#include "debugstate.hpp" #include "game.hpp" #include DebugState::DebugState() { Menu *m = new Menu(getFont()); m->offset = glm::vec2(50.f, 100.f); m->addEntry(Menu::lambda("Create Vehicle", [this] { auto it = getWorld()->vehicleTypes.begin(); std::uniform_int_distribution uniform(0, 3); for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) { it++; } spawnVehicle(it->first); })); int vehiclesMax = 5, i = 0; for( auto& v : getWorld()->vehicleTypes ) { if( (i++) > vehiclesMax ) break; m->addEntry(Menu::lambda(v.second->handlingID, [=] { spawnVehicle(v.first); })); } this->enterMenu(m); } void DebugState::enter() { } void DebugState::exit() { } void DebugState::tick(float dt) { /*if(debugObject) { auto p = debugObject->getPosition(); ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl; ss << "Health: " << debugObject->mHealth << std::endl; if(debugObject->model) { auto m = debugObject->model; ss << "Textures: " << std::endl; for(auto it = m->geometries.begin(); it != m->geometries.end(); ++it ) { auto g = *it; for(auto itt = g->materials.begin(); itt != g->materials.end(); ++itt) { for(auto tit = itt->textures.begin(); tit != itt->textures.end(); ++tit) { ss << " " << tit->name << std::endl; } } } } if(debugObject->type() == GameObject::Vehicle) { GTAVehicle* vehicle = static_cast(debugObject); ss << "ID: " << vehicle->info->handling.ID << std::endl; } }*/ } void DebugState::handleEvent(const sf::Event &e) { switch(e.type) { case sf::Event::KeyPressed: switch(e.key.code) { case sf::Keyboard::Escape: StateManager::get().exit(); break; default: break; } break; default: break; } State::handleEvent(e); } void DebugState::spawnVehicle(unsigned int id) { auto ch = getPlayerCharacter(); if(! ch) return; auto fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f); glm::vec3 hit, normal; if(hitWorldRay({ch->position + fwd * 5.f}, {0.f, 0.f, -2.f}, hit, normal)) { auto spawnpos = hit + normal; getWorld()->createVehicle(id, spawnpos, glm::quat()); } }