Level::Level(int difficulty) { loading=0; loading_message = std::string("Level #! Loading!"); _is_finished=0; // this->difficulty = difficulty; // initTargets(); initTrees(); // _is_shooting=0; // bullet = new Object("models/9bulllet.obj"); bullet->setScale(0.003,0.003,0.003); bullet->addAngle(90, 1,0,0); gun = new Object("models/L11A3.obj"); gun->addAngle(20,1,0,0); }
void TriangleWindow::initialize() { const qreal retinaScale = devicePixelRatio(); glViewport(0, 0, width() * retinaScale, height() * retinaScale); glClearColor(0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -100.0, 100.0); loadMap(":/heightmap-2.png"); initTrees(); initParticules(); }
void PTGScene::init() { for (int i = 0; i < 255; i++) keys[i] = false; mb.lb = 0; mb.rb = 0; pEng->init(); initCams(); initMaterias(); initTerrain(); initSky(); initTrees(); initBots(); INITBATMOBILE(); //!!!!!!!!!!! OLOLOL pPlayer = new PTGPlayer(this); dt = timeGetTime(); tt = dt; }
Trees::Trees(int _numTrees, QString _pathToHeightmap, glm::vec4 _lightPosition, glm::vec3 _lightIntensity){ m_numTrees = _numTrees; createShader(_lightPosition, _lightIntensity); initTrees(_pathToHeightmap); }
void Trees::updateTrees(QString _pathToHeightmap){ // m_tree->deleteVAO(); //m_leaves->deleteVAO(); m_positions.clear(); initTrees(_pathToHeightmap); }