|
||||
//laser.setLaserSpeed(0.01);
|
||||
}
|
||||
|
||||
//if(glfwGetKey(window, GLFW_MOUSE))
|
||||
|
||||
//cameraDir = glm::normalize(-cameraPos);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user