//current_world->addObject(new SceneObject( glm::mat4(1.0f), "Player.dae", "model_player.png"));\r
//current_world->addObject(new SceneObject( translate(vec3(-3.f, .4f, 0.f))*scale(vec3(3.f)), "cow/cow.dae", "model_cow_2D.jpg"));\r
current_world->addObject(new SceneObject(translate(vec3(-3.f, .4f, 0.f)), vec4(3.0f, 0.5f, 0.4f, 1.5f), "duck_col", "model_duck_2D.png"));\r
- current_world->addObject(new SceneObject(translate(vec3(-5.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "duck", "model_duck_2D.png"));\r
+ //current_world->addObject(new SceneObject(translate(vec3(-5.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "boar", "model_boar_2D.png"));\r
\r
SceneObject* door = new SceneObject(translate(vec3(2.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "door", "model_duck_2D.png");\r
- SceneObject* lever = new SceneObject(translate(vec3(0.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "lever", "model_duck_2D.png");\r
- lever->timeresistant = true;\r
current_world->addObject(door);\r
+ door->startanimation((uint)0, 1.0f);\r
+ door->setAnimationLoop(true);\r
+\r
+ SceneObject* door2 = new SceneObject(translate(vec3(1.f, .4f, 0.f)), vec4(3.0f, 1.f, 0.4f, 1.5f), "door", "model_duck_2D.png");\r
+ current_world->addObject(door2);\r
+ door2->startanimation((uint)0, 1.0f);\r
+ door2->setAnimationLoop(true);\r
+ door2->timeresistant = true;\r
+\r
+ Lever* lever = new Lever(translate(vec3(0.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "lever", "model_duck_2D.png");\r
current_world->addObject(lever);\r
+ lever->startanimation((uint)0, 0.0f);\r
+ lever->setAnimationLoop(false);\r
+ lever->timeresistant = true;\r
+ lever->setup(door);\r
+\r
+ //TODO register door to lever\r
\r
\r
current_world->addObject(new SceneObject(translate(vec3(-5.f, 3.f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "SkyBox", "model_SkyBox_2D.png"));\r