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//****************************************************************************
// "Those Funny Funguloids!"
// http://funguloids.sourceforge.net
// Copyright (c) 2006-2007, Mika Halttunen
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the
// use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software in a
// product, an acknowledgment in the product documentation would be
// appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
//***************************************************************************/
#ifndef EFFECTS_H
#define EFFECTS_H
#include <Ogre.h>
#include "movingobject.h"
using namespace Ogre;
// Object type
const int OTYPE_EFFECT = OTYPE_MOVING_BASIC + 6;
// Effect types
enum {
EFFECT_MUSHROOM_CATCH = 0,
EFFECT_PLAYER_DEATH,
EFFECT_WHIRLER_CATCH
};
class Effect : public MovingObject {
private:
Real mEffectDuration; // Duration of the effect
Real mEffectTime; // How long has it been active?
int mEffectType; // Effect type
ParticleSystem *mParticleSystem; // Particle system for the effect
Light *mLight; // Light
ColourValue mLightColor; // Light color
public:
Effect(int effectType, const String &name, SceneManager *sceneMgr, const String &mesh, const Vector3 &pos, bool managed=true);
~Effect();
void move(Real delta);
void createParticles(const String &script);
void createLight(const ColourValue &col);
void setDuration(Real d) { mEffectDuration = d; }
};
void createEffectLights(SceneManager *sceneMgr);
void destroyEffectLights(SceneManager *sceneMgr);
#endif
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