public BlueShell(GL2 gl, Scene scene, Vehicle car, float trajectory) { super(gl, scene, car, trajectory); if (shellList == -1) { shellList = gl.glGenLists(1); gl.glNewList(shellList, GL2.GL_COMPILE); displayWildcardObject(gl, SHELL_FACES, textures); gl.glEndList(); spikeNode = new SceneNode(spike_model); spikeNode.setRenderMode(RenderMode.COLOR); noiseSampler = TextureLoader.load(gl, "tex/blast_noise.png"); float[] blastColor = RGB.INDIGO; blastLight = new Light(gl, new Vec3(), blastColor, blastColor, blastColor); blastLight.setConstantAttenuation(0.5f); blastLight.setLinearAttenuation(0.001f); blastLight.setQuadraticAttenuation(0.001f); blastLight.enableAttenuation = true; blastLight.disable(gl); } generator = new ParticleGenerator(); boundColor = RGB.toRGBA(RGB.INDIGO, BOUND_ALPHA); }
public BlueShell(Scene scene, Vec3 c) { super(null, scene, null, 0); bound = new Sphere(c, RADIUS); boundColor = RGB.toRGBA(RGB.INDIGO, BOUND_ALPHA); generator = new ParticleGenerator(); }