spawning objects

This commit is contained in:
DanielProl1xy
2024-02-19 11:43:53 +03:00
parent c6e3869176
commit f717e1c109
10 changed files with 40 additions and 42 deletions
+4 -4
View File
@@ -6,7 +6,7 @@
#include "ChunksController.h"
#include "scripting/scripting.h"
#include "../objects/Object.h"
#include "../interfaces/Object.h"
LevelController::LevelController(EngineSettings& settings, Level* level)
: settings(settings), level(level) {
@@ -26,11 +26,11 @@ void LevelController::update(float delta, bool input, bool pause) {
chunks->update(settings.chunks.loadSpeed);
// erease null pointers
level->objects.remove_if([](Object* obj) { return obj == nullptr; });
level->objects.remove_if([](auto obj) { return obj == nullptr; });
if (!pause) {
// update all objects that needed
for(Object *obj : level->objects)
for(auto obj : level->objects)
{
if(obj) {
if(obj->shouldUpdate) {
+2 -2
View File
@@ -31,7 +31,7 @@ const float C_ZOOM = 0.1f;
const float CROUCH_SHIFT_Y = -0.2f;
CameraControl::CameraControl(Player* player, const CameraSettings& settings)
CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings)
: player(player),
camera(player->camera),
currentViewCamera(player->currentCamera),
@@ -208,7 +208,7 @@ void PlayerController::updateControls(float delta){
void PlayerController::updateInteraction(){
auto indices = level->content->getIndices();
Chunks* chunks = level->chunks;
Player* player = level->player;
Player* player = level->player.get();
Lighting* lighting = level->lighting;
Camera* camera = player->camera.get();
glm::vec3 end;
+3 -3
View File
@@ -12,7 +12,7 @@ class Level;
class BlocksController;
class CameraControl {
Player* player;
std::shared_ptr<Player> player;
std::shared_ptr<Camera> camera, currentViewCamera;
const CameraSettings& settings;
glm::vec3 offset;
@@ -20,7 +20,7 @@ class CameraControl {
float shakeTimer = 0.0f;
glm::vec3 interpVel {0.0f};
public:
CameraControl(Player* player, const CameraSettings& settings);
CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings);
void updateMouse(PlayerInput& input);
void update(PlayerInput& input, float delta, Chunks* chunks);
void refresh();
@@ -28,7 +28,7 @@ public:
class PlayerController {
Level* level;
Player* player;
std::shared_ptr<Player> player;
PlayerInput input;
CameraControl camControl;
BlocksController* blocksController;
+1 -1
View File
@@ -191,7 +191,7 @@ int l_player_get_inv(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
Player* player = scripting::level->player;
auto player = scripting::level->player;
lua_pushinteger(L, player->getInventory()->getId());
lua_pushinteger(L, player->getChosenSlot());
return 2;