Back to working order

This commit is contained in:
2014-05-17 01:21:40 +02:00
parent d98badc59a
commit add27aa8f4
+28 -37
View File
@@ -14,19 +14,8 @@ void GameWorld::Initialize()
BindKey(GLFW_KEY_D, "horizontal", 1.f); BindKey(GLFW_KEY_D, "horizontal", 1.f);
BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f); BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f);
BindGamepadAxis(Gamepad::Axis::LeftY, "vertical", 1.f); BindGamepadAxis(Gamepad::Axis::LeftY, "vertical", 1.f);
BindGamepadAxis(Gamepad::Axis::RightX, "horizontal", 1.f);
BindGamepadAxis(Gamepad::Axis::RightY, "vertical", 1.f);
BindGamepadAxis(Gamepad::Axis::RightTrigger, "normal", 1.f);
BindGamepadAxis(Gamepad::Axis::LeftTrigger, "normal", -1.f);
BindKey(GLFW_KEY_SPACE, "normal", 1.f);
BindKey(GLFW_KEY_LEFT_CONTROL, "normal", -1.f);
BindKey(GLFW_KEY_LEFT_SHIFT, "speed", 1.f); BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f);
BindKey(GLFW_KEY_LEFT_ALT, "speed", -1.f);
BindMouseButton(GLFW_MOUSE_BUTTON_1, "attack", 1.f);
/*BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f);
BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f); BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f);
BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f); BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f);
BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f); BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f);
@@ -36,7 +25,8 @@ void GameWorld::Initialize()
BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); BindKey(GLFW_KEY_SPACE, "handbrake", 1.f);
BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f); BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f);
BindKey(GLFW_KEY_Z, "shoot", 1.f);*/ BindKey(GLFW_KEY_Z, "shoot", 1.f);
BindGamepadAxis(Gamepad::Axis::RightTrigger, "shoot", 1.f);
//BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f); //BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f);
//BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f); //BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f);
@@ -55,17 +45,17 @@ void GameWorld::Initialize()
RegisterComponents(); RegisterComponents();
{ //{
auto camera = CreateEntity(); // auto camera = CreateEntity();
auto transform = AddComponent<Components::Transform>(camera, "Transform"); // auto transform = AddComponent<Components::Transform>(camera, "Transform");
transform->Position.z = 20.f; // transform->Position.z = 20.f;
transform->Position.y = 20.f; // transform->Position.y = 20.f;
//transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f)); // //transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
auto cameraComp = AddComponent<Components::Camera>(camera, "Camera"); // auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
cameraComp->FarClip = 2000.f; // cameraComp->FarClip = 2000.f;
auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering"); // auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
CommitEntity(camera); // CommitEntity(camera);
} //}
{ {
@@ -307,6 +297,20 @@ void GameWorld::Initialize()
} }
CommitEntity(barrel); CommitEntity(barrel);
} }
{
auto camera = CreateEntity(tower);
auto transform = AddComponent<Components::Transform>(camera, "Transform");
transform->Position.z = 30.f;
transform->Position.y = 5.f;
//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1, 0, 0));
auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
cameraComp->FarClip = 2000.f;
AddComponent(camera, "Input");
//auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
CommitEntity(camera);
}
} }
{ {
@@ -622,19 +626,6 @@ void GameWorld::Initialize()
} }
CommitEntity(tank); CommitEntity(tank);
{
auto camera = CreateEntity(tank);
auto transform = AddComponent<Components::Transform>(camera, "Transform");
transform->Position.z = 30.f;
transform->Position.y = 5.f;
//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1,0,0));
auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
cameraComp->FarClip = 2000.f;
AddComponent(camera, "Input");
auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
CommitEntity(camera);
}
} }