Commit d5cdf078edaec52e289ddee0a8199873f522ab4a

Authored by Olav Kjartan Larseng
1 parent 5e16efaf

added powerups

Showing 40 changed files with 221 additions and 31 deletions   Show diff stats
SpaceShooterV4/SpaceShooterV4.vcxproj
... ... @@ -158,6 +158,7 @@
158 158 <ClInclude Include="include\ModelDataGlmExporter.h" />
159 159 <ClInclude Include="include\ModelDataStruct.h" />
160 160 <ClInclude Include="include\ParticleGenerator.hpp" />
  161 + <ClInclude Include="include\Powerup.h" />
161 162 <ClInclude Include="include\SceneObject.hpp" />
162 163 <ClInclude Include="include\Shader.hpp" />
163 164 <ClInclude Include="include\Skybox.hpp" />
... ... @@ -176,6 +177,7 @@
176 177 <ClCompile Include="src\Enemy.cpp" />
177 178 <ClCompile Include="src\GameManager.cpp" />
178 179 <ClCompile Include="src\ParticleGenerator.cpp" />
  180 + <ClCompile Include="src\Powerup.cpp" />
179 181 <ClCompile Include="src\SceneObject.cpp" />
180 182 <ClCompile Include="src\Shader.cpp" />
181 183 <ClCompile Include="src\Skybox.cpp" />
... ...
SpaceShooterV4/SpaceShooterV4.vcxproj.filters
... ... @@ -80,6 +80,9 @@
80 80 <ClInclude Include="include\ParticleGenerator.hpp">
81 81 <Filter>Header Files</Filter>
82 82 </ClInclude>
  83 + <ClInclude Include="include\Powerup.h">
  84 + <Filter>Header Files</Filter>
  85 + </ClInclude>
83 86 </ItemGroup>
84 87 <ItemGroup>
85 88 <ClCompile Include="app\main.cpp">
... ... @@ -130,6 +133,9 @@
130 133 <ClCompile Include="src\ParticleGenerator.cpp">
131 134 <Filter>Source Files</Filter>
132 135 </ClCompile>
  136 + <ClCompile Include="src\Powerup.cpp">
  137 + <Filter>Source Files</Filter>
  138 + </ClCompile>
133 139 </ItemGroup>
134 140 <ItemGroup>
135 141 <None Include="assets\shaders\chess.frag">
... ...
SpaceShooterV4/app/main.cpp
... ... @@ -104,11 +104,13 @@ void display()
104 104 }
105 105 if (keyPressed[KEY_ID_S] == true) gm->getSpaceShip()->moveBackward();
106 106  
  107 + /*
107 108 if (keyPressed[KEY_ID_C] == true && !isDown) {
108 109 gm->getSpaceShip()->changeWeapon();
109 110 keyPressed[KEY_ID_C] = false;
110 111 isDown = true;
111 112 }
  113 + */
112 114  
113 115 if (keyPressed[KEY_ID_SPACE] == true) gm->fireFromSpaceship();
114 116  
... ... @@ -199,7 +201,7 @@ void display()
199 201 glm::vec3(1.0f, 1.0f, 1.0f));
200 202  
201 203  
202   - drawText("WASD: Move, C: Change Weapon",
  204 + drawText("W-A-S-D: Move, Greenball: Powerup",
203 205 glm::vec3(-0.5f, -0.5f, -1.0f),
204 206 glm::vec3(0.7f, 0.0f, 0.7f));
205 207  
... ...
