1) Worked around bug of 'continue' text not being shown when a kart is unlocked.

2) Minor style cleanup.


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5727 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
hikerstk 2010-08-06 13:59:03 +00:00
parent 25b2d48a2a
commit 856d59fc76
2 changed files with 106 additions and 51 deletions

View File

@ -25,25 +25,25 @@ using namespace irr::video;
DEFINE_SCREEN_SINGLETON( FeatureUnlockedCutScene );
// -------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------------
// ============================================================================
#if 0
#pragma mark FeatureUnlockedCutScene::UnlockedThing
#endif
FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(KartProperties* kart, irr::core::stringw msg)
FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(KartProperties* kart,
irr::core::stringw msg)
{
m_unlocked_kart = kart;
m_unlock_message = msg;
m_curr_image = -1;
m_unlocked_kart = kart;
m_unlock_message = msg;
m_curr_image = -1;
} // UnlockedThing::UnlockedThing
// -------------------------------------------------------------------------------------
FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(irr::video::ITexture* pict,
float w, float h, irr::core::stringw msg)
float w, float h,
irr::core::stringw msg)
{
m_unlocked_kart = NULL;
m_pictures.push_back(pict);
@ -56,7 +56,8 @@ FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(irr::video::ITexture* pict
// ----------------------------------------------------------------------------
FeatureUnlockedCutScene::UnlockedThing::UnlockedThing(std::vector<irr::video::ITexture*> picts,
float w, float h, irr::core::stringw msg)
float w, float h,
irr::core::stringw msg)
{
m_unlocked_kart = NULL;
m_pictures = picts;
@ -81,57 +82,61 @@ FeatureUnlockedCutScene::UnlockedThing::~UnlockedThing()
#pragma mark FeatureUnlockedCutScene
#endif
FeatureUnlockedCutScene::FeatureUnlockedCutScene() : Screen("feature_unlocked.stkgui")
FeatureUnlockedCutScene::FeatureUnlockedCutScene()
: Screen("feature_unlocked.stkgui")
{
setNeeds3D(true);
m_throttle_FPS = false;
#ifdef USE_IRRLICHT_BUG_WORKAROUND
m_avoid_irrlicht_bug = NULL;
#endif
} // FeatureUnlockedCutScene
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::loadedFromFile()
{
} // loadedFromFile
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::addUnlockedKart(KartProperties* unlocked_kart, irr::core::stringw msg)
void FeatureUnlockedCutScene::addUnlockedKart(KartProperties* unlocked_kart,
irr::core::stringw msg)
{
assert(unlocked_kart != NULL);
m_unlocked_stuff.push_back( new UnlockedThing(unlocked_kart, msg) );
} // addUnlockedKart
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::addUnlockedPicture(irr::video::ITexture* picture,
float w, float h, irr::core::stringw msg)
float w, float h,
irr::core::stringw msg)
{
assert(picture != NULL);
m_unlocked_stuff.push_back( new UnlockedThing(picture, w, h, msg) );
} // addUnlockedPicture
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::addUnlockedPictures(std::vector<irr::video::ITexture*> pictures,
float w, float h, irr::core::stringw msg)
float w, float h,
irr::core::stringw msg)
{
assert(!pictures.empty());
m_unlocked_stuff.push_back( new UnlockedThing(pictures, w, h, msg) );
} // addUnlockedPictures
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::init()
{
m_sky_angle = 0.0f;
m_global_time = 0.0f;
//m_sky = irr_driver->addSkyDome(file_manager->getTextureFile("lscales.png"), 16 /* hori_res */, 16 /* vert_res */,
// 1.0f /* texture_percent */, 2.0f /* sphere_percent */);
std::vector<std::string> texture_names(6);
texture_names[0] = file_manager->getTextureFile("purplenebula.png");
texture_names[1] = file_manager->getTextureFile("purplenebula2.png");
