enemies_placement #17
@ -38,6 +38,8 @@ public:
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glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
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float roughness = 0.5;
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float metallic = 0.6;
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float turbo = 1.0f;
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float turboMAX = 1.0f;
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glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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@ -49,7 +51,7 @@ public:
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 cameraPosHUDBar = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraPosHUDBar = cameraPos;
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glm::mat4 additionalHorRotationMatrix;
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glm::mat4 additionalVerRotationMatrix;
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@ -222,15 +224,28 @@ public:
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if (w == GLFW_PRESS) {
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if (shiftState == GLFW_PRESS) {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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turbo = glm::max(0.0f, turbo - 0.004f * deltaTime * 60);
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if (turbo == 0.0f) {
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shiftState = GLFW_RELEASE;
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moveSpeed = 0.05f * deltaTime * 60;
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setPerticlesParameters(100.f, 0.0001f);
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}
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else {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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}
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}
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else {
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setPerticlesParameters(100.f, 0.0001f);
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turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60);
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}
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}
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else {
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setPerticlesParameters(50.f, 0.0002f);
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turbo = glm::min(turboMAX, turbo + 0.005f * deltaTime * 60);
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}
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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@ -107,16 +107,28 @@ 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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glm::mat4 turboBarPosition;
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glm::vec3 turboBarScale;
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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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turboBarScale = healthBarScale;
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turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 3.5f, 0.0f));
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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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turboBarScale = healthBarScale;
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turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 5.0f, 0.0f));
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}
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glUseProgram(programSpriteBar);
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glDisable(GL_DEPTH_TEST);
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spriteRenderer->DrawHUDBar(
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glm::vec3(0.0824f, 0.5725f, 0.9765f),
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glm::scale(turboBarPosition, turboBarScale),
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spaceship->turbo / spaceship->turboMAX,
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programSpriteBar);
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spriteRenderer->DrawHUDBar(
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glm::vec3(0.0f, 1.0f, 0.0f),
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