SpaceShooterV4/include/GameManager.hpp
... ... @@ -13,6 +13,7 @@
13 13 #include "Skybox.hpp"
14 14 #include "Water.hpp"
15 15 #include "Tree.hpp"
  16 +#include "Powerup.h"
16 17 #include "ParticleGenerator.hpp"
17 18  
18 19  
... ... @@ -45,10 +46,17 @@ class GameManager : public SceneObject
45 46 double getCurrentScore();
46 47 double getSpaceshipLives();
47 48 int nextFireFromSpaceship = 200;
  49 + int powerupDropPercentage = 25;
  50 +
  51 +
  52 + int nextPowerupFromSpaceship = 10000;
  53 + TimePoint _lastPowerup;
  54 + bool spaceshipPowerupFlag = true;
48 55  
49 56 std::vector<std::shared_ptr<Enemy>> _enemies;
50 57 std::vector<std::shared_ptr<Bullet>> _playerBullets;
51 58 std::vector<std::shared_ptr<Bullet>> _enemyBullets;
  59 + std::vector<std::shared_ptr<Powerup>> _powerups;
52 60  
53 61 protected:
54 62 virtual void privateInit();
... ... @@ -69,6 +77,7 @@ class GameManager : public SceneObject
69 77 std::shared_ptr<Bullet> _bullet;
70 78 std::shared_ptr<Tree> _tree;
71 79 std::shared_ptr<ParticleGenerator> _particle;
  80 + std::shared_ptr<Powerup> _powerup;
72 81  
73 82 std::vector<std::shared_ptr<ParticleGenerator>> _particleGenerators;
74 83 std::vector<std::shared_ptr<ParticleGenerator>> _particleBullets;
... ... @@ -76,21 +85,25 @@ class GameManager : public SceneObject
76 85 void checkCollision();
77 86 void checkRestriction();
78 87  
  88 +
79 89 void collisionBulletPlayerVsEnemy();
  90 + void collisionPowerupVsPlayer();
80 91 void collisionBulletEnemyVsPlayer();
81 92 void collisionEnemyVsPlayer();
82 93  
83   - void createNewEnemies();
84   -
85 94 void restrictBullet();
  95 + void restrictPowerup();
86 96  
87   -
  97 + void createNewEnemies();
88 98  
  99 + void removePowerupFromSpaceship();
  100 +
89 101 ModelData spaceshipModel;
90 102 ModelData enemySpaceshipModel;
91 103 ModelData treeModel;
92 104  
93 105 TimePoint _lastFire;
  106 +
94 107 TimePoint _lastFireEnemy;
95 108 TimePoint _lastSpawnEnemy;
96 109 bool fireFlag = false;
... ...
SpaceShooterV4/include/Powerup.h
  1 +#pragma once
  2 +
  3 +#include <GL/glew.h>
  4 +#include "Shader.hpp"
  5 +#include <windows.h>
  6 +#include <GL/gl.h>
  7 +#include <GL/glu.h>
  8 +#include "include/SceneObject.hpp"
  9 +
  10 +
  11 +
  12 +class Powerup : public SceneObject
  13 +{
  14 +public:
  15 +
  16 +
  17 +public:
  18 + Powerup();
  19 + ~Powerup();
  20 +
  21 + void privateInit();
  22 + void privateRender();
  23 + void privateUpdate();
  24 + bool markedForDeletion();
  25 +
  26 + float _speed = 100.0f;
  27 +
  28 +
  29 +private:
  30 + bool _markDelete = false;
  31 + GLuint _texture;
  32 +
  33 + Shader _powerupShader;
  34 +
  35 +
  36 +};
0 37 \ No newline at end of file
... ...
SpaceShooterV4/include/SpaceShip.hpp
... ... @@ -34,7 +34,7 @@ class SpaceShip : public SceneObject
34 34 double _secondsToDelay = 0.5;
35 35 clock_t _startTime;
36 36  
37   - int amountOfWeapons = 2;
  37 +
38 38 int _weapon = 0;
39 39  
40 40 Shader spaceshipShader;
... ... @@ -45,10 +45,12 @@ class SpaceShip : public SceneObject
45 45 GLint _texColormapSampler;
46 46  
47 47 public:
  48 + int amountOfWeapons = 3;
48 49 double _life = 4.0;
49 50 double getLife();
50 51 void setLife(double life);
51 52 void fire();
  53 + bool isPoweredUp = false;
52 54  
53 55 float moveBackward();
54 56 float moveForward();
... ...
SpaceShooterV4/src/Bullet.cpp
... ... @@ -35,17 +35,9 @@ void Bullet::privateInit()
35 35  
36 36 void Bullet::privateRender()
37 37 {
38   - glColor3f(0.7f, 0.1f, 0.7f);
  38 + glColor3f(1.0f, 0.0f, 0.0f);
39 39 float size = 1.0f;
40 40 glutSolidSphere(1.0f, 20, 10);
41   - //glBegin(GL_QUADS);
42   - // Near Face
43   - //glNormal3f(0.0f, 0.0f, 1.0f);
44   - //glTexCoord2f(0.0f, 0.0f); glVertex3f(-size, -size, size);
45   - //glTexCoord2f(1.0f, 0.0f); glVertex3f(size, -size, size);
46   - //glTexCoord2f(1.0f, 1.0f); glVertex3f(size, size, size);
47   - //glTexCoord2f(0.0f, 1.0f); glVertex3f(-size, size, size);
48   - //glEnd();
49 41 glClearColor(0.0, 0.0, 0.0, 1.0);
50 42 }
51 43  
... ...
