void Ship::setup() { vector<glm::vec4> geo; geo.push_back(glm::vec4(cos(M_PI/2.0), sin(M_PI/2), 0, 1)); geo.push_back(glm::vec4(cos(M_PI*7.0/6.0), sin(M_PI*7.0/6.0), 0, 1)); geo.push_back(glm::vec4(cos(M_PI*11.0/6.0), sin(M_PI*11.0/6.0), 0, 1)); geometry = geo; // geometry.transform(glm::scale(glm::mat4(1.0), glm::vec3(40, 40, 0))); geometry.commitPrototype(); Shader shader; shader.compile(resourcePathFor("ship.vertex"), GL_VERTEX_SHADER); shader.compile(resourcePathFor("ship.fragment"), GL_FRAGMENT_SHADER); if (!shader.link()) { cout << "Could not link shader program." << endl; } geometry.shader = shader; geometry.upload(); geometry.print(); }
OrbBullet::OrbBullet(Game* owner,int x,int y): Bullet(owner,owner->imageManager.createImage(resourcePathFor("bullet.png")),x,y,0,-250) { //ctor }