Stretched water overlay to fullscreen, made it appear when camera's sugmerged, disabled the invalid rotation during submerging ( issue number #10 ), enlargened and fixed position of the island mesh.

This commit is contained in:
Foxar
2020-12-04 16:50:25 +01:00
parent a05b4fbd0f
commit b547de9cbb
2 changed files with 7 additions and 6 deletions
+5 -5
View File
@@ -29,15 +29,15 @@ void Dolphin::onInit()
engine->renderer->disableVSync();
printf("loading island..\n");
island.loadDff("sunnyisl/", "sunnyisl", 1.0F, false);
island.loadDff("sunnyisl/", "sunnyisl", 5.0F, false);
printf("Loaded..\n");
island.rotation.x = -1.6F;
island.position.set(0.0F, 10.0F, 20.0F);
island.position.set(0.0F, 60.0F, 20.0F);
island.shouldBeBackfaceCulled = true;
island.shouldBeFrustumCulled = false;
printf("Loading water overlay...\n");
waterOverlay.size.set(100.0F, 100.0F);
waterOverlay.size.set(640.0F, 480.0F);
Texture *watOverlayTex = texRepo->add("2d/", "underwater_overlay", PNG);
watOverlayTex->addLink(waterOverlay.getId());
printf("Loaded.\n");
@@ -98,6 +98,6 @@ void Dolphin::onUpdate()
engine->renderer->draw(skybox);
engine->renderer->draw(waterbox);
engine->renderer->draw(player.mesh);
//if (player.mesh.position.y < WATER_LEVEL)
//engine->renderer->draw(waterOverlay);
if (camera.position.y < WATER_LEVEL)
engine->renderer->draw(waterOverlay);
}
+2 -1
View File
@@ -65,13 +65,14 @@ void Player::update(Pad &t_pad)
isJumping = true;
else
isJumping = false;
/*
if (lift < 0)
mesh.rotation.y = 1;
else if (lift > 0)
mesh.rotation.y = -1;
else
mesh.rotation.y = 0;
*/
if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
{