SpaceShooterV4/src/Enemy.cpp
... ... @@ -45,7 +45,7 @@ Enemy::Enemy(const ModelData &amp; modelData, const GLuint&amp; textureData, const glm::
45 45 _trajectory = t;
46 46 _model = modelData;
47 47 _texture = textureData;
48   - phong.initShaders("assets/shaders/phong");
  48 + //phong.initShaders("assets/shaders/phong");
49 49 spaceshipShader.initShaders("assets/shaders/enemyspaceship");
50 50  
51 51 spaceshipShader.enable();
... ... @@ -65,7 +65,7 @@ void Enemy::privateInit()
65 65  
66 66 void Enemy::privateRender()
67 67 {
68   - phong.enable();
  68 + //phong.enable();
69 69 spaceshipShader.enable();
70 70 //glEnable(GL_DEPTH_TEST);
71 71  
... ... @@ -107,7 +107,7 @@ void Enemy::privateRender()
107 107 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
108 108 glDisableClientState(GL_VERTEX_ARRAY);
109 109 spaceshipShader.disable();
110   - phong.disable();
  110 + //phong.disable();
111 111 }
112 112  
113 113 void Enemy::privateUpdate()
... ...
SpaceShooterV4/src/GameManager.cpp
... ... @@ -126,6 +126,11 @@ void GameManager::privateUpdate()
126 126 this->createNewEnemies();
127 127 this->removeLastParticlesGenerated();
128 128 this->fireFromSpaceship();
  129 + if (this->getSpaceShip()->isPoweredUp)
  130 + {
  131 + this->removePowerupFromSpaceship();
  132 + }
  133 +
129 134 }
130 135 }
131 136  
... ... @@ -148,11 +153,13 @@ void GameManager::checkCollision()
148 153 this->collisionBulletPlayerVsEnemy();
149 154 this->collisionBulletEnemyVsPlayer();
150 155 this->collisionEnemyVsPlayer();
  156 + this->collisionPowerupVsPlayer();
151 157 }
152 158  
153 159 void GameManager::checkRestriction()
154 160 {
155 161 this->restrictBullet();
  162 + this->restrictPowerup();
156 163 }
157 164  
158 165 void GameManager::collisionBulletPlayerVsEnemy()
... ... @@ -175,6 +182,14 @@ void GameManager::collisionBulletPlayerVsEnemy()
175 182 this->addSubObject(_particle);
176 183 _particleGenerators.push_back(_particle);
177 184 _particle->getMatrix()[3] = e->getMatrix()[3];
  185 + if (random(1, 100) < powerupDropPercentage)
  186 + {
  187 + _powerup.reset(new Powerup());
  188 + this->addSubObject(_powerup);
  189 + _powerups.push_back(_powerup);
  190 + _powerup->getMatrix()[3] = e->getMatrix()[3];
  191 + }
  192 +
178 193 this->currentScore += 40;
179 194 if (highScore <= currentScore)
180 195 {
... ... @@ -184,6 +199,7 @@ void GameManager::collisionBulletPlayerVsEnemy()
184 199 this->removeSubObject(e);
185 200 _enemies.erase(eit);
186 201  
  202 +
187 203 }
188 204  
189 205 hit = true;
... ... @@ -195,6 +211,32 @@ void GameManager::collisionBulletPlayerVsEnemy()
195 211  
196 212 }
197 213  
  214 +void GameManager::collisionPowerupVsPlayer()
  215 +{
  216 + for (auto pit = _powerups.begin(); pit != _powerups.end();)
  217 + {
  218 + auto p = *(pit);
  219 + if (Collision::detectCollisionSphereVsSphere(p->getMatrix()[3], 10.0f, this->getSpaceShip()->getMatrix()[3], 10.0f)) {
  220 + this->removeSubObject(p);
  221 + pit = _powerups.erase(pit);
  222 +
  223 + _lastPowerup = Rolex::now();
  224 + this->getSpaceShip()->isPoweredUp = true;
  225 + int randWeapon = random(1, this->getSpaceShip()->amountOfWeapons);
  226 + if (randWeapon == getSpaceShip()->getWeapon() && randWeapon != this->getSpaceShip()->amountOfWeapons)
  227 + {
  228 + getSpaceShip()->changeWeapon();
  229 + }
  230 + else {
  231 + getSpaceShip()->changeWeapon(randWeapon);
  232 + }
  233 + }
  234 + else {
  235 + pit++;
  236 + }
  237 + }
  238 +}
  239 +
198 240 void GameManager::restrictBullet()
199 241 {
