Just breaking stuff

This commit is contained in:
2023-03-14 22:27:46 -07:00
parent 795e69237c
commit 09cb20271b
156 changed files with 4218 additions and 4389 deletions

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(characters)

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
CharacterPrefab.cpp
DeathPrefab.cpp
)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "CharacterPrefab.hpp"
using namespace Dawn;

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "scene/Scene.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/AnimationController.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/audio/AudioSource.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
namespace Dawn {
template<class O>
class CharacterPrefab : public SceneItemPrefab<O> {
protected:
/**
* Character Prefab will request you to initialize your characters'
* emotions here, including loading assets,
*
* @return struct VisualNovelCharacterEmotion
*/
virtual struct VisualNovelCharacterEmotion defineAndGetInitialEmotion(
AssetManager *assMan
) = 0;
public:
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
return std::vector<Asset*>{
assMan->get<TextureAsset>(O::getCharacterTexture()),
assMan->get<TilesetAsset>(O::getCharacterTileset())
};
}
// Instance
VisualNovelCharacter *vnCharacter;
AnimationController *animation;
TextureAsset *characterTexture;
TilesetAsset *characterTileset;
MeshRenderer *meshRenderer;
MeshHost *meshHost;
SimpleTexturedMaterial *material;
TiledSprite *tiledSprite;
AudioSource *audioSource;
CharacterPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab<O>(s, i) {}
void prefabInit(AssetManager *man) override {
characterTexture = man->get<TextureAsset>(O::getCharacterTexture());
characterTileset = man->get<TilesetAsset>(O::getCharacterTileset());
// Emotions
auto emotion = this->defineAndGetInitialEmotion(man);
// Components
meshRenderer = this->template addComponent<MeshRenderer>();
meshHost = this->template addComponent<MeshHost>();
material = this->template addComponent<SimpleTexturedMaterial>();
material->texture = &characterTexture->texture;
vnCharacter = this->template addComponent<VisualNovelCharacter>();
vnCharacter->nameKey = O::getLanguagePrefix() + ".name";
animation = this->template addComponent<AnimationController>();
tiledSprite = this->template addComponent<TiledSprite>();
tiledSprite->setTileset(&characterTileset->tileset);
float_t ratio = characterTileset->tileset.getTileWidth() / characterTileset->tileset.getTileHeight();
tiledSprite->setSize(glm::vec2(ratio, 1.0f));
tiledSprite->setTile(emotion.tile);
audioSource = this->template addComponent<AudioSource>();
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
}
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "DeathPrefab.hpp"
using namespace Dawn;
std::string DeathPrefab::getCharacterTexture() {
return "texture_death";
}
std::string DeathPrefab::getCharacterTileset() {
return "tileset_death";
}
std::string DeathPrefab::getLanguagePrefix() {
return "character.death";
}
struct VisualNovelCharacterEmotion DeathPrefab::defineAndGetInitialEmotion(
AssetManager *man
) {
this->emotionHappy.tile = 0;
this->emotionConcerned.tile = 1;
this->emotionSurprised.tile = 2;
return this->emotionHappy;
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefabs/characters/CharacterPrefab.hpp"
namespace Dawn {
class DeathPrefab : public CharacterPrefab<DeathPrefab> {
protected:
struct VisualNovelCharacterEmotion defineAndGetInitialEmotion(
AssetManager *man
) override;
public:
static std::string getCharacterTexture();
static std::string getCharacterTileset();
static std::string getLanguagePrefix();
struct VisualNovelCharacterEmotion emotionHappy;
struct VisualNovelCharacterEmotion emotionConcerned;
struct VisualNovelCharacterEmotion emotionSurprised;
struct VisualNovelCharacterEmotion emotionUnset;
DeathPrefab(Scene *s, sceneitemid_t i) : CharacterPrefab(s,i) {}
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "asset/AssetManager.hpp"
#include "poker/PokerPlayer.hpp"
#include "scene/components/Components.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
#include "display/animation/TiledSpriteAnimation.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
namespace Dawn {
class PennyPrefab : public SceneItemPrefab<PennyPrefab> {
public:
VisualNovelCharacter *vnCharacter;
PokerPlayer *pokerPlayer;
SimpleTexturedMaterial *material;
struct VisualNovelCharacterEmotion emotionHappy;
struct VisualNovelCharacterEmotion emotionSurprised;
struct VisualNovelCharacterEmotion emotionConcerned;
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
return std::vector<Asset*>{
assMan->get<TextureAsset>("texture_penny"),
assMan->get<TilesetAsset>("tileset_penny")
};
}
PennyPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
void prefabInit(AssetManager *man) override {
// Assets
auto textureAsset = man->get<TextureAsset>("texture_penny");
auto tilesetAsset = man->get<TilesetAsset>("tileset_penny");
// Emotions
this->emotionHappy.tile = 0;
this->emotionSurprised.tile = 1;
this->emotionConcerned.tile = 2;
// Components
auto meshRenderer = this->addComponent<MeshRenderer>();
auto meshHost = this->addComponent<MeshHost>();
material = this->addComponent<SimpleTexturedMaterial>();
material->texture = &textureAsset->texture;
auto animation = this->addComponent<AnimationController>();
pokerPlayer = this->addComponent<PokerPlayer>();
vnCharacter = this->addComponent<VisualNovelCharacter>();
vnCharacter->nameKey = "character.penny.name";
auto tiledSprite = this->addComponent<TiledSprite>();
tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
tiledSprite->setTile(0);
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
}
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/UIPrefab.hpp"
#include "ui/UIBorder.hpp"
namespace Dawn {
class UIBorderPrefab : public UIPrefab<UIBorder, UIBorderPrefab> {
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
std::vector<Asset*> assets;
assets.push_back(man->get<TextureAsset>("texture_test"));
return assets;
}
static void prefabApply(AssetManager *man, UIBorder *border) {
auto text = man->get<TextureAsset>("texture_test");
border->texture = &text->texture;
border->setBorderSize(glm::vec2(4, 4));
}
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefabs/ui/UIBorderPrefab.hpp"
#include "visualnovel/ui/VisualNovelTextbox.hpp"
namespace Dawn {
class VisualNovelTextboxPrefab :
public UIPrefab<VisualNovelTextbox, VisualNovelTextboxPrefab>
{
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
std::vector<Asset*> assets;
assets.push_back(man->get<TrueTypeAsset>("truetype_bizudp"));
vectorAppend(&assets, UIBorderPrefab::getRequiredAssets(man));
return assets;
}
static void prefabApply(AssetManager *man, VisualNovelTextbox *textbox) {
auto assetFont = man->get<TrueTypeAsset>("truetype_bizudp");
UIBorderPrefab::apply(&textbox->border);
textbox->setFont(&assetFont->font);
textbox->setFontSize(36.0f);
textbox->setLabelPadding(glm::vec2(2, 2));
textbox->label.textColor = COLOR_WHITE;
textbox->setTransform(
UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_END,
glm::vec4(
0,
(assetFont->font.getLineHeight(textbox->getFontSize()) * 4) +
(textbox->border.getBorderSize().y * 2.0f) +
(textbox->getLabelPadding().y * 2.0f),
0, 0
),
0.0f
);
}
};
}