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); }