Пример #1
0
void addCannonProjectiles() {
    for(int i = 0; i < 8; i++) {
        Projectile * p = new Projectile(false, projectileMesh,
                                        CANNON_PROJECTILE_SCALE);
        parts.push_back(p->getPart());
        p->getPart()->setMaterialGreenProjectile();
        cannonProjectiles.push_back(p);
    }
}
Пример #2
0
Ship * addShip(bool fullSize) {
    Ship * ship = new Ship(fullSize, ID_TIE_FIGHTER_IMG, sphereMesh, shipWingConnector, shipWing, textureMapSphere1);
    
    // projectile
    Projectile * p = new Projectile(true, projectileMesh, WALKER_PROJECTILE_SCALE);
    p->getPart()->setMaterialRedProjectile();
    ship->setProjectile(p);
    shipsProjectiles.push_back(p);
    parts.push_back(p->getPart());
    
    ships.push_back(ship);
    parts.push_back(ship->getBody());
 	return ship;
}
Пример #3
0
Walker * addWalker() {
    
    int numWalkers = walkers.size();
    int xOffsetMultiplier = (numWalkers % 2 == 0) ? (1*(numWalkers+1)) : (-1*(numWalkers));
    xOffsetMultiplier *= WALKER_SPREAD;
    
    Cannon * walkerGun = new Cannon(cannonBodyMesh, cannonSightMesh, false);
    Walker * walker = new Walker(ID_WALKER,
                                 ID_METAL,
                                 walkerHeadMesh,
                                 cylMesh,
                                 cubeMesh,
                                 textureMapCubeWalkerHead,
                                 textureMapCylinder,
                                 walkerGun);
    
    GLfloat xStart = xOffsetMultiplier + WALKER_START_X_OFF;
    GLfloat yStart = WALKER_BODY_HEIGHT;
    GLfloat zStart = WALKER_START_Z;
    
    walker->setStartPosition(xStart, yStart, zStart);
    walker->getBody()->setTransformationValueWithId(ID_BODY_TRANSLATION, xStart, yStart, zStart, 0);
    
    // projectile for the walker
    Projectile * p = new Projectile(true, projectileMesh, WALKER_PROJECTILE_SCALE);
    p->getPart()->setMaterialRedProjectile();
    walker->setProjectile(p);
    walkerProjectiles.push_back(p);
    parts.push_back(p->getPart());
    
    //
    walkers.push_back(walker);
    parts.push_back(walker->getBody());
    walker->start();
    return walker;
    
}