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 -1
View File
@@ -1007,7 +1007,7 @@ 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 =
+1 -21
View File
@@ -139,27 +139,7 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
transform->Position = event.Position;
transform->Velocity = glm::vec3(0, projectile->Speed, 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;