bool Cursor::Initialise ( Direct3D *renderer, Shader &meshShader, DirectX::SimpleMath::Vector3 startPosition ) { if ( renderer == nullptr ) return false; bool error; error = m_cursorMesh.Initialise ( renderer, "Assets/Meshes/SelectTile.obj", Color ( 1, 1, 1, 1 ), nullptr, &meshShader ); if ( !error ) return false; error = m_cursorMeshNotValid.Initialise ( renderer, "Assets/Meshes/SelectTile.obj", Color ( 0.2f, 0.2f, 0.2f, 1 ), nullptr, &meshShader ); if ( !error ) return false; m_cursor = StaticObject ( &m_cursorMeshNotValid, startPosition ); return true; }
Roadside::Roadside() { StaticObject(); _scale =2.8f; init(); }
void Simulation::loadEnviornment() { loadWalls(); backObjOptions.b2Shape.SetAsBox((1000.f / 2) / SCALE, (100.f / 2) / SCALE); backObjOptions.sfShape = Shape::square; backObjOptions.fixtDef.shape = &backObjOptions.b2Shape; for (int i = 0; i < backObjOptions.quantity; i++) { backObjOptions.bodyDef.position = b2Vec2(rand() % window->getSize().x / SCALE, rand() % window->getSize().y / SCALE); objectList.push_back(StaticObject(world, window, backObjOptions)); } }