#include "Map.h" #include "DefConfigs.h" using namespace irr::core; using namespace irr::video; using namespace irr::scene; using namespace irr::video; using namespace game::core; namespace game{ namespace content{ Map::Map(GameManager *gM) { gameManager = gM; size = vector2d(50, 50); } Map::~Map() { } void Map::update() { } void Map::load() { ISceneManager *smgr = gameManager->getDevice()->getSceneManager(); smgr->setAmbientLight(SColor(255, 100, 100, 100)); IVideoDriver *driver = gameManager->getDevice()->getVideoDriver(); // sunLight=smgr->addLightSceneNode(0,vector3df(0,20,0),SColor(255,255,255,255)); // sunLight->setLightType(E_LIGHT_TYPE::ELT_COUNT); ISceneNode *skybox = smgr->addSkyBoxSceneNode(driver->getTexture(PATH + "Textures/up.jpg") , driver->getTexture(PATH + "Textures/down.jpg") , driver->getTexture(PATH + "Textures/left.jpg") , driver->getTexture(PATH + "Textures/right.jpg") , driver->getTexture(PATH + "Textures/front.jpg") , driver->getTexture(PATH + "Textures/back.jpg")); waterMesh = smgr->addHillPlaneMesh("", dimension2d(1, 1), dimension2d(30, 30), 0, .1, dimension2d(2., 2.), dimension2d(10, 10)); waterNode = smgr->addWaterSurfaceSceneNode(waterMesh, .1, 900, 3); waterNode->setPosition(vector3df(0, 0, 0)); waterNode->setMaterialTexture(0, driver->getTexture(PATH + "Textures/water-texture.png")); waterNode->setMaterialFlag(EMF_LIGHTING, true); waterNode->setMaterialType(EMT_TRANSPARENT_ALPHA_CHANNEL); } void Map::unload() {} } }