zatrzymanie statku po kolizji
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@ -8,7 +8,6 @@
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#include "Shader_Loader.h"
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Render_Utils.h"
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#include "Texture.h"
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#include "Texture.h"
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//#include "../SpriteRenderer.h"
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#include "Box.cpp"
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#include "Box.cpp"
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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@ -58,7 +57,6 @@ GLuint programSun;
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GLuint programTex;
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GLuint programTex;
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GLuint programSkyBox;
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GLuint programSkyBox;
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GLuint programSpaceShip;
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GLuint programSpaceShip;
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GLuint programSprite;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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@ -79,6 +77,8 @@ unsigned int textureID;
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bool gameOver = false;
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bool gameOver = false;
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float angleSpeed = 0.005f;
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float moveSpeed = 0.0025f;
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struct Planet {
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struct Planet {
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glm::vec3 currentPos;
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glm::vec3 currentPos;
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@ -104,6 +104,8 @@ struct Satellite {
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std::vector<Planet> planets;
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std::vector<Planet> planets;
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std::vector<Satellite> satellites;
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std::vector<Satellite> satellites;
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glm::mat4 createCameraMatrix()
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glm::mat4 createCameraMatrix()
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{
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{
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
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@ -398,6 +400,8 @@ void renderScene(GLFWwindow* window)
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);
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);
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glUseProgram(0);
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glUseProgram(0);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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@ -497,8 +501,10 @@ void init(GLFWwindow* window)
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}
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}
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void gameOverScreen(GLFWwindow* window) {
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void gameOverScreen(GLFWwindow* window) {
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// jakies game over dla jego
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moveSpeed = 0;
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angleSpeed = 0;
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}
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}
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void shutdown(GLFWwindow* window)
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void shutdown(GLFWwindow* window)
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@ -512,8 +518,8 @@ void processInput(GLFWwindow* window)
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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float angleSpeed = 0.005f;
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//float angleSpeed = 0.005f;
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float moveSpeed = 0.0025f;
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//float moveSpeed = 0.0025f;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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}
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}
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@ -544,7 +550,7 @@ void processInput(GLFWwindow* window)
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void renderLoop(GLFWwindow* window) {
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void renderLoop(GLFWwindow* window) {
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double timeOfLastUpdate = glfwGetTime();
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float timeOfLastUpdate = glfwGetTime();
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int loopCount = 0;
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int loopCount = 0;
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int interval = 2500;
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int interval = 2500;
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@ -567,6 +573,7 @@ void renderLoop(GLFWwindow* window) {
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if (checkCollision(spaceshipPos, satellite.currentPos, satellite.modelScale)) {
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if (checkCollision(spaceshipPos, satellite.currentPos, satellite.modelScale)) {
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//placeholder
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//placeholder
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gameOver = true;
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std::cout << "Kolizja statku z satelita " << index << std::endl;
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std::cout << "Kolizja statku z satelita " << index << std::endl;
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}
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}
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++index;
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++index;
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@ -585,6 +592,7 @@ void renderLoop(GLFWwindow* window) {
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if (gameOver) {
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if (gameOver) {
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gameOverScreen(window);
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gameOverScreen(window);
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}
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}
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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}
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}
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