diff --git a/grk/project/Enemy.h b/grk/project/Enemy.h index 24b3ed1..6249fc7 100644 --- a/grk/project/Enemy.h +++ b/grk/project/Enemy.h @@ -85,7 +85,7 @@ private: void shoot(float time) { Spaceship* spaceship = Spaceship::getInstance(); glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3])); - + //bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time)); this->lastShootTime = time; } diff --git a/grk/project/src/ex_9_1.hpp b/grk/project/src/ex_9_1.hpp index 03f09ca..346e6a9 100644 --- a/grk/project/src/ex_9_1.hpp +++ b/grk/project/src/ex_9_1.hpp @@ -98,10 +98,10 @@ void renderHUD() { glUseProgram(programSpriteBar); glDisable(GL_DEPTH_TEST); glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix(); - glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(12.0f, -9.0f, 0.0f)); + glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(36.0f, -34.0f, 0.0f)); spriteRenderer->DrawHUDBar( glm::vec3(0.0f, 1.0f, 0.0f), - glm::scale(healthBarPosition, glm::vec3(9.0f, 1.1f, 1.0f)), + glm::scale(healthBarPosition, glm::vec3(26.0f, 4.f, 1.0f)), spaceship->currentHP / spaceship->maxHP, programSpriteBar); glEnable(GL_DEPTH_TEST); @@ -198,44 +198,40 @@ void renderScene(GLFWwindow* window) texture::spaceshipTexture, spaceship->roughness, spaceship->metallic, programTex ); -<<<<<<< HEAD -<<<<<<< HEAD //Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0); drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex); //glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0); drawObjectPBRTexture(models::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)), texture::earthTexture, 0.3, 0.0, programTex); - glUseProgram(programSprite); - for (const auto& enemy : enemies) { - if (enemy->isAlive()) { - spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite); - } + //glUseProgram(programSprite); + //for (const auto& enemy : enemies) { + // if (enemy->isAlive()) { + // spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite); + // } - } - glUseProgram(program); - for (const auto& enemy : enemies) { - if (enemy->isAlive()) { - enemy->attack(spaceship->spaceshipPos, glfwGetTime()); - enemy->renderBullets(glfwGetTime(), program); - } + //} + //glUseProgram(program); + //for (const auto& enemy : enemies) { + // if (enemy->isAlive()) { + // enemy->attack(spaceship->spaceshipPos, glfwGetTime()); + // enemy->renderBullets(glfwGetTime(), program, gameEntities); + // } - } + //} glm::vec3 cameraSide = glm::normalize(glm::cross(spaceship->cameraDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, spaceship->cameraDir)); 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); ->>>>>>> 6ccdec5 (Add drawing health bars for enemies) glUseProgram(0); glfwSwapBuffers(window); @@ -319,12 +315,11 @@ void init(GLFWwindow* window) programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag"); programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag"); programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); -<<<<<<< HEAD + programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); -======= + programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag"); programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag"); ->>>>>>> 6ccdec5 (Add drawing health bars for enemies) programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");