Camera update

- Now using the angularly locked camera
This commit is contained in:
Fredrick Amnehagen 2020-08-29 15:48:18 +02:00
parent 88a3db8d72
commit b3b270ae67
3 changed files with 11 additions and 9 deletions

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@ -31,7 +31,7 @@ JamSpookGame::JamSpookGame():
// Create window
// Resolution (256x224 scaled to whatever)
Log::write(LogLevel::info, "Game - Constructor - Creating window");
mWindow = make_shared<Window>("BouncyBalls", 480, 272, Window::WindowMode::window);
mWindow = make_shared<Window>("Spooky Game", 480, 272, Window::WindowMode::window);
mWindow->hide();
// Create renderer
@ -264,7 +264,7 @@ void JamSpookGame::set()
trackPieceFactory->createSign("ThankYouSign",
"sign-thanks-diffuse.png",
vec3(994, 0, 1000),
quat(vec3(radians(0.0f), radians(60.0f), radians(0.0f))));
quat(vec3(radians(0.0f), radians(90.0f), radians(0.0f))));
trackPieceFactory.reset();
@ -308,8 +308,9 @@ void JamSpookGame::set()
cameraFactory->createActiveFollowCamera("followKartCamera",
mCamera,
kartEntity,
vec3(0 ,10 ,-25),
vec3(0, 5, 0));
vec3(0 ,35 ,-25),
vec3(0, 5, 0),
bvec3(0, 0, 0));
shared_ptr<Entity> endSceneCamera = cameraFactory->createStaticCamera("endSceneCamera",
mCameraEndScene);
@ -324,14 +325,14 @@ void JamSpookGame::set()
dynamic_pointer_cast<PhysicsSystem>(findSystem(IDCache::get("PhysicsSystem"))),
renderLayerGame);
// shared_ptr<Entity> endGameEntity = resetTriggerFactory->
// createResetTrigger(vec3(-1, -30, -12),
// vec3(1));
shared_ptr<Entity> endGameEntity = resetTriggerFactory->
createResetTrigger(vec3(0, 0, 0),
createResetTrigger(vec3(-1, -30, -12),
vec3(1));
// shared_ptr<Entity> endGameEntity = resetTriggerFactory->
// createResetTrigger(vec3(0, 0, 0),
// vec3(1));
// Add the leaking ICCResponse component to // ContactWithPlayer
weak_ptr<GraphicsSystem> wGraphicsSystem = graphicsSystem;
weak_ptr<Camera> wEndSceneCamera = mCameraEndScene;

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@ -87,6 +87,7 @@ using std::to_string;
using glm::ivec2;
using glm::vec2;
using glm::bvec3;
using glm::vec3;
using glm::vec4;
using glm::mat4;