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Berhoh

Crash Bandicoot

Oct 11th, 2017
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C++ 1.01 KB | None | 0 0
  1. CrashTurtle::CrashTurtle(const XMFLOAT3& position, const float &turnTime):
  2. GameEnemy(position), m_TurnTime(turnTime)
  3. {
  4.     SetTag(L"Turtle");
  5.     GameManager::GetInstance()->AddEnemy(this);
  6.     m_TurnTimer = m_TurnTime / 2.0f;
  7.  
  8.     m_pRigidBody = new RigidBodyComponent();
  9.     m_pRigidBody->SetKinematic(true);
  10.     AddComponent(m_pRigidBody);
  11.  
  12.     std::shared_ptr<PxGeometry> geom(new PxBoxGeometry(1.3f, 0.4f, 0.8f));
  13.     auto mat = PhysxManager::GetInstance()->GetPhysics()->createMaterial(0.0f, 0.0f, 0.0f);
  14.     auto pose = PxTransform(PxVec3(0.0f, 0.4f, 0.0f));
  15.     m_pCollider = new ColliderComponent(geom,*mat,pose);
  16.     AddComponent(m_pCollider);
  17.  
  18.     m_pTrigger = new GameTrigger(PxVec3(1.5f, 0.7f, 1.0f),
  19.         PxVec3(0.0f,0.5f,0.0f), this);
  20.     AddChild(m_pTrigger);
  21.  
  22.     m_pGameModel = new GameModel(L"Resources/Game/Meshes/mesh_turtle.ovm", MAT_TURTLE);
  23.     auto s = 0.05f;
  24.     m_pGameModel->GetTransform()->Scale(s, s, s);
  25.     m_pGameModel->GetTransform()->Rotate(90.0f, 0.0f, 0.0f);
  26.     auto p = GetTransform()->GetPosition();
  27.     AddChild(m_pGameModel);
  28. }
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