Esempio n. 1
0
bool SetGameObjects_Instance2()
{
  CGameObject* camara_main = gGameObjects["camara_main"];
  camara_main->Camera()->skybox_texture = "skybox2";

  CGameObject* hada1 = gGameObjects.Add("hada1");

  hada1->Transform()->SetScale(0.1f, 0.1f, 0.1f);
  hada1->Transform()->Translate(0.f, 0.f, 10.f);
  hada1->Transform()->Rotate(0.f, 90.f, 0.f);

  hada1->MeshRender()->mesh_name = "mdl_hada1";
  hada1->MeshRender()->material_name = "texture_mdl_hada1";
  hada1->MeshRender()->color(1.0, 0.9f, 0.9f, 1.f);


  // Efecto sencillo de lluvia.
  CGameObject* lluvia = gGameObjects.Add("lluvia");
  lluvia->Transform()->Translate(0.f, 50.f, 0.f);
  lluvia->ParticleEmitter()->direction(0.2f, -1.f, 0.f);
  lluvia->ParticleEmitter()->angle_spread = 360.f;
  lluvia->ParticleEmitter()->max_particles = 6000;
  lluvia->ParticleEmitter()->particles_per_second = 500;
  lluvia->ParticleEmitter()->start_max_life_time = 20.f;
  lluvia->ParticleEmitter()->start_max_life_time = 10.f;
  lluvia->ParticleEmitter()->start_max_scale = 0.1f;
  lluvia->ParticleEmitter()->start_min_scale = 0.05f;
  lluvia->ParticleEmitter()->start_max_vel = lluvia->ParticleEmitter()->start_min_vel = 1.f;
  lluvia->ParticleEmitter()->start_max_base_radius = 50.f;
  lluvia->ParticleEmitter()->start_min_base_radius = 0.f;
  lluvia->ParticleEmitter()->material_name = "raindrop";
  lluvia->ParticleEmitter()->Start();

  gEngine.SetNextInstance("level1");

  return true;
}
Esempio n. 2
0
void Firework_Manager_Input(CGameObject* gameObject)
{
  //if(event.type == SDL_KEYDOWN && event.key.keysym.scancode == SDL_SCANCODE_SPACE)
  vector<GO_InputClasses::CJoystick> joys = gUserInput.GetJoysticks();

  if(pressed and (joys.size() > 0 and joys[0].buttons.size() > 9 and joys[0].buttons[9].State() == Input::button_unpressed))
  {
    pressed = false;
  }
  if(gUserInput.jump() == Input::key_keydown or (joys.size() > 0 and joys[0].buttons.size() > 9 and joys[0].buttons[9].State() == Input::button_pressed and !pressed))
  {
    pressed = true; // joystick

    //std::string random_string = generate_random_alphanumeric_string(5);
    ostringstream oss;
    oss << number_of_fireworks;
    string value = oss.str();

    float timeout = gMath.random(1.f, 3.f);
    gSystem_Data_Storage.SetFloat("firework_timeout_"+value, timeout);
    gSystem_Data_Storage.SetFloat("firework_timer_"+value, gTime.GetTicks_s());

    CGameObject* firework = gGameObjects.Add("firework_"+value);
    CGameObject* explosion = gGameObjects.Add("firework_explosion_"+value);
    CGameObject* trail = gGameObjects.Add("firework_trail_"+value);

    firework->AddChild(explosion);
    firework->AddChild(trail);

    firework->Preserve(true);

    firework->Transform()->position = gMath.random_point(vector3f(50, 0, 0), vector3f(-25, 0, 0));

      // Explosion
    explosion->ParticleEmitter()->material_name = "sprite1";
    explosion->ParticleEmitter()->max_particles = gData.GetInt("firework_explosion_particles");
    explosion->ParticleEmitter()->particles_per_second = 0;
    explosion->ParticleEmitter()->angle_spread = 360;
    explosion->ParticleEmitter()->gravity(0, -5.f, 0);
    explosion->ParticleEmitter()->start_max_life_time = gMath.random(1.5f, 3.f);
    explosion->ParticleEmitter()->start_min_life_time = 1.f;

    GLfloat r = gMath.random(0.5, 1.f);
    GLfloat g = gMath.random(0.5, 1.f);
    GLfloat b = gMath.random(0.5, 1.f);

    explosion->ParticleEmitter()->start_min_color(r, g, b, 1.f);
    explosion->ParticleEmitter()->start_max_color(r, g, b, 1.f);

    r = gMath.random(0.f, 1.f);
    g = gMath.random(0.f, 1.f);
    b = gMath.random(0.f, 1.f);

    explosion->ParticleEmitter()->color_adder(r, g, b, 0.f);
    //explosion->particleEmitter()->color_adder(0, 0, 0, -0.1f);

    explosion->AudioSource()->SetSound("firework_explosion");
    explosion->AudioSource()->volume = 1.f;
    //explosion->AudioSource()->loop = true;
    explosion->AudioSource()->max_distance = 200.f;
    //explosion->AudioSource()->everywhere = false;
    //explosion->AudioSource()->Bind();

      // Trail
    trail->ParticleEmitter()->material_name = "smoke1";
    trail->ParticleEmitter()->max_particles = 500;
    trail->ParticleEmitter()->particles_per_second = 500;
    trail->ParticleEmitter()->angle_spread = 10;
    trail->ParticleEmitter()->direction(0, -1.f, 0);
    trail->ParticleEmitter()->gravity(0, 0.f, 0);

    trail->ParticleEmitter()->start_max_vel = 0.f;
    trail->ParticleEmitter()->start_min_vel = 0.f;

    trail->ParticleEmitter()->start_min_scale = 0.75f;
    trail->ParticleEmitter()->start_max_scale = 1.f;

    trail->ParticleEmitter()->start_min_color(1.f, 0.5f, 0.12f, 0.5f);
    trail->ParticleEmitter()->start_max_color(1.f, 0.5f, 0.12f, 0.8f);
    trail->ParticleEmitter()->min_color(0.12f, 0.12f, 0.12f, 0.f);
    trail->ParticleEmitter()->color_adder(-4.f, -2.f, 0.f, -1.f);

    trail->ParticleEmitter()->start_max_vel = 0.5f;
    trail->ParticleEmitter()->start_min_vel = 0.f;
    trail->ParticleEmitter()->start_max_life_time = 0.05f;
    trail->ParticleEmitter()->start_min_life_time = 0.85f;

    trail->ParticleEmitter()->Start();

    trail->AudioSource()->SetSound("firework_trail");
    trail->AudioSource()->volume = 0.6f;
    trail->AudioSource()->max_distance = 100.f;
    trail->AudioSource()->Bind();
    trail->AudioSource()->Play();

    fireworks_value.push_back(number_of_fireworks);
    exploded.push_back(false);
    fireworks.push_back(firework);
    number_of_fireworks++;

    //exploded.resize(number_of_fireworks);
    //exploded[exploded.size()-1] = false;
    //gGameObjects["camara_main"]->Camera()->SetTarget(firework->GetName());
  }
}