unworked logic for lamp
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7fa4a74ef0
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@ -131,19 +131,19 @@ void GameObjectManager::initialize() {
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cubeForFirstRoomM.activeObjectScreenMeshMutable.RefreshVBO();
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cubeForFirstRoomM.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_M_icon.bmp32"));
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ActiveObject ao2;
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ao2.name = "lampe";
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ao2.activeObjectMesh = ZL::LoadFromTextFile("./lighter.txt"); // Add ZL:: namespace
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ao2.activeObjectMesh.Scale(7);
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ao2.activeObjectMeshMutable.AssignFrom(ao2.activeObjectMesh);
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ao2.activeObjectMeshMutable.RefreshVBO();
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ao2.objectPos = Vector3f{ 85, 30, 43 };
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ao2.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./temno.bmp"));
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ao2.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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ao2.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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ao2.activeObjectScreenMeshMutable.AssignFrom(ao2.activeObjectScreenMesh);
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ao2.activeObjectScreenMeshMutable.RefreshVBO();
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ao2.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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ActiveObject lampe;
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lampe.name = "lampe";
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lampe.activeObjectMesh = ZL::LoadFromTextFile("./lighter.txt"); // Add ZL:: namespace
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lampe.activeObjectMesh.Scale(7);
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lampe.activeObjectMeshMutable.AssignFrom(lampe.activeObjectMesh);
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lampe.activeObjectMeshMutable.RefreshVBO();
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lampe.objectPos = Vector3f{ 85, 30, 43 };
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lampe.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./temno.bmp"));
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lampe.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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lampe.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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lampe.activeObjectScreenMeshMutable.AssignFrom(lampe.activeObjectScreenMesh);
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lampe.activeObjectScreenMeshMutable.RefreshVBO();
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lampe.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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@ -159,12 +159,7 @@ void GameObjectManager::initialize() {
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carToy.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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carToy.activeObjectScreenMeshMutable.AssignFrom(carToy.activeObjectScreenMesh);
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carToy.activeObjectScreenMeshMutable.RefreshVBO();
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carToy.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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carToy.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/battery.bmp32"));
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Room room_1;
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@ -190,7 +185,7 @@ void GameObjectManager::initialize() {
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Room room_2;
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room_2.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./seconroom.bmp"));
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room_2.objects.push_back(ao2);
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room_2.objects.push_back(lampe);
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room_2.objects.push_back(carToy);
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room_2.sound_name = "unholy-choir-1-279337--online-audio-convert.com.ogg";
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room_2.roomLogic = createRoom2Logic();
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@ -322,10 +317,7 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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std::cout << highlightedObjects.size() << std::endl;
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for (auto* ao : highlightedObjects) {
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if (ao && ao->name == "lampe") {
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std::cout << "Battery added to the lamp!" << std::endl;
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// Здесь можно реализовать включение лампы или другую логику
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// Убираем батарейку из инвентаря
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ao->activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("base_Base_color_1001.bmp"));
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gInventoryMap.erase(item->name);
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objects_in_inventory--;
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break;
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BIN
base_Base_color_1001.bmp
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BIN
base_Base_color_1001.bmp
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Binary file not shown.
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After Width: | Height: | Size: 768 KiB |
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