Add collision detection and taking dmg
This commit is contained in:
parent
94b22aad78
commit
1f09c40bb5
@ -1,5 +1,7 @@
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#include "glm.hpp"
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#include "src/Shader_Loader.h"
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#include <vector>
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#include "GameEntity.h"
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#pragma once
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class Bullet
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@ -39,14 +41,52 @@ public:
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return new Bullet(10, 10, directionNormalized, startPosition, birthTime, simpleRenderContext, 0.01f);
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}
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bool shouldBeDestroyed(float time, GLuint program) {
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bool shouldBeDestroyed(float time, GLuint program, std::vector<GameEntity*>& gameEntities, float attackerDmg) {
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float age = getAge(time);
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if (age > lifetime) {
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return true;
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}
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), startPosition) * glm::translate(directionNormalized * speed * age) * glm::scale(glm::vec3(scale));
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Core::drawObjectPBR(renderContext, modelMatrix, glm::vec3(1.f, 0.f, 0.f), 0.3, 0, program);
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//std::cout << "x: " << modelMatrix[3].x << std::endl;
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//std::cout << "y: " << modelMatrix[3].y << std::endl;
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//std::cout << "z: " << modelMatrix[3].z << std::endl;
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if (checkCollisionWithGameEntities(gameEntities, modelMatrix, attackerDmg)) {
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return true;
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}
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return false;
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}
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bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) {
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for (const auto& entity : gameEntities) {
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glm::mat4 entityModelMatrix = entity->getModelMatrix();
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// SprawdŸ kolizjê AABB miêdzy pociskiem a obiektem z wektora gameEntities
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if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
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entity->applyDamage(attackerDmg);
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return true;
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}
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}
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return false;
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}
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bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) {
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// Pobierz rozmiary obiektów z ich macierzy modelu
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glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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glm::vec3 obj2Min = glm::vec3(obj2ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj2Max = glm::vec3(obj2ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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// SprawdŸ kolizjê wzd³u¿ trzech osi (x, y, z)
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bool collisionX = obj1Max.x >= obj2Min.x && obj1Min.x <= obj2Max.x;
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bool collisionY = obj1Max.y >= obj2Min.y && obj1Min.y <= obj2Max.y;
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bool collisionZ = obj1Max.z >= obj2Min.z && obj1Min.z <= obj2Max.z;
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// Kolizja wystêpuje tylko wtedy, gdy zachodzi kolizja na wszystkich trzech osiach
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return collisionX && collisionY && collisionZ;
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}
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};
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@ -2,10 +2,11 @@
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#include "ext.hpp"
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#include "src/Render_Utils.h"
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#include "Bullet.h"
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#include "./GameEntity.h"
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#include "Spaceship.h"
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#pragma once
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class Enemy
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class Enemy : public GameEntity
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{
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private:
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std::list<Bullet*> bullets;
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@ -14,13 +15,13 @@ private:
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public:
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glm::mat4 modelMatrix;
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int hp;
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int initialHp;
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int dmg;
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float aggroRange;
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Enemy(int currHp,int initialHp, glm::mat4 initialModelMatrix, int initialDmg, float initialAggroRange)
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: hp(currHp), initialHp(initialHp), modelMatrix(initialModelMatrix), dmg(initialDmg), aggroRange(initialAggroRange)
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Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange)
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:
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aggroRange(initialAggroRange),
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modelMatrix(initialModelMatrix),
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GameEntity(currHp, initialHp, initialDmg)
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{}
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@ -34,7 +35,7 @@ public:
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}
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virtual bool isAlive() const {
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if (this->hp < 0) {
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if (this->currentHP <= 0) {
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return false;
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}
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return true;
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@ -48,11 +49,11 @@ public:
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return true;
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}
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void renderBullets(float time, GLuint program) {
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void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program)) {
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if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
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delete bullet;
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it = bullets.erase(it);
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}
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@ -61,6 +62,15 @@ public:
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}
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}
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}
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glm::vec3 getPosition() const override
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{
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return modelMatrix[3];
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}
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glm::mat4 getModelMatrix() override
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{
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return modelMatrix;
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}
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private:
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void requestShoot(float time) {
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if (canShoot(time)) {
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@ -75,6 +85,7 @@ private:
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void shoot(float time) {
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Spaceship* spaceship = Spaceship::getInstance();
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glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
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this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
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this->lastShootTime = time;
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}
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23
grk/project/GameEntity.h
Normal file
23
