stuck on getting revolver and musket to switch idk why it wouldnt let me push earlier
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94858a7cad
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3 changed files with 787 additions and 928 deletions
1668
LastSession.t4jlog
1668
LastSession.t4jlog
File diff suppressed because it is too large
Load diff
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@ -105,14 +105,25 @@ public class GameCore implements GameLogic {
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ModelData MusketData = ModelLoader.LoadModel("resources/models/musket/musket.json");
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ModelData MusketData = ModelLoader.LoadModel("resources/models/musket/musket.json");
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List<MaterialData> MusketMat = ModelLoader.LoadMaterials("resources/models/musket/musket_mat.json");
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List<MaterialData> MusketMat = ModelLoader.LoadMaterials("resources/models/musket/musket_mat.json");
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var Musket = new PlayerActor("DebugCamera","Player", MusketData.ID(), new Vector3f(0,5f,-5f)).SetCameraOffset(new Vector3f(0,1.0f,0));
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var Musket = new PlayerActor("DebugCamera","Player_Musket", MusketData.ID(), new Vector3f(0,5f,-5f)).SetCameraOffset(new Vector3f(0,1.0f,0));
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Musket.SetPositionOffset(new Vector3f(0.5f,1.0f,-1.25f));
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Musket.SetPositionOffset(new Vector3f(0.5f,1.0f,-1.25f));
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Musket.SetRotation(0,(float)Math.toRadians(180),0);
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Musket.SetRotation(0,(float)Math.toRadians(180),0);
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Musket.CreatePhysicsController( ConvexMesh.Box(0.5f,0.75f,0.5f),200f);
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Musket.CreatePhysicsController( ConvexMesh.Box(0.5f,0.75f,0.5f),200f);
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PlayerActorID = "Player";
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PlayerActorID = "Player_Musket";
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RigidPhysicsController physicsController = (RigidPhysicsController) Musket.GetPhysicsController();
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RigidPhysicsController physicsController = (RigidPhysicsController) Musket.GetPhysicsController();
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RigidBody.RigidBodyRegister.get(physicsController.RigidBodyID).LockRotation();
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RigidBody.RigidBodyRegister.get(physicsController.RigidBodyID).LockRotation();
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ModelData RevolverData = ModelLoader.LoadModel("resources/models/Revolver/Revolver.json");
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List<MaterialData> RevolverMat = ModelLoader.LoadMaterials("resources/models/Revolver/Revolver_mat.json");
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var Revolver = new PlayerActor("NULL","Player_Revolver", RevolverData.ID(), new Vector3f(0,5f,-5f)).SetCameraOffset(new Vector3f(0,1.0f,0));
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Revolver.SetPositionOffset(new Vector3f(0.5f,1.0f,-1.25f));
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Revolver.SetRotation(0,(float)Math.toRadians(180),0);
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Revolver.CreatePhysicsController( ConvexMesh.Box(0.5f,0.75f,0.5f),200f);
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// if I put PlayerActorID = "Player_Revolver" it just crashes
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try {
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try {
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Melona.GenerateCollisionMesh(MelonaData);
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Melona.GenerateCollisionMesh(MelonaData);
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Melona.SetPhysicsType(Actor.PhysicsControllerType.T4JLegacyCollision);
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Melona.SetPhysicsType(Actor.PhysicsControllerType.T4JLegacyCollision);
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@ -123,14 +134,17 @@ public class GameCore implements GameLogic {
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mesh.RegisterMesh();
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mesh.RegisterMesh();
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scene.AddActor(Melona);
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scene.AddActor(Melona);
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scene.AddActor(Musket);
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scene.AddActor(Musket);
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scene.AddActor(Revolver);
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ActorEditorComponents.add(new EditorActorComponent(Melona,new Vector3f(0,0f,-5f),new Vector3f(1.0f,1.8f,1.0f)));
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ActorEditorComponents.add(new EditorActorComponent(Melona,new Vector3f(0,0f,-5f),new Vector3f(1.0f,1.8f,1.0f)));
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CubeActors.forEach(scene::AddActor);
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CubeActors.forEach(scene::AddActor);
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List<MaterialData> materials = new ArrayList<>();
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List<MaterialData> materials = new ArrayList<>();
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materials.addAll(MelonaDataMat);
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materials.addAll(MelonaDataMat);
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materials.addAll(MusketMat);
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materials.addAll(MusketMat);
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materials.addAll(RevolverMat);
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models.add(MelonaData);
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models.add(MelonaData);
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models.add(MusketData);
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models.add(MusketData);
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models.add(RevolverData);
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Camera camera = scene.GetCamera();
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Camera camera = scene.GetCamera();
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camera.SetPosition(0,0,0);
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camera.SetPosition(0,0,0);
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camera.SetRotation(0,0,0);
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camera.SetRotation(0,0,0);
