Squid does not move until space is pressed. Experimenting with scroll. This shouldn't really be committed, but Visual Studio.

This commit is contained in:
PlatinumSkink
2015-10-07 17:09:55 +02:00
parent b7696b8776
commit 3814c25931
11 changed files with 109 additions and 10 deletions
+3
View File
@@ -41,6 +41,9 @@ struct Transform : public Component
glm::vec3 Velocity;
/** Physical scale multiplier. */
glm::vec3 Scale;
// Sticky is if it sticks with the player or not. True means it will follow the camera.
bool Sticky;
};
}
+16
View File
@@ -168,11 +168,22 @@ public:
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 0.f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
transform->Sticky = false;
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}
/*{
auto t_halfPipe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 6.f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}*/
//Background
{
@@ -247,6 +258,7 @@ public:
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
physics->CollisionType = CollisionType::Type::Static;
transform->Sticky = true;
m_World->CommitEntity(BottomWall);
}
@@ -266,6 +278,7 @@ public:
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(topWall);
}
@@ -287,6 +300,7 @@ public:
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(leftWall);
}
@@ -308,6 +322,8 @@ public:
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(rightWall);
}