From 091895cc8549769e9a4093d296797ceed113da17 Mon Sep 17 00:00:00 2001 From: Stiffly Date: Tue, 20 Oct 2015 11:14:53 +0200 Subject: [PATCH] broken ass shit after projectiles --- include/Game/ProjectileSystem.h | 7 +++++-- src/game/Game/LevelSystem.cpp | 3 +-- src/game/Game/ProjectileSystem.cpp | 21 +++++++++++++++++++++ 3 files changed, 27 insertions(+), 4 deletions(-) diff --git a/include/Game/ProjectileSystem.h b/include/Game/ProjectileSystem.h index 9cf0f81..764d337 100644 --- a/include/Game/ProjectileSystem.h +++ b/include/Game/ProjectileSystem.h @@ -5,6 +5,10 @@ #ifndef DAYDREAM_PROJECTILESYSTEM_H #define DAYDREAM_PROJECTILESYSTEM_H + +#include +#include + #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 -#include +#include "Physics/ECreateParticleSequence.h" namespace dd { diff --git a/src/game/Game/LevelSystem.cpp b/src/game/Game/LevelSystem.cpp index b0ea481..2e452d8 100755 --- a/src/game/Game/LevelSystem.cpp +++ b/src/game/Game/LevelSystem.cpp @@ -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 = diff --git a/src/game/Game/ProjectileSystem.cpp b/src/game/Game/ProjectileSystem.cpp index 81cd5e6..54c80cd 100644 --- a/src/game/Game/ProjectileSystem.cpp +++ b/src/game/Game/ProjectileSystem.cpp @@ -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(); + 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(m_AttachedSquid); m_InkBlaster = false;