#include #include #include #include #include #include "map.h" #include "gameManager.h" #include "defConfigs.h" using namespace std; using namespace vb01; namespace battleship{ using namespace configData; Map::Map() { size = Vector2(50, 50); } Map::~Map() { } void Map::update() { } void Map::load() { int numPaths = 6; string path[] = { PATH + "Textures/left.jpg", PATH + "Textures/right.jpg", PATH + "Textures/top.jpg", PATH + "Textures/bottom.jpg", PATH + "Textures/front.jpg", PATH + "Textures/back.jpg" }; for(int i = 0; i < numPaths; i++) AssetManager::getSingleton()->load(path[i]); Root *root = Root::getSingleton(); root->createSkybox(path); Quad *quad = new Quad(Vector3(size.x, size.y, 1) * 1, true); Material *mat = new Material(root->getLibPath() + "texture"); mat->addBoolUniform("texturingEnabled", true); mat->addBoolUniform("lightingEnabled", false); string fr[]{PATH + "Textures/water.jpg"}; AssetManager::getSingleton()->load(fr[0]); Texture *t = new Texture(fr, 1, false); mat->addTexUniform("textures[0]", t, true); quad->setMaterial(mat); waterNode = new Node(); waterNode->attachMesh(quad); root->getRootNode()->attachChild(waterNode); waterNode->setOrientation(Quaternion(-1.57, Vector3::VEC_I)); Camera *cam = root->getCamera(); cam->setPosition(Vector3(1, 1, 1) * 10); cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm()); } void Map::unload() {} }