enemies_placement #16
@ -103,15 +103,24 @@ 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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void renderHUD(GLFWwindow* window) {
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glm::mat4 modelMatrixHUD = spaceship->calculateModelMatrixForHUDBar();
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glm::mat4 healthBarPosition;
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glm::vec3 healthBarScale;
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if (glfwGetWindowAttrib(window, GLFW_MAXIMIZED)) {
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healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -11.0f, 0.0f));
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healthBarScale = glm::vec3(22.0f, 2.f, 1.0f);
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}
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else {
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healthBarScale = glm::vec3(22.0f, 4.f, 1.0f);
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healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -30.0f, 0.0f));
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}
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glUseProgram(programSpriteBar);
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glDisable(GL_DEPTH_TEST);
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glm::mat4 modelMatrixHUD = spaceship->calculateModelMatrixForHUDBar();
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glm::mat4 healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -35.0f, 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(22.0f, 4.f, 1.0f)),
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glm::scale(healthBarPosition, healthBarScale),
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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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@ -238,7 +247,7 @@ void renderScene(GLFWwindow* window)
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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renderHUD();
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renderHUD(window);
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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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