@ -140,8 +145,14 @@ void FeatureUnlockedCutScene::init()
texture_names[4] = file_manager->getTextureFile("purplenebula.png");
texture_names[5] = file_manager->getTextureFile("purplenebula2.png");
m_sky = irr_driver->addSkyBox(texture_names);
#ifdef DEBUG
m_sky->setName("skybox");
#endif
m_camera = irr_driver->addCameraSceneNode();
#ifdef DEBUG
m_camera->setName("camera");
#endif
m_camera->setPosition( core::vector3df(0.0, 30.0f, 70.0f) );
m_camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
m_camera->setTarget( core::vector3df(0, 10, 0.0f) );
@ -149,16 +160,27 @@ void FeatureUnlockedCutScene::init()
m_camera->updateAbsolutePosition();
irr_driver->getSceneManager()->setActiveCamera(m_camera);
scene::IAnimatedMesh* model_chest = irr_driver->getAnimatedMesh( file_manager->getModelFile("chest.b3d") );
scene::IAnimatedMesh* model_chest =
irr_driver->getAnimatedMesh( file_manager->getModelFile("chest.b3d") );
assert(model_chest != NULL);
m_chest = irr_driver->addAnimatedMesh(model_chest);
#ifdef DEBUG
m_chest->setName("chest");
#endif
m_chest->setPosition( core::vector3df(2, -3, 0) );
m_chest->setScale( core::vector3df(10.0f, 10.0f, 10.0f) );
irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120,
120, 120));
const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
m_light = irr_driver->getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
m_light =
irr_driver->getSceneManager()->addLightSceneNode(NULL, sun_pos,
video::SColorf(1.0f,1.0f,1.0f),
10000.0f /* radius */);
#ifdef DEBUG
m_light->setName("light");
#endif
m_light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
m_light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
@ -173,6 +195,21 @@ void FeatureUnlockedCutScene::init()
KartModel* kart_model =
m_unlocked_stuff[n].m_unlocked_kart->getKartModel();
kart_model->attachModel(&(m_unlocked_stuff[n].m_root_gift_node));
#ifdef DEBUG
m_unlocked_stuff[n].m_root_gift_node->setName("unlocked kart");
#endif
#ifdef USE_IRRLICHT_BUG_WORKAROUND
// If a mesh with this material is added, irrlicht will
// display the 'continue' text (otherwise the text is
// not visible). This is a terrible work around, but
// stk to be released without waiting for the next
// irrlicht version.
video::SMaterial m;
m.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
scene::IMesh* mesh =
irr_driver->createTexturedQuadMesh(&m, 0, 0);
m_avoid_irrlicht_bug = irr_driver->addMesh(mesh);
#endif
}
else if (!m_unlocked_stuff[n].m_pictures.empty())
{
@ -195,18 +232,18 @@ void FeatureUnlockedCutScene::init()
m_unlocked_stuff[n].m_w,
m_unlocked_stuff[n].m_h);
m_unlocked_stuff[n].m_root_gift_node = irr_driver->addMesh(mesh);
#ifdef DEBUG
m_unlocked_stuff[n].m_root_gift_node->setName("unlocked track picture");
#endif
}
else
{
std::cerr << "Malformed unlocked goody!!!\n";
}
}
} // init
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::tearDown()
{
@ -217,19 +254,21 @@ void FeatureUnlockedCutScene::tearDown()
m_camera = NULL;
irr_driver->removeNode(m_chest);
//irr_driver->removeNode(m_chest_top);
//irr_driver->removeNode(m_key);
m_chest = NULL;
//m_chest_top = NULL;
//m_key = NULL;
irr_driver->removeNode(m_light);
m_light = NULL;
#ifdef USE_IRRLICHT_BUG_WORKAROUND
if(m_avoid_irrlicht_bug)
irr_driver->removeNode(m_avoid_irrlicht_bug);
m_avoid_irrlicht_bug = NULL;
#endif
m_unlocked_stuff.clearAndDeleteAll();
}
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
//FIXME: doesn't go here...
template<typename T>
@ -240,9 +279,10 @@ T keepInRange(T from, T to, T value)
return value;
}
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::onUpdate(float dt, irr::video::IVideoDriver* driver)
void FeatureUnlockedCutScene::onUpdate(float dt,
irr::video::IVideoDriver* driver)
{
m_global_time += dt;
