Changing a few spawning values.

This commit is contained in:
Fabian Klemp 2014-11-17 16:31:01 +01:00
parent c22ae2c244
commit d11a2820d6

View File

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