The hayball in farm will now flatten you (exporter still left to do)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13473 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -42,8 +42,10 @@ ThreeDAnimation::ThreeDAnimation(const XMLNode &node, TrackObject* object) : Ani
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m_crash_reset = false;
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m_explode_kart = false;
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m_flatten_kart = false;
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node.get("reset", &m_crash_reset);
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node.get("explode", &m_explode_kart);
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node.get("flatten", &m_flatten_kart);
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m_important_animation = (World::getWorld()->getIdent() == IDENT_CUSTSCENE);
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node.get("important", &m_important_animation);
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@ -54,6 +54,8 @@ private:
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* "exploding" a kart. */
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bool m_explode_kart;
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bool m_flatten_kart;
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/** We have to store the rotation value as computed in blender, since
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* irrlicht uses a different order, so for rotation animations we
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* can not use the value returned by getRotation from a scene node. */
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@ -75,6 +77,7 @@ public:
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* trigger a rescue. */
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bool isCrashReset() const { return m_crash_reset; }
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bool isExplodeKartObject() const { return m_explode_kart; }
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bool isFlattenKartObject() const { return m_flatten_kart; }
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}; // ThreeDAnimation
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#endif
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@ -1512,6 +1512,9 @@ void Skin::drawCheckBox(const core::recti &rect, Widget* widget, bool focused)
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0 /* no clipping */, 0,
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true /* alpha */);
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}
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irr_driver->getVideoDriver()->draw2DRectangleOutline(rect, video::SColor(255,255,0,0));
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} // drawCheckBox
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// ----------------------------------------------------------------------------
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@ -51,13 +51,15 @@ PhysicalObject* PhysicalObject::fromXML(bool is_dynamic,
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settings.radius = -1;
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settings.crash_reset = false;
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settings.knock_kart = false;
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settings.flatten_kart = false;
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std::string shape;
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xml_node.get("mass", &settings.mass );
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xml_node.get("radius", &settings.radius );
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xml_node.get("shape", &shape );
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xml_node.get("reset", &settings.crash_reset);
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xml_node.get("reset", &settings.crash_reset );
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xml_node.get("explode", &settings.knock_kart );
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xml_node.get("flatten", &settings.flatten_kart);
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settings.reset_when_too_low =
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xml_node.get("reset-when-below", &settings.reset_height) == 1;
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@ -96,6 +98,7 @@ PhysicalObject::PhysicalObject(bool is_dynamic,
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m_radius = -1;
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m_crash_reset = false;
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m_explode_kart = false;
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m_flatten_kart = false;
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m_triangle_mesh = NULL;
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m_object = object;
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@ -109,6 +112,7 @@ PhysicalObject::PhysicalObject(bool is_dynamic,
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m_body_type = settings.body_type;
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m_crash_reset = settings.crash_reset;
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m_explode_kart = settings.knock_kart;
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m_flatten_kart = settings.flatten_kart;
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m_reset_when_too_low = settings.reset_when_too_low;
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m_reset_height = settings.reset_height;
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@ -49,6 +49,7 @@ public:
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PhysicalObject::bodyTypes body_type;
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bool crash_reset;
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bool knock_kart;
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bool flatten_kart;
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bool reset_when_too_low;
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float reset_height;
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};
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@ -107,6 +108,8 @@ private:
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/** True if kart should "explode" when touching this */
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bool m_explode_kart;
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bool m_flatten_kart;
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/** True if object should be reset to its initial position if it's
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* too low (see m_reset_height). */
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bool m_reset_when_too_low;
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@ -144,6 +147,7 @@ public:
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* hits it. */
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bool isCrashReset() const { return m_crash_reset; }
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bool isExplodeKartObject () const { return m_explode_kart; }
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bool isFlattenKartObject () const { return m_flatten_kart; }
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void move(const Vec3& xyz, const core::vector3df& hpr);
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@ -181,6 +181,12 @@ void Physics::update(float dt)
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AbstractKart *kart = p->getUserPointer(1)->getPointerKart();
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ExplosionAnimation::create(kart);
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}
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else if (obj->isFlattenKartObject())
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{
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AbstractKart *kart = p->getUserPointer(1)->getPointerKart();
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const KartProperties* kp = kart->getKartProperties();
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kart->setSquash(kp->getSquashDuration(), kp->getSquashSlowdown());
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}
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continue;
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}
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@ -198,6 +204,12 @@ void Physics::update(float dt)
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AbstractKart *kart = p->getUserPointer(1)->getPointerKart();
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ExplosionAnimation::create(kart);
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}
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else if (anim->isFlattenKartObject())
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{
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AbstractKart *kart = p->getUserPointer(1)->getPointerKart();
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const KartProperties* kp = kart->getKartProperties();
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kart->setSquash(kp->getSquashDuration(), kp->getSquashSlowdown());
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}
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continue;
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}
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