Combo particle is now more visable and better

This commit is contained in:
tleety
2015-10-21 14:39:04 +02:00
parent 0f506bfe35
commit 726244b043
2 changed files with 13 additions and 10 deletions
+12 -9
View File
@@ -318,17 +318,20 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
particleEvent.EmittingAngle = glm::half_pi<float>(); particleEvent.EmittingAngle = glm::half_pi<float>();
particleEvent.Spread = 0.f; particleEvent.Spread = 0.f;
particleEvent.NumberOfTicks = 1; particleEvent.NumberOfTicks = 1;
particleEvent.ParticleLifeTime = 2.f; particleEvent.ParticleLifeTime = 1.3f;
particleEvent.ParticlesPerTick = 1; particleEvent.ParticlesPerTick = 1;
particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.f, -3.f); particleEvent.Position = glm::vec3(ballTransform->Position.x, -3.5f, -3.f);
if (ballTransform->Position.x >= 2.7f) { if (ballTransform->Position.x >= 2.5f) {
particleEvent.Position = glm::vec3(2.7f, -3.f, -3.f); particleEvent.Position = glm::vec3(2.5f, -3.5f, -3.f);
} else if (ballTransform->Position.x <= -2.7f) { } else if (ballTransform->Position.x <= -2.5f) {
particleEvent.Position = glm::vec3(-2.7f, -3.f, -3.f); particleEvent.Position = glm::vec3(-2.5f, -3.5f, -3.f);
} }
particleEvent.ScaleValues.push_back(glm::vec3(1.f)); particleEvent.ScaleValues.push_back(glm::vec3(1.5f));
particleEvent.ScaleValues.push_back(glm::vec3(2.f));
particleEvent.Color = glm::vec4(1.f); particleEvent.Color = glm::vec4(1.f);
particleEvent.Speed = 0; particleEvent.Speed = 1.f;
particleEvent.AlphaValues.push_back(1.f);
particleEvent.AlphaValues.push_back(0.7f);
if (ballComponent->Combo <= 9) { if (ballComponent->Combo <= 9) {
particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png"; particleEvent.SpriteFile = "Textures/Combo/Combo00" + std::to_string(ballComponent->Combo) + ".png";
@@ -340,7 +343,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
EventBroker->Publish(particleEvent); EventBroker->Publish(particleEvent);
} }
ballComponent->Combo = 0; ballComponent->Combo = 10;
if (!ballComponent->Waiting) { if (!ballComponent->Waiting) {
if (m_InkBlaster) { if (m_InkBlaster) {
if (!m_InkAttached) { if (!m_InkAttached) {