SoundSystem::SoundSystem(Game *game){ this->game = game; Renderable* entity = game->scene->getWorld()->createRenderable("box"); entity->setPosition(glm::vec3(0,0,0)); entity->setColor(glm::vec3(1.0,1.0,1.0)); Renderable* entity2 = game->scene->getWorld()->createRenderable("cube"); entity2->setPosition(glm::vec3(2.0, 0, 0)); entity2->setColor(glm::vec3(0.5, 1.0, 1.0)); Renderable* entity3 = game->scene->getWorld()->createRenderable("cube"); entity3->setPosition(glm::vec3(-2.0, 0.0, 0)); entity3->setColor(glm::vec3(0.5, 0.5, 1.0)); soundcube = game->scene->getWorld()->createRenderable("cube"); soundcube->setPosition(glm::vec3(0.0, 0.0, 0)); soundcube->setColor(glm::vec3(0.2, 0.2, 0.2)); Renderable* floorEntity = game->scene->getWorld()->createRenderable("floor"); floorEntity->setPosition(glm::vec3(0, -2.0f, 0)); floorEntity->setColor(glm::vec3(1.0, 1.0, 1.0)); game->input->mapButton("W", new KeyboardButtonHandler(SDL_SCANCODE_W, game->input)); game->input->mapButton("A", new KeyboardButtonHandler(SDL_SCANCODE_A, game->input)); game->input->mapButton("S", new KeyboardButtonHandler(SDL_SCANCODE_S, game->input)); game->input->mapButton("D", new KeyboardButtonHandler(SDL_SCANCODE_D, game->input)); game->input->mapButton("Up", new KeyboardButtonHandler(SDL_SCANCODE_UP, game->input)); game->input->mapButton("Left", new KeyboardButtonHandler(SDL_SCANCODE_LEFT, game->input)); game->input->mapButton("Right", new KeyboardButtonHandler(SDL_SCANCODE_RIGHT, game->input)); game->input->mapButton("Down", new KeyboardButtonHandler(SDL_SCANCODE_DOWN, game->input)); game->input->mapButton("Escape", new KeyboardButtonHandler(SDL_SCANCODE_ESCAPE, game->input)); game->input->mapButton("Left Click", new MouseButtonHandler(SDL_BUTTON_LEFT, game->input)); game->input->mapButton("Right Click", new MouseButtonHandler(SDL_BUTTON_RIGHT, game->input)); generalShader = new ShaderProgram(); generalShader->load("./shaders/quad_vertex.glsl", "./shaders/quad_fragment.glsl"); vbo = VertexBuffer::createQuad(); game->scene->camera->position = glm::vec3(0.0f,0.0f,5.0f); game->scene->camera->focus = glm::vec3(0.0f,0.0f,0.0f); sound_1 = game->sounds->open("assets/sounds/beep-01a.wav"); game->sounds->loop(sound_1, true); game->sounds->play(sound_1); }
void ClosestHud::draw(const Matrix& mat, double wdt, double hgt) { if (!m_bValid) return; Renderable rend = Renderable::temporary(); rend.setImageName(L"sphere.png"); rend.setScale(0.1); rend.setFixedSizeDistance(100); Gosu::Color col = Gosu::Colors::green; rend.setColor(col); rend.setPosition(m_vecPos); rend.draw(mat, wdt, hgt); }