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-rw-r--r--src/game.cpp35
1 files changed, 26 insertions, 9 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 9054f00cc..6f0760ee9 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "guiFurnaceMenu.h"
#include "materials.h"
#include "config.h"
+#include "clouds.h"
/*
Setting this to 1 enables a special camera mode that forces
@@ -602,6 +603,13 @@ void the_game(
const s32 hotbar_itemcount = 8;
const s32 hotbar_imagesize = 36;
+ // The color of the sky
+
+ //video::SColor skycolor = video::SColor(255,90,140,200);
+ //video::SColor skycolor = video::SColor(255,166,202,244);
+ //video::SColor skycolor = video::SColor(255,120,185,244);
+ video::SColor skycolor = video::SColor(255,140,186,250);
+
/*
Draw "Loading" screen
*/
@@ -737,11 +745,6 @@ void the_game(
return;
}
- //video::SColor skycolor = video::SColor(255,90,140,200);
- //video::SColor skycolor = video::SColor(255,166,202,244);
- //video::SColor skycolor = video::SColor(255,120,185,244);
- video::SColor skycolor = video::SColor(255,140,186,250);
-
camera->setFOV(FOV_ANGLE);
// Just so big a value that everything rendered is visible
@@ -751,6 +754,16 @@ void the_game(
f32 camera_pitch = 0; // "up/down"
/*
+ Clouds
+ */
+
+ float cloud_height = BS*100;
+ //float cloud_height = BS*55;
+ //float cloud_height = BS*20;
+ Clouds *clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
+ cloud_height, 0);
+
+ /*
Move into game
*/
@@ -1209,7 +1222,7 @@ void the_game(
// Get player position
v3f player_position = client.getPlayerPosition();
-
+
//TimeTaker //timer2("//timer2");
/*
@@ -1668,14 +1681,18 @@ void the_game(
skycolor.getBlue() * l / 255);
/*
+ Update coulds
+ */
+ clouds->step(dtime);
+ clouds->update(v2f(player_position.X, player_position.Z), (float)l/255.0);
+
+ /*
Fog
*/
if(g_settings.getBool("enable_fog") == true)
{
- //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;
- f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;
- //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS;
+ f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
if(draw_control.range_all)
range = 100000*BS;