added collision for second room for basement entering
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0ec18bac20
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c39c9e8a35
@ -154,7 +154,7 @@ void GameObjectManager::initialize() {
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ActiveObject ao2;
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ActiveObject ao2;
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ao2.name = "book";
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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 = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
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ao2.activeObjectMesh.Scale(4);
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ao2.activeObjectMesh.Scale(0);
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ao2.activeObjectMeshMutable.AssignFrom(ao2.activeObjectMesh);
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ao2.activeObjectMeshMutable.AssignFrom(ao2.activeObjectMesh);
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ao2.activeObjectMeshMutable.RefreshVBO();
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ao2.activeObjectMeshMutable.RefreshVBO();
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ao2.objectPos = Vector3f{ 50, 0, -300 };
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ao2.objectPos = Vector3f{ 50, 0, -300 };
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@ -164,6 +164,24 @@ void GameObjectManager::initialize() {
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ao2.activeObjectScreenMeshMutable.AssignFrom(ao2.activeObjectScreenMesh);
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ao2.activeObjectScreenMeshMutable.AssignFrom(ao2.activeObjectScreenMesh);
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ao2.activeObjectScreenMeshMutable.RefreshVBO();
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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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ao2.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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ActiveObject carToy;
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carToy.name = "carToy";
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carToy.activeObjectMesh = ZL::LoadFromTextFile("./car.txt"); // Add ZL:: namespace
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carToy.activeObjectMesh.Scale(10);
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carToy.activeObjectMeshMutable.AssignFrom(carToy.activeObjectMesh);
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carToy.activeObjectMeshMutable.RefreshVBO();
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carToy.objectPos = Vector3f{ 50, 0, -300 };
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carToy.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
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carToy.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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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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@ -192,6 +210,7 @@ void GameObjectManager::initialize() {
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Room room_2;
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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.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(ao2);
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room_2.objects.push_back(carToy);
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room_2.sound_name = "Symphony No.6 (1st movement).ogg";
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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.roomLogic = createRoom2Logic();
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room_2.textMesh = preloadedRoomMeshArr[1];
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room_2.textMesh = preloadedRoomMeshArr[1];
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@ -199,6 +218,7 @@ void GameObjectManager::initialize() {
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room_2.collisionMgr.setRoomBoundary(790, 790);
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room_2.collisionMgr.setRoomBoundary(790, 790);
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room_2.collisionMgr.addCollider(std::make_shared<RectangleCollider>(Vector3f{ -227, 0, -166 }, Vector3f{ 398, 0, -154 }));
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room_2.collisionMgr.addCollider(std::make_shared<RectangleCollider>(Vector3f{ -227, 0, -166 }, Vector3f{ 398, 0, -154 }));
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room_2.collisionMgr.addCollider(std::make_shared<RectangleCollider>(Vector3f{ -328, 0, 182 }, Vector3f{ -216, 0, 332 }));
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room_2.collisionMgr.addCollider(std::make_shared<RectangleCollider>(Vector3f{ -328, 0, 182 }, Vector3f{ -216, 0, 332 }));
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room_2.collisionMgr.addCollider(std::make_shared<RectangleCollider>(Vector3f{ -227, 0, -400 }, Vector3f{ -208, 0, -165}));
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rooms.push_back(room_2);
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rooms.push_back(room_2);
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activeObjects = rooms[current_room_index].objects;
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activeObjects = rooms[current_room_index].objects;
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