Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Game/BallSystem.h include/Game/ProjectileSystem.h src/game/Game/BallSystem.cpp src/game/Game/ProjectileSystem.cpp src/game/Rendering/AnimationSystem.cpp
This commit is contained in:
@@ -37,8 +37,8 @@ public:
|
||||
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||
bool VSYNC() const { return m_VSYNC; }
|
||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||
const dd::Camera* Camera() const { return m_Camera; }
|
||||
void SetCamera(const dd::Camera* camera)
|
||||
dd::Camera* Camera() const { return m_Camera; }
|
||||
void SetCamera(dd::Camera* camera)
|
||||
{
|
||||
if (camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera.get();
|
||||
@@ -55,7 +55,7 @@ protected:
|
||||
bool m_Fullscreen = false;
|
||||
bool m_VSYNC = false;
|
||||
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
||||
const dd::Camera* m_Camera = nullptr;
|
||||
dd::Camera* m_Camera = nullptr;
|
||||
GLFWwindow* m_Window = nullptr;
|
||||
};
|
||||
|
||||
|
||||
@@ -30,14 +30,9 @@ namespace Components
|
||||
|
||||
struct Camera : Component
|
||||
{
|
||||
Camera()
|
||||
: FOV(glm::radians(45.f))
|
||||
, NearClip(0.1f)
|
||||
, FarClip(100.f) { }
|
||||
|
||||
float FOV;
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
float FOV = glm::radians(45.f);
|
||||
float NearClip = 0.01f;
|
||||
float FarClip = 100.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -43,7 +43,6 @@ class Renderer : public BaseRenderer
|
||||
public:
|
||||
void Initialize() override;
|
||||
void Draw(RenderQueueCollection& rq) override;
|
||||
void PlaceCamera(glm::vec3 position);
|
||||
|
||||
private:
|
||||
int m_GLVersion[2];
|
||||
@@ -97,12 +96,6 @@ private:
|
||||
void DrawWater(RenderQueue &objects);
|
||||
void DrawGUI(RenderQueue& rq);
|
||||
void DebugKeys();
|
||||
|
||||
dd::EventRelay<Renderer, dd::Events::ScreenShake> m_EScreenShake;
|
||||
bool OnScreenShake(dd::Events::ScreenShake &event);
|
||||
bool m_ScreenShake = false;
|
||||
float m_ShakeIntensity = 0;
|
||||
float m_ShakeTimer = 0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user