Changing a few spawning values.
This commit is contained in:
parent
c22ae2c244
commit
d11a2820d6
12
level.cc
12
level.cc
@ -25,11 +25,11 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
|||||||
// load a texture:
|
// load a texture:
|
||||||
Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
|
Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
|
||||||
//Create object
|
//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), glm::vec3(0.0f, 0.0f, 0.0f),
|
||||||
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
||||||
//add player to phy
|
//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);
|
objects.push_back(object);
|
||||||
|
|
||||||
physics.addStaticGroundPlane();
|
physics.addStaticGroundPlane();
|
||||||
@ -37,28 +37,28 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
|||||||
Model torchModel = Model("torch.obj", 0.75f);
|
Model torchModel = Model("torch.obj", 0.75f);
|
||||||
Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
|
Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
|
||||||
//Create object
|
//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, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
||||||
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
||||||
objects.push_back(torchObject);
|
objects.push_back(torchObject);
|
||||||
|
|
||||||
Model blockModel = Model("Block.obj", 1.0f);
|
Model blockModel = Model("Block.obj", 1.0f);
|
||||||
Material blockMaterial = Material("blockTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
|
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),
|
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);
|
shader);
|
||||||
objects.push_back(blockObject);
|
objects.push_back(blockObject);
|
||||||
|
|
||||||
Model columnModel = Model("Column.obj", 1.0f);
|
Model columnModel = Model("Column.obj", 1.0f);
|
||||||
Material columnMaterial = Material("columnTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
|
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),
|
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);
|
shader);
|
||||||
objects.push_back(columnObject);
|
objects.push_back(columnObject);
|
||||||
|
|
||||||
//set lighting parameters
|
//set lighting parameters
|
||||||
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
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);
|
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);
|
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);
|
lights.push_back(light2);
|
||||||
|
Loading…
Reference in New Issue
Block a user