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Restore & correct collision radius rendering. Enabled toggling the debug console on Mac.

Collision rendering is now mapped to Ctrl+Shift+Return instead of capslock.
Also fixed one float->int truncation in script interface,
and removed useless debug message when particle effect "" was supposed
to be spawned (but does never exist).
This commit is contained in:
fgenesis 2012-05-05 17:00:46 +02:00
parent 5cef84ad9d
commit 1350876b3d
3 changed files with 13 additions and 11 deletions

View file

@ -1981,6 +1981,7 @@ void DSQ::setInputMode(InputMode mode)
void DSQ::toggleRenderCollisionShapes()
{
if (core->getCtrlState() && core->getShiftState())
RenderObject::renderCollisionShape = !RenderObject::renderCollisionShape;
}
@ -4137,13 +4138,11 @@ void DSQ::bindInput()
#endif
if (isDeveloperKeys())
{
#if defined(BBGE_BUILD_WINDOWS) || defined(BBGE_BUILD_UNIX)
addAction(MakeFunctionEvent(DSQ, instantQuit), KEY_Q, 1);
#ifdef AQUARIA_BUILD_CONSOLE
addAction(MakeFunctionEvent(DSQ, toggleConsole), KEY_TILDE, 0);
#endif
#endif
addAction(MakeFunctionEvent(DSQ, toggleRenderCollisionShapes), KEY_CAPSLOCK, 0);
addAction(MakeFunctionEvent(DSQ, instantQuit), KEY_Q, 1);
addAction(MakeFunctionEvent(DSQ, toggleRenderCollisionShapes), KEY_RETURN, 0);
}
addAction(MakeFunctionEvent(DSQ, debugMenu), KEY_BACKSPACE, 0);
#if BBGE_BUILD_SDL
@ -4879,6 +4878,8 @@ std::string DSQ::getSaveDirectory()
ParticleEffect *DSQ::spawnParticleEffect(const std::string &name, Vector position, float rotz, float t, int layer, float follow)
{
if (name.empty())
return NULL;
if (t!=0)
{
PECue p(name, position, rotz, t);

View file

@ -5672,7 +5672,7 @@ luaFunc(entity_pullEntities)
if (e)
{
Vector pos(lua_tonumber(L, 2), lua_tonumber(L, 3));
int range = lua_tonumber(L, 4);
float range = lua_tonumber(L, 4);
float len = lua_tonumber(L, 5);
float dt = lua_tonumber(L, 6);
FOR_ENTITIES(i)

View file

@ -965,13 +965,15 @@ void RenderObject::renderCollision()
}
else if (collideRadius > 0)
{
/*
glPushMatrix();
glLoadIdentity();
core->setupRenderPositionAndScale();
glBindTexture(GL_TEXTURE_2D, 0);
//glScalef(-scale.x, -scale.y, 0);
glTranslatef(-offset.x, -offset.y,0);
glTranslatef(position.x+offset.x, position.y+offset.y, 0);
//glScalef(scale.x, scale.y, 0);
glTranslatef(internalOffset.x, internalOffset.y, 0);
glEnable(GL_BLEND);
glTranslatef(collidePosition.x, collidePosition.y,0);
//glTranslatef(collidePosition.x, collidePosition.y,0);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -980,7 +982,6 @@ void RenderObject::renderCollision()
glDisable(GL_BLEND);
glTranslatef(offset.x, offset.y,0);
glPopMatrix();
*/
}
}