glfwSetMouseButtonCallback(window, mouse_click_callback);
/* Set starting point */
- player_position = glm::vec3(53, 10, 50);
+ player_position = glm::vec3(0, 10, 450);
player_heading = M_PI;
/* Level Loading (hardcoded at the moment) */
- /*
+
tile_floor fl;
objects.push_back(&ice_balls);
objects.push_back(&fl);
targets.scale = 10.0f;
- for(int height = 30; height < 300; height+= 30){
- targets.locations.push_back(glm::vec3(0, height, 0));
- targets.locations.push_back(glm::vec3(30, height, 0));
- targets.locations.push_back(glm::vec3(-30, height, 0));
- }
- for(int z = -40; z > -300; z += -10)
- targets.locations.push_back(glm::vec3(10, 3, z));
+ for(int height = 30; height < 300; height+= 30)
+ for(int x = -90; x <= 90; x += 30)
+ targets.locations.push_back(glm::vec3(x, height, 0));
objects.push_back(&targets);
objects.push_back(&brick_fragments);
activation_area target_spawning;
- target_spawning.size = glm::vec3(10, 10, 10);
+ target_spawning.size = glm::vec3(20, 20, 20);
target_spawning.add_area(glm::vec3(10, 0, 10), bob, 1);
- target_spawning.add_area(glm::vec3(100, 5, 300), activate_turret, 2);
+ target_spawning.add_area(glm::vec3(0, 5, 400), activate_turret, 2);
objects.push_back(&target_spawning);
-*/
-
+
+
+ /*
wall_block monster_box("cube.obj", "monster1.png", glm::vec3(10, 10, 10));
monster_box.scale = 5.0;
monster_box.locations.push_back(glm::vec3(53, -10, 50));
objects.push_back(&monster_box);
-
-/*
+ */
+
// What if it wasn't a cube?
wall_block bwb("cube.obj", "brick.jpg", glm::vec3(20, 20, 20));
bwb.scale = 10;
bwb.locations.push_back(glm::vec3(-30, 0, 0));
objects.push_back(&bwb);
- t.locations.push_back(glm::vec3(100, -5, 300));
- t.locations.push_back(glm::vec3(-100, -5, 300));
+ t.locations.push_back(glm::vec3(100, -5, 200));
+ t.locations.push_back(glm::vec3(-100, -5, 200));
+ t.locations.push_back(glm::vec3(100, -5, 100));
+ t.locations.push_back(glm::vec3(50, -5, 100));
t.current_target = &targets;
t.current_projectile = &ice_balls;
objects.push_back(&t);
-*/
+
flat_panel p("nutsandbolts.jpg");
- p.addpanel(glm::vec3(63, 0, 50), glm::vec2(2, 2), glm::vec2(2.0, 2.0));
- p.addpanel(glm::vec3(58, 0, 50), glm::vec2(2, 2), glm::vec2(0.5, 0.5));
- p.addpanel(glm::vec3(53, 0, 50), glm::vec2(2, 2), glm::vec2(1, 1));
+ p.addpanel(glm::vec3(0, -9.99, 400), glm::vec2(10, 10), glm::vec2(1, 1));
+ p.addpanel(glm::vec3(32, -9.99, 450), glm::vec2(5, 5), glm::vec2(2.0, 2.0));
+ p.addpanel(glm::vec3(21, -9.99, 450), glm::vec2(5, 5), glm::vec2(0.5, 0.5));
+ p.addpanel(glm::vec3(10, -9.99, 450), glm::vec2(5, 5), glm::vec2(1, 1));
objects.push_back(&p);
/* Initialize game objects */