200 242 for (auto bit = _playerBullets.begin(); bit != _playerBullets.end();)
... ... @@ -232,6 +274,21 @@ void GameManager::restrictBullet()
232 274 }
233 275 }
234 276  
  277 +void GameManager::restrictPowerup()
  278 +{
  279 + for (auto pit = _powerups.begin(); pit != _powerups.end();)
  280 + {
  281 + auto p = *(pit);
  282 + if (p->getMatrix()[3].z > 100) {
  283 + this->removeSubObject(p);
  284 + pit = _powerups.erase(pit);
  285 + }
  286 + else {
  287 + pit++;
  288 + }
  289 + }
  290 +}
  291 +
235 292 double GameManager::getHighScore()
236 293 {
237 294 return this->highScore;
... ... @@ -320,6 +377,21 @@ void GameManager::createNewEnemies()
320 377 }
321 378 }
322 379  
  380 +void GameManager::removePowerupFromSpaceship()
  381 +{
  382 + if (spaceshipPowerupFlag)
  383 + {
  384 + spaceshipPowerupFlag = false;
  385 + _lastPowerup = Rolex::now();
  386 + }
  387 + else if (duration_cast<milliseconds>(Rolex::now() - _lastPowerup).count() > nextPowerupFromSpaceship)
  388 + {
  389 + this->getSpaceShip()->changeWeapon(0);
  390 + this->getSpaceShip()->isPoweredUp = false;
  391 + spaceshipPowerupFlag = true;
  392 + }
  393 +}
  394 +
323 395  
324 396 void GameManager::fireFromSpaceship()
325 397 {
... ... @@ -332,14 +404,18 @@ void GameManager::fireFromSpaceship()
332 404 switch (this->getSpaceShip()->getWeapon())
333 405 {
334 406 case 0:
  407 + shootBullet(spaceshipmatrix);
  408 + break;
  409 +
  410 + case 1:
335 411 spaceshipmatrix[3].x -= 10;
336 412 shootBullet(spaceshipmatrix);
337 413  
338 414 spaceshipmatrix[3].x += 20;
339 415 shootBullet(spaceshipmatrix);
340   - break;
  416 + break;
341 417  
342   - case 1:
  418 + case 2:
343 419 spaceshipmatrix[3].x -= 10;
344 420 spaceshipmatrix = glm::rotate(spaceshipmatrix, 0.2f, glm::vec3(0.0f, 1.0f, 0.0f));
345 421 shootBullet(spaceshipmatrix);
... ... @@ -349,7 +425,7 @@ void GameManager::fireFromSpaceship()
349 425 shootBullet(spaceshipmatrix);
350 426 break;
351 427  
352   - case 2:
  428 + case 3:
353 429 spaceshipmatrix[3].x -= 10;
354 430 shootBullet(spaceshipmatrix);
355 431  
... ...
SpaceShooterV4/src/Powerup.cpp
  1 +
  2 +#include <GL/glew.h>
  3 +#include "include/Powerup.h"
  4 +#include "include/glm/glm.hpp"
  5 +#include "include/glm/gtc/matrix_transform.hpp"
  6 +#include <iostream>
  7 +#include "include\soil\SOIL.h"
  8 +#define _USE_MATH_DEFINES
  9 +#include <math.h>
  10 +#include <GL/glut.h>
  11 +
  12 +
  13 +
  14 +Powerup::Powerup()
  15 +{
  16 + _powerupShader.initShaders("assets/shaders/phong");
  17 +}
  18 +
  19 +Powerup::~Powerup()
  20 +{
  21 +}
  22 +
  23 +void Powerup::privateInit()
  24 +{
  25 +}
  26 +
  27 +void Powerup::privateRender()
  28 +{
  29 + _powerupShader.enable();
  30 + glColor3f(0.0f, 1.0f, 0.0f);
  31 + glEnable(GL_COLOR_MATERIAL);
  32 + glColorMaterial(GL_FRONT, GL_DIFFUSE);
  33 + GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
  34 + GLfloat spec[] = { 1.0, 1.0, 1.0, 1.0 };
  35 + GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
  36 + glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
  37 + glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
  38 + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
  39 +
  40 + glutSolidSphere(3.0f, 20, 10);
  41 + glDisable(GL_COLOR_MATERIAL);
  42 + glClearColor(0.0, 0.0, 0.0, 1.0);
  43 + _powerupShader.disable();
  44 +}
  45 +
  46 +void Powerup::privateUpdate()
  47 +{
  48 + matrix_ = glm::translate(matrix_, glm::vec3(0.0f, 0.0f, _speed * _deltaTime));
  49 +}
  50 +
  51 +bool Powerup::markedForDeletion()
  52 +{
  53 + return _markDelete;
  54 +}
... ...
