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change floor
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Before Width: | Height: | Size: 138 KiB After Width: | Height: | Size: 130 KiB |
@@ -1,4 +1,4 @@
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/*
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/*z
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** EPITECH PROJECT, 2021
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** Bomberman
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** File description:
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@@ -25,9 +25,9 @@ namespace RAY::Drawables::Drawables3D
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bool lonely,
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std::optional<std::pair<MaterialType, std::string>> texture,
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const RAY::Vector3 &scale,
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float rotationAngle,
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const RAY::Vector3 &position,
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const RAY::Vector3 &rotationAxis,
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float rotationAngle)
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const RAY::Vector3 &rotationAxis)
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: ADrawable3D(position, WHITE),
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_model(_modelsCache.fetch(filename, lonely)),
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_rotationAxis(rotationAxis),
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@@ -41,9 +41,9 @@ namespace RAY::Drawables::Drawables3D
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Model::Model(const Mesh::AMesh &mesh,
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std::optional<std::pair<MaterialType, std::string>> texture,
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const RAY::Vector3 &scale,
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float rotationAngle,
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const RAY::Vector3 &position,
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const RAY::Vector3 &rotationAxis,
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float rotationAngle)
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const RAY::Vector3 &rotationAxis)
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: ADrawable3D(position, WHITE),
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_model(std::make_shared<::Model>(LoadModelFromMesh(*mesh.getRaylibMesh()))),
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_rotationAxis(rotationAxis),
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@@ -31,18 +31,18 @@ namespace RAY::Drawables::Drawables3D {
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Model(const std::string &filePath, bool lonely = false,
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std::optional<std::pair<MaterialType, std::string>> texture = std::nullopt,
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const RAY::Vector3 &scale = RAY::Vector3(1, 1, 1),
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float rotationAngle = 0,
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const RAY::Vector3 &position = {0, 0, 0},
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const RAY::Vector3 &rotationAxis = RAY::Vector3(0, 1, 0),
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float rotationAngle = 0);
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const RAY::Vector3 &rotationAxis = RAY::Vector3(0, 1, 0));
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//! @brief Create an model, loading a file
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//! @param mesh: mesh to load
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Model(const Mesh::AMesh &mesh,
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std::optional<std::pair<MaterialType, std::string>> texture = std::nullopt,
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const RAY::Vector3 &scale = RAY::Vector3(1, 1, 1),
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float rotationAngle = 0,
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const RAY::Vector3 &position = {0, 0, 0},
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const RAY::Vector3 &rotationAxis = RAY::Vector3(0, 1, 0),
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float rotationAngle = 0);
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const RAY::Vector3 &rotationAxis = RAY::Vector3(0, 1, 0));
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//! @brief A copy constructor
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Model(const Model &model) = default;
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@@ -2,6 +2,7 @@
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// Created by HENRY Benjamin on 02/06/2021.
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//
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#include <Component/Collision/CollisionComponent.hpp>
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#include <Component/Collision/CollisionComponent.hpp>
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#include <Component/Controllable/ControllableComponent.hpp>
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#include <Component/Bonus/PlayerBonusComponent.hpp>
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@@ -57,6 +58,7 @@ namespace BBM {
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Bonus::BonusType Bonus::getRandomBonusType()
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{
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return (SPEEDUP);
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static std::default_random_engine generator(time(nullptr));
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std::map<BonusType, float> chanceValue = {
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{NOTHING, 100.0f},
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+1
-1
@@ -298,7 +298,7 @@ namespace BBM
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::holeCollide, Vector3f(0.25, 0.25, 0.25),Vector3f(0.75, 1.75, 0.75));
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if (coords.y == 0)
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(holeObj, false, std::make_pair(MAP_DIFFUSE, holePng));
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(holeObj, false, std::make_pair(MAP_DIFFUSE, holePng), Vector3f(1,1,1), 180);
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else
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(secondFloorObj, false,
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std::make_pair(MAP_DIFFUSE, secondFloorPng));
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