#ifndef HEADER_FEATURE_UNLOCKED_HPP #define HEADER_FEATURE_UNLOCKED_HPP #include "guiengine/screen.hpp" namespace irr { namespace scene { class ISceneNode; class ICameraSceneNode; class ILightSceneNode; } } class FeatureUnlockedCutScene : public GUIEngine::Screen, public GUIEngine::ScreenSingleton { friend class GUIEngine::ScreenSingleton; FeatureUnlockedCutScene(); /** sky angle, 0-360 */ float m_angle; /** Key position from origin (where the chest is) */ float m_key_pos; /** 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::ISceneNode* m_chest; irr::scene::ISceneNode* m_chest_top; irr::scene::ISceneNode* m_key; irr::scene::ILightSceneNode* m_light; public: void onUpdate(float dt, irr::video::IVideoDriver*); void init(); void tearDown(); void eventCallback(GUIEngine::Widget* widget, const std::string& name, const int playerID); }; #endif