Changing a few spawning values.
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parent
c22ae2c244
commit
d11a2820d6
12
level.cc
12
level.cc
@ -25,11 +25,11 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// load a texture:
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Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 5.0f, 0.0f),
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Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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//add player to phy
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this->physics.addPlayer(0.75f,0.0f,5.0f,0.0f,1.0f,0);
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this->physics.addPlayer(1.25f,0.0f,10.0f,0.0f,1.0f,0);
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objects.push_back(object);
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physics.addStaticGroundPlane();
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@ -37,28 +37,28 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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Model torchModel = Model("torch.obj", 0.75f);
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Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
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//Create object
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Object torchObject = Object(torchModel, torchMaterial, glm::vec3(-3.0f, 5.0f, 0.0f),
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Object torchObject = Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(torchObject);
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Model blockModel = Model("Block.obj", 1.0f);
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Material blockMaterial = Material("blockTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 5.0f, 2.0f),
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Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 6.0f, 2.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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shader);
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objects.push_back(blockObject);
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Model columnModel = Model("Column.obj", 1.0f);
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Material columnMaterial = Material("columnTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 5.0f, -2.0f),
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Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 6.0f, -2.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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shader);
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objects.push_back(columnObject);
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//set lighting parameters
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
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Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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Light light = Light(glm::vec3(-3.0f, 7.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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lights.push_back(light);
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Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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lights.push_back(light2);
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