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7 files changed

+14
-23
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7 files changed

+14
-23
lines changed

include/borealis/debug/debug.hpp

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@@ -5,7 +5,19 @@
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namespace brl_debug
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{
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/**
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* This function draws a mesh quickly without having to clarify a material. Used for debug purposes.
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* @param buffer The mesh to be drawn.
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* @param transform The model matrix for the mesh to be drawn.
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*/
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void drawMesh(brl::GfxAttribBuffer* buffer, glm::mat4 transform);
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/**
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* Thsi function draws a line between two points. Used for debug purposes.
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* @param start The start of the line.
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* @param end The end of thr line.
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*/
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void drawLine(glm::vec3 start, glm::vec3 end);
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} // namespace brl

test/dev/tinyswords_models/tower/door.ptex.mmcr

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test/dev/tinyswords_models/tower/top.ptex.mmcr

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test/dev/tinyswords_models/tower/topfloor.ptex.mmcr

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test/dev/tinyswords_models/tower/wall.ptex.mmcr

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test/include/player.h

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struct PlayerEntity : ActorBehaviour
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{
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PlayerEntity();
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void handleAttack(glm::vec3 dir, float power) override;

test/src/enemy.cpp

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@@ -197,25 +197,7 @@ void EnemyController::update()
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velocity.x = diff.x;
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velocity.y = diff.z;
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wanderPosition = position();
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} else {
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if (glm::distance(position(),wanderPosition) < 1.0f) {
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glm::vec3 pos = spawner->position();
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float angle = brl::random(0,360);
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angle = glm::radians(angle);
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float radius = brl::random_float(2.5f,5);
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pos.x += radius * glm::cos(angle);
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pos.z += radius * glm::sin(angle);
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wanderPosition = pos;
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}
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glm::vec3 diff = wanderPosition - position();
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diff = normalize(diff);
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velocity.x = diff.x;
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velocity.y = diff.z;
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}
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}
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}
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float horizontal = velocity.x;

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