First attempt to play audio
This commit is contained in:
@ -27,35 +27,22 @@ add_subdirectory(scenes)
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# Assets
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set(DIR_GAME_ASSETS games/pokergame)
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tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
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tool_texture(texture_test texture_test.png)
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tool_texture(texture_city_day borrowed/city_day.png)
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tool_texture(texture_city_night borrowed/city_night.png)
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tool_texture(texture_tavern_day borrowed/tavern_day.png)
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tool_texture(texture_tavern_morning borrowed/tavern_morning.png)
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tool_texture(texture_tavern_night borrowed/tavern_night.png)
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tool_texture(texture_village_day borrowed/village_day.png)
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tool_tileset(tileset_penny texture_penny characters/penny/penny-blink.png 1 22)
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tool_tileset(tileset_cards texture_cards ${DIR_GAME_ASSETS}/cards.png 14 4)
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tool_truetype(truetype_ark
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ark-pixel.ttf
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truetype_ark
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2048
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2048
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60
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)
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tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
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tool_language(language_jp ${DIR_GAME_ASSETS}/locale/jp.csv)
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tool_tileset(tileset_death texture_death ${DIR_GAME_ASSETS}/characters/death/sheet.png 1 2)
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tool_truetype(truetype_alice ${DIR_GAME_ASSETS}/font/Alice-Regular.ttf truetype_alice 2048 2048 120)
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add_dependencies(${DAWN_TARGET_NAME}
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language_en
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tileset_penny
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tileset_cards
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language_jp
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tileset_death
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truetype_alice
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texture_test
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truetype_ark
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texture_city_day
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texture_city_night
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texture_tavern_day
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texture_tavern_morning
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texture_tavern_night
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texture_village_day
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)
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@ -7,9 +7,6 @@
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#include "scenes/SubSceneRendererScene.hpp"
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#include "scenes/Scene_1.hpp"
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#include <thread>
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#include <chrono>
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using namespace Dawn;
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DawnGame::DawnGame(DawnHost *host) :
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@ -26,7 +23,7 @@ int32_t DawnGame::init() {
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this->localeManager.init();
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this->renderManager.init();
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this->scene = new SubSceneRendererScene<Scene_4>(this);
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this->scene = new SubSceneRendererScene<Scene_1>(this);
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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52
src/dawnpokergame/prefabs/characters/DeathPrefab.hpp
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52
src/dawnpokergame/prefabs/characters/DeathPrefab.hpp
Normal file
@ -0,0 +1,52 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "prefab/SceneItemPrefab.hpp"
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#include "asset/AssetManager.hpp"
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#include "poker/PokerPlayer.hpp"
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#include "scene/components/Components.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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#include "display/animation/TiledSpriteAnimation.hpp"
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#include "scene/components/display/shader/SimpleTexturedShaderInterface.hpp"
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namespace Dawn {
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class DeathPrefab : public SceneItemPrefab<DeathPrefab> {
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public:
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VisualNovelCharacter *vnCharacter;
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SimpleTexturedShaderInterface *shaderInterface;
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static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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assMan->get<TextureAsset>("texture_death"),
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assMan->get<TilesetAsset>("tileset_death")
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};
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}
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DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
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void prefabInit(AssetManager *man) override {
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auto textureAsset = man->get<TextureAsset>("texture_death");
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auto tilesetAsset = man->get<TilesetAsset>("tileset_death");
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto material = this->addComponent<Material>();
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auto meshHost = this->addComponent<MeshHost>();
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auto animation = this->addComponent<AnimationController>();
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auto tiledSprite = this->addComponent<TiledSprite>();
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tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
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tiledSprite->setTile(0);
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.death.name";
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shaderInterface = this->addComponent<SimpleTexturedShaderInterface>();
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shaderInterface->setTexture(&textureAsset->texture);
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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}
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};
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}
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@ -46,10 +46,10 @@ namespace Dawn {
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tiledSprite->setTile(0);
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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auto anim = new TiledSpriteAnimation(tiledSprite);
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anim->addSequentialKeyframes(0.1f, 0, 22);
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anim->loop = true;
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animation->animation = anim;
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// auto anim = new TiledSpriteAnimation(tiledSprite);
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// anim->addSequentialKeyframes(0.1f, 0, 22);
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// anim->loop = true;
