diff --git a/assets b/assets index 637f866..a6e3f12 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 637f866e2d220a1c063f7de2d9f64863643d686f +Subproject commit a6e3f120fd90e4c2c3983cf0098bb9c3ebdc4b39 diff --git a/src/Systems/SoundSystem.cpp b/src/Systems/SoundSystem.cpp index 5dd446b..37e2947 100755 --- a/src/Systems/SoundSystem.cpp +++ b/src/Systems/SoundSystem.cpp @@ -11,7 +11,7 @@ void Systems::SoundSystem::Initialize() m_TransformSystem = m_World->GetSystem(); FMOD_System_Create(&m_System); - FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED, 0); + FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_ENABLE_PROFILE, 0); if(result != FMOD_OK) { LOG_ERROR("Did initialized load FMOD correctly"); diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 9904446..1e55ecf 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -227,30 +227,30 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e) // EventBroker->Publish(e); Events::CreateExplosion e; - e.LifeTime = 1; + e.LifeTime = 1.5; e.ParticleScale.push_back(1); - e.ParticleScale.push_back(3); + e.ParticleScale.push_back(6); e.ParticlesToSpawn = 20; e.Position = shellTransform->Position; e.SpreadAngle = glm::radians(180) / 4; e.RelativeUpOrientation = glm::angleAxis(glm::radians(90), glm::vec3(1,0,0)); e.UseGoalVector = true; - e.GoalVelocity = glm::vec3(0,-4,0); - e.Speed = 6; + e.GoalVelocity = glm::vec3(0,-12,0); + e.Speed = 12; e.spritePath = "Textures/Sprites/Splash.png"; e.Color = glm::vec4(5.f,5.f,5.f,1); EventBroker->Publish(e); - e.LifeTime = 1; + e.LifeTime = 1.5; e.ParticleScale.push_back(1); - e.ParticleScale.push_back(3); + e.ParticleScale.push_back(6); e.ParticlesToSpawn = 20; e.Position = shellTransform->Position; e.SpreadAngle = glm::radians(180)/ 4; e.RelativeUpOrientation = glm::angleAxis(glm::radians(90), glm::vec3(1,0,0)); e.UseGoalVector = true; - e.GoalVelocity = glm::vec3(0,-4,0); - e.Speed = 6; + e.GoalVelocity = glm::vec3(0,-12,0); + e.Speed = 12; e.spritePath = "Textures/Sprites/Splash.png"; e.Color = glm::vec4(1.f,1.f,1.f,1); EventBroker->Publish(e);