second room object
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24eecbec3b
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8d61db9558
@ -96,22 +96,20 @@ void GameObjectManager::initialize() {
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ao1.activeObjectScreenMeshMutable.RefreshVBO();
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ao1.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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/*
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ActiveObject ao2;
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ao2.name = "superchair001";
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ao2.activeObjectMesh = ZL::LoadFromTextFile("./superchair001.txt"); // Add ZL:: namespace
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ao2.activeObjectMesh.Scale(400);
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ao2.activeObjectMesh.SwapZandY();
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ao2.name = "book";
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ao2.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
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ao2.activeObjectMesh.Scale(4);
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ao2.activeObjectMeshMutable.AssignFrom(ao2.activeObjectMesh);
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ao2.activeObjectMeshMutable.RefreshVBO();
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ao2.objectPos = Vector3f{ 0, 0, 0 };
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ao2.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./chair_01_Base_Color.bmp"));
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ao2.objectPos = Vector3f{ 50, 0, -300 };
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ao2.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.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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*/
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ao2.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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@ -136,6 +134,7 @@ 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.sound_name = "Symphony No.6 (1st movement).ogg";
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room_2.roomLogic = createRoom2Logic();
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room_2.textMesh = preloadedRoomMeshArr[1];
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