Entities can now be created dynamically

This commit is contained in:
Grayson Riffe (Laptop) 2021-10-31 23:25:08 -05:00
parent aa58238162
commit 43c3d3930f
7 changed files with 15 additions and 18 deletions
.gitignore
Game/src
NothinFancy
assets
src
NFObject
Renderer
include

3
.gitignore vendored

@ -2,4 +2,5 @@
bin/
int/
*.aps
*.res
*.res
*.nfpack

@ -61,9 +61,6 @@ void MainState::update(float deltaTime) {
camera->moveLeft(speed * deltaTime);
}
//test.setPosition(nf::Vec3(std::sin(circle) * 10.0, 5.0, std::cos(circle) * 10.0));
circle += 1.5f * deltaTime;
text.setText("FPS: " + std::to_string(app->getFPS()));
if (button.isClicked() || app->isKeyPressed(NFI_R))
@ -79,6 +76,12 @@ void MainState::update(float deltaTime) {
sound2.stop();
}
if (app->isKeyPressed(NFI_K)) {
entities.push_back(new nf::Entity);
entities.back()->create(ap["2mats.obj"], nf::Entity::Type::DYNAMIC);
entities.back()->setPosition(camera->getPosition());
}
if (app->isKeyPressed(NFI_ESCAPE))
app->quit();
}
@ -102,6 +105,5 @@ void MainState::render(nf::Renderer& renderer) {
void MainState::onExit() {
Log("MainState onExit!");
circle = 0.0f;
entities.clear();
}

@ -27,7 +27,5 @@ private:
nf::Sound sound;
nf::Sound sound2;
float circle;
std::vector<nf::Entity*> entities;
};

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@ -10,7 +10,7 @@
namespace nf {
Entity::Entity() :
m_constructed(false),
m_createdAtLoad(false),
m_member(false),
m_type(Type::STATIC),
m_model(nullptr),
m_position(0.0),
@ -18,9 +18,8 @@ namespace nf {
m_scale(1.0),
m_update(false)
{
if (Application::getApp() && Application::getApp()->getCurrentState())
if (Application::getApp()->getCurrentState()->isLoading())
m_createdAtLoad = true;
if (!Application::getApp() || !Application::getApp()->getCurrentState())
m_member = true;
}
void Entity::create(Asset* modelAsset, Type type) {
@ -46,11 +45,10 @@ namespace nf {
if (type != Type::DETAIL)
Application::getApp()->getPhysicsEngine()->addActor(this);
if (!Application::getApp()->getCurrentState()->isRunning())
if (m_createdAtLoad)
Application::getApp()->getCurrentState()->m_entsToDelete.push_back(this);
else
if (m_member)
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
else
Application::getApp()->getCurrentState()->m_entsToDelete.push_back(this);
}
bool Entity::isConstructed() {

@ -19,8 +19,6 @@ namespace nf {
Error("Model exceedes 32 texture limit!");
std::string obj = model->data;
size_t startMtlPos = obj.find("newmtl");
if (startMtlPos == std::string::npos)
Error("No materials found in model!");
std::string mtl = obj.substr(startMtlPos);
struct TempMaterial {
std::vector<float> outVB;

@ -49,7 +49,7 @@ namespace nf {
~Entity();
private:
bool m_constructed;
bool m_createdAtLoad;
bool m_member;
Type m_type;
Model* m_model;