SpaceShooterV4/x64/Debug/BattleField.obj
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SpaceShooterV4/x64/Debug/Bullet.obj
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SpaceShooterV4/x64/Debug/Camera.obj
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SpaceShooterV4/x64/Debug/Collision.obj
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SpaceShooterV4/x64/Debug/Enemy.obj
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SpaceShooterV4/x64/Debug/GameManager.obj
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SpaceShooterV4/x64/Debug/ParticleGenerator.obj
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SpaceShooterV4/x64/Debug/Powerup.obj 0 → 100644
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SpaceShooterV4/x64/Debug/SceneObject.obj
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SpaceShooterV4/x64/Debug/Shader.obj
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SpaceShooterV4/x64/Debug/Skybox.obj
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SpaceShooterV4/x64/Debug/SpaceShip.obj
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SpaceShooterV4/x64/Debug/SpaceShooterV4.Build.CppClean.log
1 1 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\vc141.pdb
2 2 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\vc141.idb
3   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\gamemanager.obj
4   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\skybox.obj
5   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\water.obj
6 3 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\main.obj
7   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceship.obj
8   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\enemy.obj
9 4 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\battlefield.obj
10   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\tree.obj
11   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\particlegenerator.obj
12 5 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\bullet.obj
13   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\sceneobject.obj
14 6 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\camera.obj
15 7 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\collision.obj
  8 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\enemy.obj
  9 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\gamemanager.obj
  10 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\particlegenerator.obj
  11 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\powerup.obj
  12 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\sceneobject.obj
  13 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\shader.obj
  14 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\skybox.obj
  15 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceship.obj
16 16 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spotlight.obj
17 17 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\text.obj
18   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\shader.obj
  18 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\tree.obj
  19 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\water.obj
19 20 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\x64\debug\spaceshooterv4.exe
20 21 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\x64\debug\spaceshooterv4.pdb
21 22 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceshooterv4.res
22 23 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\vcpkg.applocal.log
23 24 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\x64\debug\freeglut.dll
24   -d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceshipmodeltest.obj
25 25 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceshooterv4.tlog\cl.command.1.tlog
26 26 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceshooterv4.tlog\cl.read.1.tlog
27 27 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\x64\debug\spaceshooterv4.tlog\cl.write.1.tlog
... ...
SpaceShooterV4/x64/Debug/SpaceShooterV4.log
1   - main.cpp
  1 + GameManager.cpp
  2 +d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\include\obj_loader.h(926): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
  3 + Generating Code...
  4 + Compiling...
  5 + main.cpp
2 6 d:\csmaster\opengl projects\projects\spaceshooterv4\spaceshooterv4\spaceshooterv4\include\fpscounter.hpp(63): warning C4244: 'return': conversion from '__int64' to 'double', possible loss of data
  7 + Generating Code...
  8 + Skipping... (no relevant changes detected)
  9 + SpaceShip.cpp
3 10 SOIL.lib(SOIL.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance
4 11 LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/LTCG' specification
5 12 LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
... ...
SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.command.1.tlog
1 1 Binary files a/SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.command.1.tlog and b/SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.command.1.tlog differ
... ...
SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.read.1.tlog
1 1 Binary files a/SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.read.1.tlog and b/SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.read.1.tlog differ
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SpaceShooterV4/x64/Debug/SpaceShooterV4.tlog/CL.write.1.tlog
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SpaceShooterV4/x64/Debug/Spotlight.obj
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SpaceShooterV4/x64/Debug/Text.obj
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SpaceShooterV4/x64/Debug/Tree.obj
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SpaceShooterV4/x64/Debug/Water.obj
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SpaceShooterV4/x64/Debug/main.obj
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SpaceShooterV4/x64/Debug/vc141.idb
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SpaceShooterV4/x64/Debug/vc141.pdb
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x64/Debug/SpaceShooterV4.exe
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x64/Debug/SpaceShooterV4.pdb
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