Increase wall height
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5ecab3b668
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@ -31,7 +31,7 @@ using namespace kek;
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#define CHUNK_SIZE 64
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#define CHUNK_SIZE 64
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#define CHUNK_RADIUS 2
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#define CHUNK_RADIUS 2
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#define WALLS_PER_CHUNK 20
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#define WALLS_PER_CHUNK 20
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#define WALL_HEIGHT 9
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#define WALL_HEIGHT 10
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#define LIGHT_SPACING 16
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#define LIGHT_SPACING 16
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static ButtonElement *buttonPlay;
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static ButtonElement *buttonPlay;
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@ -98,7 +98,7 @@ void gameLoop(GLFWwindow *window, void *) {
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scene->addObject(floor);
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scene->addObject(floor);
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GameObject *ceiling = new GameObject();
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GameObject *ceiling = new GameObject();
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ceiling->addMesh(genCubeMesh(CHUNK_SIZE, 2, CHUNK_SIZE, gray, gray, gray));
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ceiling->addMesh(genCubeMesh(CHUNK_SIZE, 1, CHUNK_SIZE, gray, gray, gray));
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// ceiling->addPhysics(new btBoxShape(btVector3(CHUNK_SIZE / 2, 1, CHUNK_SIZE / 2)), 0, btCollisionObject::CF_STATIC_OBJECT);
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// ceiling->addPhysics(new btBoxShape(btVector3(CHUNK_SIZE / 2, 1, CHUNK_SIZE / 2)), 0, btCollisionObject::CF_STATIC_OBJECT);
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ceiling->moveTo(glm::vec3(x * CHUNK_SIZE, WALL_HEIGHT, z * CHUNK_SIZE));
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ceiling->moveTo(glm::vec3(x * CHUNK_SIZE, WALL_HEIGHT, z * CHUNK_SIZE));
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scene->addObject(ceiling);
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scene->addObject(ceiling);
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@ -125,7 +125,7 @@ void gameLoop(GLFWwindow *window, void *) {
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for(int lx = 0; lx < CHUNK_SIZE / LIGHT_SPACING; lx++) {
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for(int lx = 0; lx < CHUNK_SIZE / LIGHT_SPACING; lx++) {
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for(int ly = 0; ly < CHUNK_SIZE / LIGHT_SPACING; ly++) {
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for(int ly = 0; ly < CHUNK_SIZE / LIGHT_SPACING; ly++) {
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// SpotLight *light = new SpotLight(glm::vec3(1), glm::vec3(0, -1, 0), 1, 1, 1, 0.5, 0.6);
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// SpotLight *light = new SpotLight(glm::vec3(1), glm::vec3(0, -1, 0), 1, 1, 1, 0.5, 0.6);
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glm::vec3 lightPos(x * CHUNK_SIZE + lx * LIGHT_SPACING, WALL_HEIGHT - 1, z * CHUNK_SIZE + ly * LIGHT_SPACING);
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glm::vec3 lightPos(x * CHUNK_SIZE + lx * LIGHT_SPACING, WALL_HEIGHT - 0.5, z * CHUNK_SIZE + ly * LIGHT_SPACING);
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PointLight *light = new PointLight(glm::vec3(1), 1, 1, 1);
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PointLight *light = new PointLight(glm::vec3(1), 1, 1, 1);
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light->moveTo(glm::vec3(x * CHUNK_SIZE + lx * LIGHT_SPACING, WALL_HEIGHT - 1, z * CHUNK_SIZE + ly * LIGHT_SPACING));
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light->moveTo(glm::vec3(x * CHUNK_SIZE + lx * LIGHT_SPACING, WALL_HEIGHT - 1, z * CHUNK_SIZE + ly * LIGHT_SPACING));
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@ -133,7 +133,7 @@ void gameLoop(GLFWwindow *window, void *) {
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lights.push_back(light);
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lights.push_back(light);
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GameObject *lamp = new GameObject();
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GameObject *lamp = new GameObject();
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lamp->addMesh(genCubeMesh(2, 0.5, 2, white, white, white));
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lamp->addMesh(genCubeMesh(2, 1, 2, white, white, white));
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lamp->moveTo(lightPos);
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lamp->moveTo(lightPos);
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walls.push_back(lamp);
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walls.push_back(lamp);
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scene->addObject(lamp);
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scene->addObject(lamp);
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@ -177,7 +177,7 @@ void startGame(void *) {
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}
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}
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scene->lights->add(flashlight);
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scene->lights->add(flashlight);
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scene->lights->add(new DirectionalLight(glm::vec3(0.005), glm::vec3(-0.1, -1, 0.1)));
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// scene->lights->add(new DirectionalLight(glm::vec3(0.005), glm::vec3(-0.1, -1, 0.1)));
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debugText = new TextElement(uiPx(10), uiPx(100));
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debugText = new TextElement(uiPx(10), uiPx(100));
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debugText->setText("Hello!");
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debugText->setText("Hello!");
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