Improved splashes
This commit is contained in:
+1
-1
Submodule assets updated: 637f866e2d...a6e3f120fd
@@ -11,7 +11,7 @@ void Systems::SoundSystem::Initialize()
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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FMOD_System_Create(&m_System);
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FMOD_System_Create(&m_System);
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FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED, 0);
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FMOD_RESULT result = FMOD_System_Init(m_System, 32, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_ENABLE_PROFILE, 0);
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if(result != FMOD_OK)
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if(result != FMOD_OK)
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{
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{
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LOG_ERROR("Did initialized load FMOD correctly");
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LOG_ERROR("Did initialized load FMOD correctly");
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@@ -227,30 +227,30 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
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// EventBroker->Publish(e);
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// EventBroker->Publish(e);
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Events::CreateExplosion e;
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Events::CreateExplosion e;
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e.LifeTime = 1;
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e.LifeTime = 1.5;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(3);
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e.ParticleScale.push_back(6);
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e.ParticlesToSpawn = 20;
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e.ParticlesToSpawn = 20;
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e.Position = shellTransform->Position;
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e.Position = shellTransform->Position;
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e.SpreadAngle = glm::radians<float>(180) / 4;
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e.SpreadAngle = glm::radians<float>(180) / 4;
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e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
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e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
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e.UseGoalVector = true;
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e.UseGoalVector = true;
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e.GoalVelocity = glm::vec3(0,-4,0);
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e.GoalVelocity = glm::vec3(0,-12,0);
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e.Speed = 6;
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e.Speed = 12;
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e.spritePath = "Textures/Sprites/Splash.png";
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e.spritePath = "Textures/Sprites/Splash.png";
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e.Color = glm::vec4(5.f,5.f,5.f,1);
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e.Color = glm::vec4(5.f,5.f,5.f,1);
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EventBroker->Publish(e);
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EventBroker->Publish(e);
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e.LifeTime = 1;
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e.LifeTime = 1.5;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(3);
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e.ParticleScale.push_back(6);
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e.ParticlesToSpawn = 20;
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e.ParticlesToSpawn = 20;
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e.Position = shellTransform->Position;
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e.Position = shellTransform->Position;
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e.SpreadAngle = glm::radians<float>(180)/ 4;
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e.SpreadAngle = glm::radians<float>(180)/ 4;
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e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
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e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
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e.UseGoalVector = true;
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e.UseGoalVector = true;
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e.GoalVelocity = glm::vec3(0,-4,0);
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e.GoalVelocity = glm::vec3(0,-12,0);
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e.Speed = 6;
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e.Speed = 12;
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e.spritePath = "Textures/Sprites/Splash.png";
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e.spritePath = "Textures/Sprites/Splash.png";
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e.Color = glm::vec4(1.f,1.f,1.f,1);
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e.Color = glm::vec4(1.f,1.f,1.f,1);
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EventBroker->Publish(e);
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EventBroker->Publish(e);
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