mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
bugfix for not rendering the explosion vfx frame properly
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Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 38 KiB |
@@ -127,6 +127,7 @@ namespace battleship{
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assetManager->load(path + DEFAULT_TEXTURE);
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sol::state_view SOL_LUA_STATE = generateView();
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assetManager->load(path + (string)SOL_LUA_STATE["modelPrefix"], true);
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assetManager->load(path + "Textures/", true);
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int numPlayers = SOL_LUA_STATE[mapTable]["numPlayers"];
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string playerInd = "players";
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@@ -558,7 +558,7 @@ namespace battleship{
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AppStateType::MAP_EDITOR,
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configData::calcSumBinds(AppStateType::MAP_EDITOR, true),
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configData::calcSumBinds(AppStateType::MAP_EDITOR, false),
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GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
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GameManager::getSingleton()->getPath() + scripts[ScriptFiles::OPTIONS]){
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mapName = name;
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mapSize = size;
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this->newMap = newMap;
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@@ -187,14 +187,12 @@ namespace battleship{
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string p[numFrames];
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for(int i = 0; i < numFrames; i++)
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p[i] = GameManager::getSingleton()->getPath() + "Textures/Explosion/explosion0" + to_string(7) + ".png";
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p[i] = GameManager::getSingleton()->getPath() + "Textures/Explosion/explosion07.png";
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Texture *tex = new Texture(numFrames, p, false);
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Texture *tex = new Texture(p, numFrames, false);
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Material *mat = new Material(root->getLibPath() + "particle");
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mat->addVec4Uniform("startColor", Vector4(1, 1, 1, 1));
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mat->addVec4Uniform("endColor", Vector4(1, 1, 0, 1));
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mat->addTexUniform("tex", tex, false);
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mat->addTexUniform("tex", tex, true);
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ParticleEmitter *pe = new ParticleEmitter(1);
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pe->setMaterial(mat);
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@@ -202,6 +200,7 @@ namespace battleship{
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pe->setHighLife(3);
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pe->setSize(10 * Vector2::VEC_IJ);
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pe->setSpeed(0);
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Node *node = new Node(pos + Vector3(0, 2, 0));
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node->attachParticleEmitter(pe);
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node->lookAt(Vector3::VEC_J, Vector3::VEC_K);
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