diff --git a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml index bdebbfe7..ff33476d 100644 --- a/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml +++ b/resources/Schema/Entities/PlayerDeathExplosionWithCamera.xml @@ -8,12 +8,13 @@ 0 - 8 + 4 0 - 8 + 4 + Models/AssaultAnimated.mesh diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index d57caefc..d6680928 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -43,38 +43,39 @@ void PlayerDeathSystem::Update(double dt) bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) { - //LOAD THE XML + //load the explosioneffect XML auto deathEffect = ResourceManager::Load("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); EntityFileParser parser(deathEffect); EntityID deathEffectID = parser.MergeEntities(m_World); EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID); - - //current components for player that we need - auto playerModelEW = e.Player.FirstChildByName("PlayerModel"); - auto playerEntityModel = playerModelEW["Model"]; - auto playerEntityTransform = playerModelEW["Transform"]; - //copy the data from player to new playermodel + //components that we need from player + auto playerCamera = e.Player.FirstChildByName("Camera"); + auto playerEntityModel = e.Player.FirstChildByName("PlayerModel")["Model"]; + auto playerEntityAnimation = e.Player.FirstChildByName("PlayerModel")["Animation"]; + + //copy the data from player to explisioneffectmodel playerEntityModel.Copy(deathEffectEW["Model"]); - playerEntityTransform.Copy(deathEffectEW["Transform"]); + playerEntityAnimation.Copy(deathEffectEW["Animation"]); + //freeze the animation + deathEffectEW["Animation"]["Speed"] = 0.0; - //change the animation speed and make sure the explosioneffect spawns at the players position - //http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/ - auto playerPosition = (glm::vec3)e.Player["Transform"]["Position"]; - deathEffectEW["Transform"]["Position"] = playerPosition; - deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = playerPosition; + //copy the models position,orientation + deathEffectEW["Transform"]["Position"] = (glm::vec3)e.Player["Transform"]["Position"]; + deathEffectEW["Transform"]["Orientation"] = (glm::vec3)e.Player["Transform"]["Orientation"]; + //effect,camera is relative to playersPosition + deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0); - //camera (with lifetime) slightly above the player and looking down at the player - //camera will be positioned just above the player - glm::vec3 cameraPosition = glm::vec3(0, 10, 0); + //camera (with lifetime) behind the player auto cam = deathEffectEW.FirstChildByName("Camera"); - cam["Transform"]["Position"] = cameraPosition; + cam["Transform"]["Position"] = glm::vec3(0, 2.5f, 1.8f); + cam["Transform"]["Orientation"] = glm::vec3(5.655f, 0, 0); Events::SetCamera eSetCamera; eSetCamera.CameraEntity = cam; m_EventBroker->Publish(eSetCamera); - //on deathanim done -> del entity + //done -> del entity m_World->DeleteEntity(e.Player.ID); return true; }