2eceacbd70
better tweaked parameters). 2) Water and smoke special effects can now be triggered depending on terrain (default is off for everything). For testing purposes the lighthouse track has smoke for sand, and water splashed for sea (i.e. it is currently possible to drive on the water ... for testing purposes only :) ) git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3605 178a84e3-b1eb-0310-8ba1-8eac791a3b58
48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
// $Id$
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2009 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_WATER_SPLASH_HPP
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#define HEADER_WATER_SPLASH_HPP
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#include "irrlicht.h"
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using namespace irr;
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class Kart;
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class WaterSplash
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{
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private:
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/** The kart to which this smoke belongs. */
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const Kart *m_kart;
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/** Irrlicht's particle systems. */
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scene::IParticleSystemSceneNode *m_node; /* left wheel */
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/** The emitters. Access to these is needed to adjust the number of
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* particles per second. */
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scene::IParticleEmitter *m_emitter;
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/** Size of the particles. */
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const float m_particle_size;
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public:
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WaterSplash (Kart* kart);
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virtual ~WaterSplash();
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virtual void update (float t);
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void setCreationRate(float f);
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}; // WaterSplash
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#endif
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