collision with ammo, heart and star counter
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427ee4905e
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575d4c3bf9
@ -99,6 +99,7 @@ float tiltAngleUpDown;
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int colission = 3;
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int star = 0;
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int star_counter = 0;
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double easeInExpo(double x) {
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@ -202,7 +203,8 @@ void generateAsteroids(glm::vec3 asteroid_Pos, glm::vec3 distance, double step)
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drawObjectTexture(sphereContext, glm::translate(asteroid_Pos) * glm::scale(glm::vec3(0.1f)), texture::moon, texture::moonNormal, texture::metalnessSphere, texture::roughnessSphere);
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}
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float speed = 0.03;
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//float speed = 0.03;
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float speed = 0.01;
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float starind = 50;
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@ -217,7 +219,7 @@ void generatePlanetoidBelt() {
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for (int i = 0; i < 400; ++i) {
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for (int i = 0; i < 100; ++i) {
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float z = planetoidsArray[i][0];
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float y = planetoidsArray[i][1];
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float pScale = planetoidsArray[i][2];
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@ -257,6 +259,7 @@ void generatePlanetoidBelt() {
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// Kolizja z gwiazd¹
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std::cout << "Collision with star " << i << std::endl;
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planetoidsArray[i][4] = 1;
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star_counter++;
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}
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}
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@ -271,13 +274,20 @@ void generatePlanetoidBelt() {
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exit(0);
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}
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}
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else if ((checkCollision(glm::vec3(x, y, z), 0.1f, ammoPos, 0.025f, true)))
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{
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// Asteroida zestrzelona
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std::cout << "Collision with ammo " << i << std::endl;
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planetoidsArray[i][4] = 1;
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}
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}
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if (!collision) {
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if (fmod(i, starind) == 0) {
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float time = glfwGetTime();
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glm::mat4 modelMatrix = glm::translate(glm::vec3(x, y, z)) * glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 1.0f));
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drawObjectColor(starContext, modelMatrix * glm::eulerAngleX(time) * glm::scale(glm::vec3(0.03f)), glm::vec3(0.2,0.3,0.2));
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drawObjectColor(starContext, modelMatrix * glm::eulerAngleX(time) * glm::scale(glm::vec3(0.03f)), glm::vec3(1, 1, 0.7));
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if (star == 0)
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{
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star++;
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@ -313,7 +323,31 @@ glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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0.,0.,0.,1.,
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});
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void drawStars(int star_number) {
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float yOffset = 2.0f;
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float zOffset = 12.0f;
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float scaleFactor = 0.03f;
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for (int i = 0; i < star_number; ++i) {
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drawObjectColor(starContext, glm::translate(glm::vec3(10.0f, yOffset, zOffset - i * 0.5f))
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* glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::scale(glm::vec3(scaleFactor)), glm::vec3(0, 1, 0));
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}
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}
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void drawHearts(int collision_number) {
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float yOffset = 1.0f;
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float zOffset = 12.0f;
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for (int i = 0; i < 5; ++i) {
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if (collision_number > i) {
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drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, yOffset, zOffset - i * 0.5f))
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* glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0));
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}
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}
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}
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void renderScene(GLFWwindow* window)
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{
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@ -369,21 +403,15 @@ void renderScene(GLFWwindow* window)
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generatePlanetoidBelt();
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lastAsteroidTime = glfwGetTime();
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if (fire == true){
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ammoPos = ammoPos + glm::vec3(0.1f, 0.f, 0.f);
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ammoPos = ammoPos + glm::vec3(0.025f, 0.f, 0.f);
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std::cout << ammoPos.x;
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glm::mat4 modelMatrix = glm::translate(ammoPos) * glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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drawObjectColor(saberContext, glm::translate(ammoPos) * glm::scale(glm::vec3(0.005f)), glm::vec3(0.2, 0.3, 0.2));
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drawObjectColor(saberContext, glm::translate(ammoPos) * glm::scale(glm::vec3(0.005f)), glm::vec3(1, 0.2, 0.6));
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}
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drawObjectColor(starContext, glm::translate(glm::vec3(10.0f, 2.0f, 12.0f)) * glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.03f)), glm::vec3(0, 1, 0));
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drawObjectColor(starContext, glm::translate(glm::vec3(10.0f, 2.0f, 11.5f)) * glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.03f)), glm::vec3(0, 1, 0));
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drawObjectColor(starContext, glm::translate(glm::vec3(10.0f, 2.0f, 11.0f)) * glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.03f)), glm::vec3(0, 1, 0));
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drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, 1.0f, 11.0f)) * glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0));
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drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, 1.0f, 10.5f)) * glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0));
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drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, 1.0f, 10.0f)) * glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0));
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drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, 1.0f, 11.5f)) * glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0));
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drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, 1.0f, 12.0f)) * glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0));
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drawStars(star_counter);
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drawHearts(colission);
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glUseProgram(0);
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glfwSwapBuffers(window);
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