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; }
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()); } }