broken ass shit after projectiles

This commit is contained in:
Stiffly
2015-10-20 11:14:53 +02:00
parent dd6c5443eb
commit 091895cc85
3 changed files with 27 additions and 4 deletions
+5 -2
View File
@@ -5,6 +5,10 @@
#ifndef DAYDREAM_PROJECTILESYSTEM_H
#define DAYDREAM_PROJECTILESYSTEM_H
#include <fstream>
#include <iostream>
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
@@ -24,8 +28,7 @@
#include "Game/CProjectile.h"
#include "Game/CBall.h"
#include "Rendering/CSprite.h"
#include <fstream>
#include <iostream>
#include "Physics/ECreateParticleSequence.h"
namespace dd
{
+1 -2
View File
@@ -910,8 +910,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
glm::vec4 p2 = glm::vec4(255.f / 255.f, 81.f / 255.f, 253.f / 255.f, 1.f);
glm::vec4 p3 = glm::vec4(189.f / 255.f, 0.f / 255.f, 187.f / 255.f, 1.f);
glm::vec4 p4 = glm::vec4(125.f / 255.f, 0.f / 255.f, 147.f / 255.f, 1.f);
m_CurrentLevel = 4;
if (m_CurrentCluster == 0) {
if (m_CurrentLevel == 1) {
level =
+21
View File
@@ -121,6 +121,27 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
transform->Position = event.Position;
transform->Velocity = glm::vec3(0, 7, 0);
m_Shots--;
Events::CreateParticleSequence e;
e.parent = ent;
e.EmitterLifeTime = 1.0;
e.EmittingAngle = glm::half_pi<float>();
e.Spread = 0.f;
e.SpawnRate = 0.2;
//e.NumberOfTicks = 1;
e.ParticleLifeTime = 0.5f;
e.ParticlesPerTick = 1;
e.Position = event.Position;
e.ScaleValues.clear();
e.ScaleValues.push_back(glm::vec3(0.1f));
e.RadiusDistribution = 0.3;
e.ScaleValues.push_back(glm::vec3(0.f, 0.f, 0.2f));
e.SpriteFile = "Textures/Particles/FadeBall.png";
e.Color = glm::vec4(0, 0, 0, 1);
e.AlphaValues.clear();
e.AlphaValues.push_back(1.f);
e.AlphaValues.push_back(0.f);
e.Speed = 20.f;
EventBroker->Publish(e);
if (m_Shots <= 0) {
auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
m_InkBlaster = false;