diff --git a/Levels/ObjectSetups/Compositions.xml b/Levels/ObjectSetups/Compositions.xml
index 3b47bf5..852e2c2 100644
--- a/Levels/ObjectSetups/Compositions.xml
+++ b/Levels/ObjectSetups/Compositions.xml
@@ -18,7 +18,7 @@
1.0
2.0
1.5
- 0.0
+ 25.0
@@ -30,7 +30,7 @@
0.0
0.0
1.0
- 2.0
+ 0.0
@@ -128,7 +128,7 @@
2.0
Box
5.0
- 1.0
+ 6.0
1.8
diff --git a/level.cc b/level.cc
index 264ecf9..5ec8c22 100644
--- a/level.cc
+++ b/level.cc
@@ -2,7 +2,7 @@
#include
using namespace tinyxml2;
-
+//dowadiddydiddydumdiddydo
Level::Level(std::string levelNum){
this->levelNum = levelNum;
this->terrain = Terrain(levelNum);
@@ -11,14 +11,14 @@ Level::Level(std::string levelNum){
Level::Level() {
}
-
+//there she was just walking down the street singing
Level::~Level() {
for(unsigned int i = 0; iFirstChildElement("dampningA")->QueryFloatText(&dampningA));
std::string bulletModelPath = modelPath.substr(0, modelPath.length()-3);
bulletModelPath += "bullet";
- //this->physics.addRigidBodyFromFile(*object, mass, dampningL, dampningA, bulletModelPath, physicObjects.size());
- this->physics.addBox(1, 1, 1, *object, mass, physicObjects.size());
+ this->physics.addTriangleMeshBody(*object,modelPath,mass,0.5,0.5,physicObjects.size());
} else{
printf("XMLError: Not a valid physicType.\n");
}
@@ -305,7 +304,7 @@ void Level::load() {
//add player (//TODO remove this as soon as we have a levelSetup with a player)
Model marbleModel = Model("marbleSmooth.obj", 0.75f);
Material marbleMaterial = Material("Marbletexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
- Object* object = new Object(marbleModel, marbleMaterial, glm::vec3(2.0f, 10.0f, 2.0f),
+ Object* object = new Object(marbleModel, marbleMaterial, glm::vec3(2.0f, 20.0f, 2.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(object);
physicObjects.push_back(object);
@@ -335,7 +334,7 @@ void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPre
camera.updateRotation(mouseDelta/100.0f);
}
- float str = 20;
+ float str = 30;
if(wPressed){
physics.rollForward(camera.getVector(),str);