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);