@ -257,13 +297,16 @@ void FeatureUnlockedCutScene::onUpdate(float dt, irr::video::IVideoDriver* drive
if (m_global_time < ANIM_FROM)
{
// progression of the chest rotation between 0 and 1
const float rotationProgression = keepInRange( 0.0f, 1.0f, (float)sin(M_PI/2.0f*m_global_time/double(ANIM_FROM)) );
const float chest_rotation = keepInRange(80.0f, 160.0f, (float)(80 + rotationProgression * 80) );
const float rotationProgression =
keepInRange( 0.0f, 1.0f, (float)sin(M_PI/2.0f*m_global_time/ANIM_FROM) );
const float chest_rotation =
keepInRange(80.0f, 160.0f, 80 + rotationProgression * 80);
m_chest->setRotation( core::vector3df(0.0f, chest_rotation, 0.0f) );
}
const float current_frame = (float)keepInRange(0.0, (double)last_image,
(m_global_time - ANIM_FROM)/(double)(ANIM_TO - ANIM_FROM) * last_image);
const float current_frame = keepInRange(0.0f, (float)last_image,
(float)(m_global_time - ANIM_FROM)
/(ANIM_TO - ANIM_FROM) * last_image);
//std::cout << "current_frame: " << current_frame << std::endl;
m_chest->setCurrentFrame( current_frame );
@ -280,14 +323,16 @@ void FeatureUnlockedCutScene::onUpdate(float dt, irr::video::IVideoDriver* drive
if (m_unlocked_stuff[n].m_root_gift_node == NULL) continue;
core::vector3df pos = m_unlocked_stuff[n].m_root_gift_node->getPosition();
pos.Y = sin( (float)((m_global_time - GIFT_EXIT_FROM)*M_PI*1.2/GIFT_EXIT_TO) )*30.0f;
pos.Y = sin( (float)((m_global_time-GIFT_EXIT_FROM)*M_PI*1.2/GIFT_EXIT_TO) )*30.0f;
// when there are more than 1 unlocked items, make sure they each have their own path when they move
// when there are more than 1 unlocked items, make sure they each
// have their own path when they move
if (unlockedStuffCount > 1)
{
if (n % 2 == 0) pos.X -= 2.2f*dt*float( int((n + 1)/2) );
else pos.X += 2.2f*dt*float( int((n + 1)/2) );
//std::cout << "Object " << n << " moving by " << (n % 2 == 0 ? -4.0f : 4.0f)*float( n/2 + 1 ) << std::endl;
//std::cout << "Object " << n << " moving by " <<
// (n % 2 == 0 ? -4.0f : 4.0f)*float( n/2 + 1 ) << std::endl;
}
else
{
@ -298,7 +343,8 @@ void FeatureUnlockedCutScene::onUpdate(float dt, irr::video::IVideoDriver* drive
m_unlocked_stuff[n].m_root_gift_node->setPosition(pos);
core::vector3df scale = m_unlocked_stuff[n].m_root_gift_node->getScale();
core::vector3df scale =
m_unlocked_stuff[n].m_root_gift_node->getScale();
scale.X += 2.0f*dt;
scale.Y += 2.0f*dt;
scale.Z += 2.0f*dt;
@ -394,7 +440,7 @@ void FeatureUnlockedCutScene::onUpdate(float dt, irr::video::IVideoDriver* drive
}
}
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void FeatureUnlockedCutScene::addUnlockedThings(const std::vector<const Challenge*> unlocked)
{
@ -493,7 +539,7 @@ void FeatureUnlockedCutScene::addUnlockedThings(const std::vector<const Challeng
} // next challenge
}
// -------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
bool FeatureUnlockedCutScene::onEscapePressed()
{

View File

@ -72,12 +72,21 @@ class FeatureUnlockedCutScene : public GUIEngine::Screen, public GUIEngine::Scre
/** Angle of the key (from 0 to 1, simply traces progression) */
float m_key_angle;
irr::scene::ISceneNode* m_sky;
irr::scene::ICameraSceneNode* m_camera;
irr::scene::IAnimatedMeshSceneNode* m_chest;
//irr::scene::ISceneNode* m_chest_top;
//irr::scene::ISceneNode* m_key;
/** The scene node for the sky box. */
irr::scene::ISceneNode *m_sky;
/** The scene node for the camera. */
irr::scene::ICameraSceneNode *m_camera;
/** The scene node for the animated mesh. */
irr::scene::IAnimatedMeshSceneNode *m_chest;
/** The scene node for the light. */
irr::scene::ILightSceneNode* m_light;
#define USE_IRRLICHT_BUG_WORKAROUND
#ifdef USE_IRRLICHT_BUG_WORKAROUND
scene::IMeshSceneNode *m_avoid_irrlicht_bug;
#endif
void continueButtonPressed();