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// animation->animation = anim;
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}
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};
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}
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@ -14,17 +14,18 @@ namespace Dawn {
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public:
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static std::vector<Asset*> prefabAssets(AssetManager *man) {
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std::vector<Asset*> assets;
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assets.push_back(man->get<TrueTypeAsset>("truetype_ark"));
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assets.push_back(man->get<TrueTypeAsset>("truetype_alice"));
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vectorAppend(&assets, UIBorderPrefab::getRequiredAssets(man));
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return assets;
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}
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static void prefabApply(AssetManager *man, VisualNovelTextbox *textbox) {
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auto assetFont = man->get<TrueTypeAsset>("truetype_ark");
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auto assetFont = man->get<TrueTypeAsset>("truetype_alice");
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UIBorderPrefab::apply(&textbox->border);
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textbox->setFont(&assetFont->font);
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textbox->setFontSize(10.0f);
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textbox->setFontSize(48.0f);
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textbox->setLabelPadding(glm::vec2(2, 2));
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textbox->label.textColor = COLOR_WHITE;
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textbox->setTransform(
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UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_END,
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@ -9,7 +9,7 @@ using namespace Dawn;
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PixelVNScene::PixelVNScene(DawnGame *game) :
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SimpleVNScene(game),
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renderTarget(320, 180)
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renderTarget(1280, 720)
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{
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}
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@ -6,25 +6,32 @@
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#pragma once
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#include "scenes/PixelVNScene.hpp"
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#include "scenes/Scene_2.hpp"
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#include "prefabs/characters/DeathPrefab.hpp"
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namespace Dawn {
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class Scene_1 : public PixelVNScene {
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protected:
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DeathPrefab *death;
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void vnStage() override {
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PixelVNScene::vnStage();
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this->death = DeathPrefab::create(this);
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// this->death->vnCharacter.setOpacity(0);
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}
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_2>(this->game);
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auto assets = game->scene->getRequiredAssets();
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game->assetManager.queueSwap(assets, this->getRequiredAssets());
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game->assetManager.queueSwap(
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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auto start = new VisualNovelPauseEvent(vnManager, 1.0f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.1.1"))
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@ -40,7 +47,9 @@ namespace Dawn {
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto man = &this->game->assetManager;
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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vectorAppend(&assets, DeathPrefab::getRequiredAssets(man));
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return assets;
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}
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};
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@ -16,8 +16,9 @@ namespace Dawn {
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_11>(this->game);
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auto assets = game->scene->getRequiredAssets();
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game->assetManager.queueSwap(assets, this->getRequiredAssets());
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game->assetManager.queueSwap(
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
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@ -16,8 +16,9 @@ namespace Dawn {
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_12>(this->game);
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auto assets = game->scene->getRequiredAssets();
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game->assetManager.queueSwap(assets, this->getRequiredAssets());
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game->assetManager.queueSwap(
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
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@ -6,6 +6,7 @@
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#pragma once
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#include "PokerVNScene.hpp"
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#include "prefabs/characters/PennyPrefab.hpp"
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#include "scenes/Scene_13.hpp"
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namespace Dawn {
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class Scene_12 : public PokerVNScene {
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@ -25,12 +26,13 @@ namespace Dawn {
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}
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void onSceneEnded() {
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// auto scene = new SubSceneRendererScene<Scene_13>(this->game);
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// auto assets = game->scene->getRequiredAssets();
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// game->assetManager.queueSwap(assets, this->getRequiredAssets());
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// game->assetManager.syncLoad();
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// scene->stage();
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// this->game->sceneCutover(scene);
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auto scene = new SubSceneRendererScene<Scene_13>(this->game);
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game->assetManager.queueSwap(
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
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}
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std::vector<PokerPlayer *> getPokerPlayers() override {
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47
src/dawnpokergame/scenes/Scene_13.hpp
Normal file
47
src/dawnpokergame/scenes/Scene_13.hpp
Normal file
@ -0,0 +1,47 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scenes/PixelVNScene.hpp"
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#include "scenes/Scene_14.hpp"
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namespace Dawn {
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class Scene_13 : public PixelVNScene {
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protected:
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void vnStage() override {
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PixelVNScene::vnStage();
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}
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_14>(this->game);
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game->assetManager.queueSwap(
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.13.1"))
