uncommented code

This commit is contained in:
h4570
2022-08-18 23:55:23 +02:00
parent 3817eadc14
commit 1456a79135
4 changed files with 14 additions and 13 deletions
+5 -4
View File
@@ -50,7 +50,8 @@ Enemy::Enemy(Engine* engine, const EnemyInfo& t_info) {
mesh->translation.translateY(-5.0F);
audio = &engine->audio;
audio->adpcm.setVolume(30, info.adpcmChannel);
audio->adpcm.setVolume(5, info.adpcmChannel);
// audio->adpcm.setVolume(30, info.adpcmChannel); // TEMP
allocateOptions();
@@ -87,9 +88,9 @@ void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition,
}
void Enemy::handlePlayerShoot(const PlayerShootAction& shootAction) {
// if (!shootAction.isShooting) {
// return;
// }
if (!shootAction.isShooting) {
return;
}
const auto& ray = shootAction.ray.value();
+1 -1
View File
@@ -43,7 +43,7 @@ EnemyManager::EnemyManager(Engine* engine, const Heightmap& heightmap) {
auto* sample = engine->audio.adpcm.load(
FileUtils::fromCwd("game/models/zombie/punch.adpcm"));
const int enemyCount = 1;
const int enemyCount = 5;
for (int i = 0; i < enemyCount; i++) {
EnemyInfo info;
info.adpcmChannel = 9 + i;
+5 -5
View File
@@ -86,12 +86,12 @@ void GameState::update() {
renderer.render();
// Debug
auto& utility = engine->renderer.renderer3D.utility;
utility.drawBox(*player->getCameraInfo().looksAt, 0.3F);
// auto& utility = engine->renderer.renderer3D.utility;
// utility.drawBox(*player->getCameraInfo().looksAt, 0.3F);
auto* firstEnemy = enemyManager->getPairs().front()->mesh;
utility.drawBBox(firstEnemy->getCurrentBoundingBox().getTransformed(
firstEnemy->getModelMatrix()));
// auto* firstEnemy = enemyManager->getPairs().front()->mesh;
// utility.drawBBox(firstEnemy->getCurrentBoundingBox().getTransformed(
// firstEnemy->getModelMatrix()));
// End frame
engine->renderer.endFrame();
+3 -3
View File
@@ -35,9 +35,9 @@ PlayerShootAction Player::getShootAction() const {
PlayerShootAction action;
action.isShooting = weapon.isShooting;
// if (action.isShooting) {
action.ray = Ray(camera.position, camera.lookAt.getNormalized());
// }
if (action.isShooting) {
action.ray = Ray(camera.position, camera.lookAt.getNormalized());
}
return action;
}