1) Removed ambient light.
2) Made all items 'not lighted' since they appear (without ambient lighting) very blocky. 3) Renamed 'isCollected' to collected (since isCollected sounds more like a boolean function returning if an item is collected or not). git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3618 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -44,10 +44,10 @@ BubbleGumItem::~BubbleGumItem()
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* inactivates itself for 0.5 seconds, but disables the reappearing of
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* the bubble gum.
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*/
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void BubbleGumItem::isCollected(float t)
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void BubbleGumItem::collected(float t)
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{
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deactivate(0.5);
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// Set the time till reappear to -1 seconds --> the item will
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// reappear immediately.
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Item::isCollected(-1);
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Item::collected(-1);
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} // isCollected
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@@ -36,7 +36,7 @@ public:
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unsigned int item_id);
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#endif
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~BubbleGumItem ();
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virtual void isCollected(float t);
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virtual void collected(float t);
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}
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; // class Item
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@@ -29,7 +29,7 @@ Item::Item(ItemType type, const Vec3& xyz, const Vec3& normal,
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scene::IMesh* mesh, unsigned int item_id, bool rotate)
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{
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m_rotate = rotate;
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m_event_handler = NULL;
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m_event_handler = NULL;
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m_deactive_time = 0;
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// Sets heading to 0, and sets pitch and roll depending on the normal. */
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Vec3 hpr = Vec3(0, normal);
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@@ -39,6 +39,9 @@ Item::Item(ItemType type, const Vec3& xyz, const Vec3& normal,
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m_collected = false;
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m_time_till_return = 0.0f; // not strictly necessary, see isCollected()
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m_node = irr_driver->addMesh(mesh);
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// If lighting would be enabled certain items (esp. bananas)
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// don't look smooth, so for now generally disable lighting
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m_node->setMaterialFlag(video::EMF_LIGHTING, false);
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m_node->setPosition(xyz.toIrrVector());
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m_node->grab();
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} // Item
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@@ -102,11 +105,11 @@ void Item::update(float delta)
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* has been collected, and the time to return to the parameter.
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* \param t Time till the object reappears (defaults to 2 seconds).
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*/
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void Item::isCollected(float t)
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void Item::collected(float t)
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{
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m_collected = true;
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// Note if the time is negative, in update the m_collected flag will
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// be automatically set to false again.
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m_time_till_return = t;
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}
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} // isCollected
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@@ -66,7 +66,7 @@ public:
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bool rotate=true);
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virtual ~Item ();
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void update (float delta);
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virtual void isCollected(float t=2.0f);
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virtual void collected(float t=2.0f);
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// ------------------------------------------------------------------------
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/** Returns true if the Kart is close enough to hit this item, and
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@@ -168,7 +168,7 @@ Item* ItemManager::newItem(Item::ItemType type, const Vec3& xyz,
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void ItemManager::collectedItem(int item_id, Kart *kart, int add_info)
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{
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Item *item=m_all_items[item_id];
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item->isCollected();
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item->collected();
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kart->collectedItem(*item, add_info);
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} // collectedItem
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@@ -1271,7 +1271,6 @@ void Track::loadTrackModel()
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m_light = irr_driver->getSceneManager()->addLightSceneNode(0, sun_pos);
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video::SLight light;
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m_light->setLightData(light);
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irr_driver->setAmbientLight(video::SColor(255, 255, 255, 255));
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// Note: the physics world for irrlicht is created in loadMainTrack
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createPhysicsModel();
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if(user_config->m_track_debug)
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