'Demo Mode' release
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@@ -59,9 +59,9 @@ bool Application::init_clcaster() {
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// Create a light prototype, send it to the controller, and get the handle back
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LightPrototype prototype(
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sf::Vector3f(100.0f, 100.0f, 75.0f),
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sf::Vector3f(100.0f, 156.0f, 58.0f),
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f)
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sf::Vector4f(0.1f, 0.1f, 0.1f, 0.8f)
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);
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light_handle = light_controller->create_light(prototype);
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@@ -93,6 +93,7 @@ bool Application::init_events() {
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window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
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window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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raycaster->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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//camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::JoystickMoved);
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return true;
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@@ -116,6 +117,14 @@ bool Application::game_loop() {
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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sf::Vector3f light_pos = light_handle->get_position();
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light_pos.x = sin(elapsed_time / 2) * 100 + 100;
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light_handle->set_position(light_pos);
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sf::Vector3f cam_pos = camera->get_position();
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cam_pos.x = sin(elapsed_time / 2 + 3.141f) * 50 + 125;
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camera->set_position(cam_pos);
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// ==== DELTA TIME LOCKED ====
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}
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