grk/project/GameEntity.h
Normal file
@ -0,0 +1,23 @@
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#include "glm.hpp"
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#pragma once
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class GameEntity
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{
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public:
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float currentHP;
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float dmg;
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float maxHP;
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GameEntity(float currentHP, float maxHP, float initialDmg)
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: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg)
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{
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}
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virtual void applyDamage(float attackerDmg) {
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currentHP = currentHP - attackerDmg;
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};
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virtual glm::vec3 getPosition() const = 0;
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virtual glm::mat4 getModelMatrix() = 0;
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};
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#include <list>
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#include "Bullet.h"
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#include "ParticleSystem.h"
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#include "GameEntity.h"
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#pragma once
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class Spaceship
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class Spaceship : public GameEntity
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{
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private:
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std::list<Bullet*> bullets;
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@ -16,8 +17,9 @@ private:
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ParticleSystem* leftParticle;
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ParticleSystem* rightParticle;
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// Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji
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Spaceship() {
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// Prywatny konstruktor, aby zapobiec zewn<77>trznemu tworzeniu instancji
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Spaceship() : GameEntity(100.0f, 100.0f, 10.0f)
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{
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}
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@ -164,11 +166,11 @@ public:
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return cameraMatrix;
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}
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void renderBullets(float time, GLuint program) {
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void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program)) {
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if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
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delete bullet;
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it = bullets.erase(it);
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}
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@ -194,4 +196,11 @@ public:
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bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time));
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lastShootTime = time;
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}
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glm::vec3 getPosition() const override {
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return spaceshipPos;
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}
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glm::mat4 getModelMatrix() override {
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return calculateModelMatrix();
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}
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};
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@ -29,6 +29,7 @@
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<ItemGroup>
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<ClInclude Include="Bullet.h" />
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<ClInclude Include="Enemy.h" />
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<ClInclude Include="GameEntity.h" />
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<ClInclude Include="GameObject.h" />
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<ClInclude Include="GameUtils.h" />
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<ClInclude Include="ParticleSystem.h" />
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@ -128,6 +128,9 @@
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<ClInclude Include="ParticleSystem.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="GameEntity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_8_sun.vert">
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@ -70,7 +70,7 @@ Sun* sun;
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GLuint VAO,VBO;
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std::vector<Enemy*> enemies;
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std::vector<GameEntity*> gameEntities;
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float exposition = 1.f;
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@ -94,13 +94,21 @@ void updateDeltaTime(float time) {
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if (deltaTime > 0.1) deltaTime = 0.1;
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lastTime = time;
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}
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void renderEnemies() {
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glDisable(GL_DEPTH_TEST);
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void renderHUD() {
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glUseProgram(programSpriteBar);
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glDisable(GL_DEPTH_TEST);
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glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
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glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(12.0f, -9.0f, 0.0f));
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spriteRenderer->DrawHUDBar(glm::vec3(0.0f, 1.0f, 0.0f), glm::scale(healthBarPosition, glm::vec3(9.0f, 1.1f, 1.0f)), 1.f, programSpriteBar);
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spriteRenderer->DrawHUDBar(
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glm::vec3(0.0f, 1.0f, 0.0f),
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glm::scale(healthBarPosition, glm::vec3(9.0f, 1.1f, 1.0f)),
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spaceship->currentHP / spaceship->maxHP,
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programSpriteBar);
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glEnable(GL_DEPTH_TEST);
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}
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void renderEnemies() {
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glUseProgram(programSpriteBar);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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spriteRenderer->DrawSpriteBar(
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@ -110,12 +118,13 @@ void renderEnemies() {
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),
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glm::vec3(1.0f, 0.2f, 1.0f)
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),
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static_cast<float>(enemy->hp / enemy->initialHp),
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enemy->currentHP / enemy->maxHP,
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programSpriteBar);
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}
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}
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glUseProgram(programSprite);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
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}
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@ -125,7 +134,7 @@ void renderEnemies() {
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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enemy->renderBullets(glfwGetTime(), program);
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enemy->renderBullets(glfwGetTime(), program, gameEntities);
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}
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}
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@ -174,9 +183,8 @@ void renderScene(GLFWwindow* window)
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glUseProgram(program);
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spaceship->renderBullets(glfwGetTime(), program);
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std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
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spaceship->renderBullets(glfwGetTime(), program, gameEntities);
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drawObjectPBR(models::sphereContext,
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glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
