adding event stuff to renderer to notify of new explosions

This commit is contained in:
Andreas Ortmann 2016-10-03 00:23:21 +02:00
parent f49d07fdc5
commit 544282dd84
6 changed files with 85 additions and 12 deletions

View file

@ -2,6 +2,8 @@
#include <iostream>
#include "state/events/explosion_event.hpp"
namespace endofthejedi {
void RendererPolygon3d::setup()
{
@ -250,6 +252,7 @@ namespace endofthejedi {
void RendererPolygon3d::advanceGraphicObjects(float dt)
{
#if 0
for (const game::Explosion *expl : m_state->explosions) {
bool gotIt = false;
for (ParticleBatch *batch : m_particles) {
@ -267,6 +270,24 @@ namespace endofthejedi {
1000, 1.0);
}
}
#endif
for (game::StateUpdateEvent *evt : m_state->currentStateUpdateEvents()) {
if (evt->eventType() == game::StateUpdateEvent::EventType::Explosion) {
auto cycle = evt->lifeCycle();
if (cycle == game::StateUpdateEvent::LifeCycle::Create) {
game::ExplosionEvent *ee = static_cast<game::ExplosionEvent*>(evt);
const game::Explosion *expl = ee->explosion;
addExplosionEffect(
expl->id, expl->position,
expl->missileVelocity,
(expl->hit == game::Hit::Planet),
1000, 1.0);
std::cout<<"adding [graphic] explosion for #" << expl->id << std::endl;
}
}
}
//if (m_particles.size() == 0) {
// addExplosionEffect(0, glm::vec2(0.0, 0.0), glm::vec2(0.0, 0.0), false, 10000, 2.0);