Add different explosion effect for Android.
It gives much better performance while it still looks similar.
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30
data/gfx/explosion_low.xml
Normal file
30
data/gfx/explosion_low.xml
Normal file
@ -0,0 +1,30 @@
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<?xml version="1.0"?>
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<particles emitter="sphere" radius="0.1">
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<spreading angle="180" />
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<velocity x="0.000"
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y="0.0035"
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z="0.000" />
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<material file="explode.png" />
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<!-- Amount of particles emitted per second -->
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<rate min="100"
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max="150" />
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<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
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<lifetime min="700"
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max="900" />
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<!-- Size of the particles -->
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<size min="0.8"
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max="1.0"
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x-increase-factor="0.6"
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y-increase-factor="0.6"
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/>
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<color min="255 255 255"
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max="255 255 255" />
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</particles>
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@ -42,8 +42,14 @@ Explosion::Explosion(const Vec3& coord, const char* explosion_sound, const char
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m_emission_frames = 0;
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m_emission_frames = 0;
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#ifndef SERVER_ONLY
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#ifndef SERVER_ONLY
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std::string filename = particle_file;
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#ifdef ANDROID
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filename = "explosion_low.xml";
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#endif
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ParticleKindManager* pkm = ParticleKindManager::get();
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ParticleKindManager* pkm = ParticleKindManager::get();
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ParticleKind* particles = pkm->getParticles(particle_file);
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ParticleKind* particles = pkm->getParticles(filename);
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m_emitter = NULL;
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m_emitter = NULL;
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if (UserConfigParams::m_graphical_effects > 1)
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if (UserConfigParams::m_graphical_effects > 1)
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