*.[Cc]ache
CGUE*.rar
-CGUE*.zip
\ No newline at end of file
+CGUE*.zip
+
+*.aux
+*.bbl
+*.blg
\ No newline at end of file
\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
\r
- //current_world->addObject(new EventBox(translate(vec3(3.f, .4f, 0.f)),EB_LOSTZONE));\r
+ current_world->addObject(new EventBox(translate(vec3(3.f, .4f, 0.f)),EB_LOSTZONE));\r
+ //current_world->addObject(new EventBox(translate(vec3(0.f, -5.f, 0.f))*glm::scale(vec3(50.f,1.f,50.f)), EB_LOSTZONE));\r
current_world->addObject(new EventBox(translate(vec3(3.f, .4f, -15.f)), EB_WINZONE));\r
\r
}\r
#include "tImage.h"
+#include "FreeImage.h"
#include <GL\glew.h>
#include "../Shader.h"
-#include "FreeImage.h"
-
#include "../../Message.h"
tImage::operator std::string() const
{
return path;
-}
\ No newline at end of file
+}
#pragma once
+
#include "Texture.h"
+#include "FreeImage.h"
#include "../../GLM.h"
#include <string>
#include "EventBox.h"
+#include "Marvin.h"
+
//#include "../Graphix/Graphix.h"
#include "../Graphix/Shader.h"
#include "../Graphix/Model.h"
break;
case EB_LOSTZONE:
Message::info("Spiel Verloren!");
- Events::halt = true;
+ //Events::halt = true;
+ _other->movable = false;
+
break;
case EB_WINZONE:
Message::info("Spiel Gewonnen!");
protected:
uint eb_type;
-
};
Camera& cam(mainScene->getCam());
-
- //Jump
- if (Events::getJump() && abs(yFloorDist)<.5)
- ySpeed += 5.5;
-
- int move_x = Events::getMoveX();
- int move_y = Events::getMoveY();
- // MOVE Player
- if (move_x)
- move(-SPEED_MOVE_NORMAL *move_x * deltaT * cam.getWorldRight());
-
- if (move_y){
- if (move_y > 0){
- if (move_delta < TIME_TILL_MAX_MOVE)
- move_delta += deltaT;
- if (move_delta > TIME_TILL_MAX_MOVE)
- move_delta = TIME_TILL_MAX_MOVE;
- move(SPEED_MOVE_NORMAL * (MOVE_FASTER * move_delta / TIME_TILL_MAX_MOVE + 1) *move_y * deltaT * cam.getWorldDirection());
+ if (movable)
+ {
+ //Jump
+ if (Events::getJump() && abs(yFloorDist)<.5)
+ ySpeed += 5.5;
+
+ int move_x = Events::getMoveX();
+ int move_y = Events::getMoveY();
+ // MOVE Player
+ if (move_x)
+ move(-SPEED_MOVE_NORMAL *move_x * deltaT * cam.getWorldRight());
+
+ if (move_y) {
+ if (move_y > 0) {
+ if (move_delta < TIME_TILL_MAX_MOVE)
+ move_delta += deltaT;
+ if (move_delta > TIME_TILL_MAX_MOVE)
+ move_delta = TIME_TILL_MAX_MOVE;
+ move(SPEED_MOVE_NORMAL * (MOVE_FASTER * move_delta / TIME_TILL_MAX_MOVE + 1) *move_y * deltaT * cam.getWorldDirection());
+ }
+ else
+ move(SPEED_MOVE_NORMAL *move_y * deltaT * cam.getWorldDirection());
}
else
- move(SPEED_MOVE_NORMAL *move_y * deltaT * cam.getWorldDirection());
- }
- else
- {
- move_delta = 0;
+ {
+ move_delta = 0;
+ }
+
+ //Rotate Play in move direction
+ if (move_x || move_y)
+ turnTo(cam.getWorldDirection(), 3 * deltaT / TIME_TILL_DIRECTION_ROTATE);
}
+
- //Rotate Play in move direction
- if (move_x || move_y)
- turnTo(cam.getWorldDirection(), 3 * deltaT / TIME_TILL_DIRECTION_ROTATE);
+
SceneObject::update(deltaT);
}
virtual void update(float) override;
protected:
+
+
};
//TODO go from keyframe to current time
lookat->setModel(prev_mat);
lookat->ySpeed = prev_ySpeed;
+ lookat->movable = true;
//for (auto i = SceneObjects.begin(); i != SceneObjects.end(); ++i)
bool ignore;
+ bool movable = true;
+
protected:
mat4 modelMat;
<WarningLevel>Level3</WarningLevel>\r
<PrecompiledHeader>\r
</PrecompiledHeader>\r
- <Optimization>MaxSpeed</Optimization>\r
+ <Optimization>Disabled</Optimization>\r
<FunctionLevelLinking>true</FunctionLevelLinking>\r
<IntrinsicFunctions>true</IntrinsicFunctions>\r
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>\r