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@ -190,6 +198,7 @@ void renderScene(GLFWwindow* window)
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texture::spaceshipTexture,
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spaceship->roughness, spaceship->metallic, programTex
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);
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<<<<<<< HEAD
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<<<<<<< HEAD
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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@ -219,6 +228,9 @@ void renderScene(GLFWwindow* window)
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glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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=======
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=======
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renderHUD();
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>>>>>>> 9586849 (Add collision detection and taking dmg)
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renderEnemies();
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//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
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@ -268,9 +280,12 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
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void createEnemies() {
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enemies.push_back(new Enemy(100,100, glm::mat4(1.0f), 20, 5.0f));
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enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
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enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
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enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
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enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
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enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
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//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
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gameEntities.push_back(spaceship);
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}
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@ -61,19 +61,16 @@ GLuint programSun;
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GLuint programTest;
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GLuint programSprite;
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GLuint programCubemap;
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<<<<<<< HEAD
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GLuint programParticle;
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GLuint programTex;
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=======
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GLuint programSpriteBar;
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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
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std::list<Planet*> planets;
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Sun* sun;
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GLuint VAO,VBO;
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std::vector<Enemy*> enemies;
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std::vector<GameEntity*> gameEntities;
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float exposition = 1.f;
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@ -97,7 +94,20 @@ void updateDeltaTime(float time) {
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if (deltaTime > 0.1) deltaTime = 0.1;
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lastTime = time;
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}
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void renderHUD() {
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glUseProgram(programSpriteBar);
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glDisable(GL_DEPTH_TEST);
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glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
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glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(12.0f, -9.0f, 0.0f));
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spriteRenderer->DrawHUDBar(
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glm::vec3(0.0f, 1.0f, 0.0f),
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glm::scale(healthBarPosition, glm::vec3(9.0f, 1.1f, 1.0f)),
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spaceship->currentHP / spaceship->maxHP,
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programSpriteBar);
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glEnable(GL_DEPTH_TEST);
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}
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void renderEnemies() {
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glUseProgram(programSpriteBar);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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@ -108,24 +118,13 @@ void renderEnemies() {
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),
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glm::vec3(1.0f, 0.2f, 1.0f)
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),
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static_cast<float>(enemy->hp / enemy->initialHp),
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enemy->currentHP / enemy->maxHP,
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programSpriteBar);
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}
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<<<<<<< HEAD
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TextureTuple getRandomPlanetTexture() {
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int textureIndex = rand() % planetTextures.size();
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TextureTuple selectedTextures = planetTextures[textureIndex];
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//GLuint textureID = selectedTextures.textureID;
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//GLuint normalMapID = selectedTextures.normalMapID;
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return planetTextures[textureIndex];
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}
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=======
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}
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glUseProgram(programSprite);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
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}
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@ -135,13 +134,20 @@ TextureTuple getRandomPlanetTexture() {
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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enemy->renderBullets(glfwGetTime(), program);
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enemy->renderBullets(glfwGetTime(), program, gameEntities);
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}
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}
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}
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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
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TextureTuple getRandomPlanetTexture() {
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int textureIndex = rand() % planetTextures.size();
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TextureTuple selectedTextures = planetTextures[textureIndex];
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//GLuint textureID = selectedTextures.textureID;
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//GLuint normalMapID = selectedTextures.normalMapID;
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return planetTextures[textureIndex];
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}
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void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
@ -174,10 +180,15 @@ void renderScene(GLFWwindow* window)
|
||||
for (Planet* p : planets) {
|
||||
p->draw(time, programTex);
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
spaceship->renderBullets(glfwGetTime(), program);
|
||||
=======
|
||||
std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
|
||||
spaceship->renderBullets(glfwGetTime(), program, gameEntities);
|
||||
>>>>>>> 9586849 (Add collision detection and taking dmg)
|
||||
|
||||
|
||||
|
||||
@ -193,6 +204,7 @@ void renderScene(GLFWwindow* window)
|
||||
texture::spaceshipTexture,
|
||||
spaceship->roughness, spaceship->metallic, programTex
|
||||
);
|
||||
<<<<<<< HEAD
|
||||
|
||||
<<<<<<< HEAD
|
||||
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||
@ -222,6 +234,9 @@ void renderScene(GLFWwindow* window)
|
||||
glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
|
||||
spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
|
||||
=======
|
||||
=======
|
||||
renderHUD();
|
||||
>>>>>>> 9586849 (Add collision detection and taking dmg)
|
||||
renderEnemies();
|
||||
|
||||
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||
@ -271,9 +286,12 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
|
||||
|
||||
void createEnemies() {
|
||||
|
||||
enemies.push_back(new Enemy(100,100, glm::mat4(1.0f), 20, 5.0f));
|
||||
enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
|
||||
enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
|
||||
|
||||
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
|
||||
gameEntities.push_back(spaceship);
|
||||
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user