[FIX] renamed uses of main_character to MainCharacter in in_Game_secene

This commit is contained in:
Nathalie Seen
2021-06-08 11:59:58 +02:00
parent 69d88ab1c1
commit ae93ed6b34
2 changed files with 8 additions and 8 deletions

View File

@@ -14,7 +14,7 @@ namespace entities
follow_position.z += 100;
//set position to follow a bit lower
follow_position.y += 50;
//move position from original position to fiven position with smoothing
//move position from original position to given position with smoothing
position = toolbox::Lerp(position, follow_position, 0.1);
}

View File

@@ -20,7 +20,7 @@
namespace scene
{
std::deque<entities::Entity> house_models;
std::vector<entities::main_character*> main_character;
std::vector<entities::MainCharacter*> main_character;
std::deque<entities::Light> lights;
std::deque<entities::Entity> trees;
@@ -78,16 +78,16 @@ namespace scene
models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
tree = { raw_tree_model, tree_texture };
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
// load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
load_chunk(i);
}
entities::main_character character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
entities::MainCharacter character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
main_character.push_back(&character);
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
@@ -154,8 +154,8 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
//camera.Move(window);
entities::main_character* character = main_character[0];
glm::vec3 movement = character->move(window);
entities::MainCharacter* character = main_character[0];
glm::vec3 movement = character->Move(window);
std::cout << "x: " << character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n";
std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(character->GetPosition());