diff --git a/src/entities/Camera.cpp b/src/entities/Camera.cpp index d2338ff..86d0252 100644 --- a/src/entities/Camera.cpp +++ b/src/entities/Camera.cpp @@ -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); } diff --git a/src/scenes/in_Game_Scene.cpp b/src/scenes/in_Game_Scene.cpp index b9052b2..91d7de6 100644 --- a/src/scenes/in_Game_Scene.cpp +++ b/src/scenes/in_Game_Scene.cpp @@ -20,7 +20,7 @@ namespace scene { std::deque house_models; - std::vector main_character; + std::vector main_character; std::deque lights; std::deque 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());