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@ -193,7 +207,9 @@ public class GameCore implements GameLogic {
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//RigidBody.RigidBodyRegister.get(physicsController.RigidBodyID).LinearVelocity.set(0,0,-20f -(40f * (float)Math.random()));
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//RigidBody.RigidBodyRegister.get(physicsController.RigidBodyID).LinearVelocity.set(0,0,-20f -(40f * (float)Math.random()));
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scene.AddActor(Melona);
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scene.AddActor(Melona);
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}
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}
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public void SetPlayerActorID(String id) {
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this.PlayerActorID = id;
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}
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public void SpawnNewActor(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
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public void SpawnNewActor(EngineInstance engineInstance, Vector3f Position, Vector3f Rotation, Vector3f Direction){
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var scene = engineInstance.scene();
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var scene = engineInstance.scene();
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Camera camera = scene.GetCamera();
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Camera camera = scene.GetCamera();
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@ -51,6 +51,9 @@ public class Scene implements IScene {
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private DynamicTerrainMesh terrainMesh;
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private DynamicTerrainMesh terrainMesh;
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private int Jumps = 0;
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private int Jumps = 0;
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private final int MaxJumps = 2;
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private final int MaxJumps = 2;
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public PlayerActor CurrentWeapon;
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public PlayerActor Musket;
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public PlayerActor Revolver;
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public List<String> ActiveGUIs = new ArrayList<>();
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public List<String> ActiveGUIs = new ArrayList<>();
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public Map<String, GUIOverlay> GUIReg = new HashMap<>();
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public Map<String, GUIOverlay> GUIReg = new HashMap<>();
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@ -198,6 +201,8 @@ public class Scene implements IScene {
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return Actors.remove(actor.GetID());
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return Actors.remove(actor.GetID());
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}
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}
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public void SetCurrentWeapon(PlayerActor Weapon) {this.CurrentWeapon = Weapon; }
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public void SetUpAudio(EngineInstance engineInstance) {
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public void SetUpAudio(EngineInstance engineInstance) {
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}
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}
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@ -219,6 +224,26 @@ public class Scene implements IScene {
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if (input.keyPressed(GLFW_KEY_ENTER)) {
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if (input.keyPressed(GLFW_KEY_ENTER)) {
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parent.SpawnNewActor(engineInstance, new Vector3f((float) (5 * Math.random()), 20 + (float) (10 * Math.random()), (float) (5 * Math.random())), new Vector3f(-1f + (float) (2 * Math.random()), -1f + (float) (2 * Math.random()), -1f + (float) (2 * Math.random())), new Vector3f((float) Math.random(), (float) Math.random(), (float) Math.random()));
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parent.SpawnNewActor(engineInstance, new Vector3f((float) (5 * Math.random()), 20 + (float) (10 * Math.random()), (float) (5 * Math.random())), new Vector3f(-1f + (float) (2 * Math.random()), -1f + (float) (2 * Math.random()), -1f + (float) (2 * Math.random())), new Vector3f((float) Math.random(), (float) Math.random(), (float) Math.random()));
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}
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}
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if (input.keySinglePress(GLFW_KEY_R) && CurrentWeapon != Revolver) {
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scene.RemoveActor(Musket);
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scene.AddActor(Revolver);
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CurrentWeapon = Revolver;
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playerActor = Revolver;
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parent.SetPlayerActorID(Revolver.GetID());
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Musket.AttachedCameraID = "NULL";
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Revolver.AttachedCameraID = "DebugCamera";
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}
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if (input.keySinglePress(GLFW_KEY_M) && CurrentWeapon != Musket) {
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scene.RemoveActor(Revolver);
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scene.AddActor(Musket);
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CurrentWeapon = Musket;
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playerActor = Musket;
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parent.SetPlayerActorID(Musket.GetID());
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Musket.AttachedCameraID = "DebugCamera";
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Revolver.AttachedCameraID = "NULL";
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}
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if (input.keyPressed(GLFW_KEY_1)) {
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if (input.keyPressed(GLFW_KEY_1)) {
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Gimbal.universalType = Gimbal.GimbalType.Move;
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Gimbal.universalType = Gimbal.GimbalType.Move;
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}
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}
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