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Scene.cpp
96 lines (75 loc) · 2.14 KB
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Scene.cpp
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#include "Scene.h"
int sum(int num){
int res = 0;
for (int i = num; i > 0; i--, num--){
res += num;
}
return res;
}
const int trisH = 10;
const int shipAmount = sum(trisH);
Ship** ships = new Ship*[shipAmount];
Scene::Scene(){
}
void Scene::createScene(TextureManager* texture, ID3D11Device* pd3dDevice, ID3D11DeviceContext* context, Shader* shader){
std::wstring txtName = L"ships/F5S4.png";
std::wstring playerShip = L"ships/F5S2.png";
std::wstring planetTexture = L"planets/spr_planet01.png";
texture->createTexture(&txtName);
texture->createTexture(&playerShip);
texture->createTexture(&planetTexture);
int count = 0;
int h = 6;
for (int i = 0; i <= trisH; i++){
float startX = -h * (i / 2.0);
float startY = i * h;
for (int b = 0; b < i; b++){
ships[count++] = new Ship(txtName.c_str(), txtName.c_str(), &Vec3{ startX + b*h, startY, 0 });
}
}
ships[shipAmount - 1] = new Ship(txtName.c_str(), txtName.c_str(), &Vec3{0,-2,0 });
for (int i = 0; i < shipAmount; i++){
ships[i]->create(pd3dDevice,context,shader);
ships[i]->setTexture(txtName);
ships[i]->mulScale(1, 1, 1);
registerObject(ships[i]);
}
getPlayerShip()->setTexture(playerShip);
Planet* p = new Planet(&Vec3(100,0,0));
p->create(pd3dDevice, context, shader);
p->setTexture(planetTexture);
p->mulScale(35, 35, 1);
registerObject(p);
Planet* p2 = new Planet(&Vec3(-100, 0, 0));
p2->create(pd3dDevice, context, shader);
p2->setTexture(planetTexture);
p2->mulScale(35, 35, 1);
registerObject(p2);
Planet* p3 = new Planet(&Vec3(0, 100, 0));
p3->create(pd3dDevice, context, shader);
p3->setTexture(planetTexture);
p3->mulScale(15, 15, 1);
//registerObject(p3);
}
void Scene::registerObject(Planet* p){
planetList.push_back(p);
forceGeneratorList.push_back(p);
drawableList.push_back(p);
gameObjectList.push_back(p);
physObjList.push_back(p);
}
void Scene::registerObject(Ship* s){
drawableList.push_back(s);
physObjList.push_back(s);
shipList.push_back(s);
gameObjectList.push_back(s);
}
void Scene::registerObject(PhysObjBase* p){
physObjList.push_back(p);
}
Ship* Scene::getPlayerShip(){
return ships[shipAmount -1];
}
Scene::~Scene()
{
}