Fixed scale issue for power up textures. Added a defaultscale flag. Also removed ugly particleeffect for projectiles.

This commit is contained in:
Stiffly
2015-10-22 16:27:23 +02:00
parent 0f687a4ba5
commit 7c2782fe2c
7 changed files with 28 additions and 30 deletions
-1
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@@ -30,7 +30,6 @@
#include "Game/CProjectile.h"
#include "Game/CBall.h"
#include "Rendering/CSprite.h"
#include "Physics/ECreateParticleSequence.h"
namespace dd
{
+1 -1
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@@ -22,7 +22,7 @@ struct ParticleEmitter : public Component
float Speed = 2.f;
double LifeTime = 100;
float RadiusDistribution = 0;
bool DefaultScale = false;
//values to interpolate between.
std::vector<glm::vec3> ScaleValues;
std::vector<float> AlphaValues;
@@ -26,6 +26,7 @@ struct CreateParticleSequence : public Event
glm::vec4 Color = glm::vec4(0);
EntityID parent = 0;
// values to interpolate between.
bool DefaultScale = false;
std::vector<glm::vec3> ScaleValues;
std::vector<float> AlphaValues;
+1
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@@ -14,6 +14,7 @@
#include "Core/CTemplate.h"
#include "Core/CTransform.h"
#include "Core/CTemplate.h"
#include "Rendering/Texture.h"
#include "Physics/EContact.h"
#include "Physics/ESetImpulse.h"