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->then(new VisualNovelCallbackEvent<Scene_13>(vnManager, this, &Scene_13::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_13(DawnGame *game) : PixelVNScene(game) {
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}
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std::vector<Asset*> getRequiredAssets() override {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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};
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}
|
47
src/dawnpokergame/scenes/Scene_14.hpp
Normal file
47
src/dawnpokergame/scenes/Scene_14.hpp
Normal file
@ -0,0 +1,47 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scenes/PixelVNScene.hpp"
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#include "scenes/Scene_15.hpp"
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namespace Dawn {
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class Scene_14 : public PixelVNScene {
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protected:
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void vnStage() override {
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PixelVNScene::vnStage();
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}
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_15>(this->game);
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game->assetManager.queueSwap(
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.14.1"))
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->then(new VisualNovelCallbackEvent<Scene_14>(vnManager, this, &Scene_14::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_14(DawnGame *game) : PixelVNScene(game) {
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}
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std::vector<Asset*> getRequiredAssets() override {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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};
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}
|
47
src/dawnpokergame/scenes/Scene_15.hpp
Normal file
47
src/dawnpokergame/scenes/Scene_15.hpp
Normal file
@ -0,0 +1,47 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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|
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#pragma once
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#include "scenes/PixelVNScene.hpp"
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#include "scenes/Scene_16.hpp"
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namespace Dawn {
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class Scene_15 : public PixelVNScene {
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protected:
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void vnStage() override {
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PixelVNScene::vnStage();
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}
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_16>(this->game);
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game->assetManager.queueSwap(
|
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scene->getRequiredAssets(), this->getRequiredAssets()
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);
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game->assetManager.syncLoad();
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scene->stage();
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this->game->sceneCutover(scene);
|
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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|
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.15.1"))
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->then(new VisualNovelCallbackEvent<Scene_15>(vnManager, this, &Scene_15::onSceneEnded))
|
||||
;
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|
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return start;
|
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}
|
||||
|
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public:
|
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Scene_15(DawnGame *game) : PixelVNScene(game) {
|
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}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
};
|
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}
|
47
src/dawnpokergame/scenes/Scene_16.hpp
Normal file
47
src/dawnpokergame/scenes/Scene_16.hpp
Normal file
@ -0,0 +1,47 @@
|
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// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
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#include "scenes/Scene_17.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_16 : public PixelVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
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PixelVNScene::vnStage();
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_17>(this->game);
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||||
game->assetManager.queueSwap(
|
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scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
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|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.16.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_16>(vnManager, this, &Scene_16::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_16(DawnGame *game) : PixelVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
};
|
||||
}
|
68
src/dawnpokergame/scenes/Scene_17.hpp
Normal file
68
src/dawnpokergame/scenes/Scene_17.hpp
Normal file
@ -0,0 +1,68 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "PokerVNScene.hpp"
|
||||
#include "prefabs/characters/PennyPrefab.hpp"
|
||||
#include "scenes/Scene_18.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_17 : public PokerVNScene {
|
||||
protected:
|
||||
PennyPrefab *penny;
|
||||
PennyPrefab *julie;
|
||||
PennyPrefab *sammy;
|
||||
PennyPrefab *lucy;
|
||||
|
||||
void vnStage() override {
|
||||
penny = PennyPrefab::create(this);
|
||||
julie = PennyPrefab::create(this);
|
||||
sammy = PennyPrefab::create(this);
|
||||
lucy = PennyPrefab::create(this);
|
||||
|
||||
PokerVNScene::vnStage();
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_18>(this->game);
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
std::vector<PokerPlayer *> getPokerPlayers() override {
|
||||
return std::vector<PokerPlayer*>{
|
||||
this->penny->getComponent<PokerPlayer>(),
|
||||
this->julie->getComponent<PokerPlayer>(),
|
||||
this->sammy->getComponent<PokerPlayer>(),
|
||||
this->lucy->getComponent<PokerPlayer>()
|
||||
};
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.17.1");
|
||||
|
||||
start
|
||||
->then(new VisualNovelCallbackEvent<Scene_17>(vnManager, this, &Scene_17::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_17(DawnGame *game) : PokerVNScene(game) {}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
auto assMan = &this->game->assetManager;
|
||||
std::vector<Asset*> assets;
|
||||
vectorAppend(&assets, PokerVNScene::getRequiredAssets());
|
||||
vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
|
||||
return assets;
|
||||
}
|
||||
};
|
||||
}
|
39
src/dawnpokergame/scenes/Scene_18.hpp
Normal file
39
src/dawnpokergame/scenes/Scene_18.hpp
Normal file
@ -0,0 +1,39 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scenes/PixelVNScene.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class Scene_18 : public PixelVNScene {
|
||||
protected:
|
||||
void vnStage() override {
|
||||
PixelVNScene::vnStage();
|
||||
}
|
||||
|
||||
void onSceneEnded() {
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.18.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_18>(vnManager, this, &Scene_18::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_18(DawnGame *game) : PixelVNScene(game) {
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
};
|
||||
}
|
@ -16,8 +16,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_3>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -16,8 +16,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_4>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -27,8 +27,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_5>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -16,8 +16,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_6>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -16,8 +16,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_7>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -16,8 +16,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_8>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -27,8 +27,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_9>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
@ -16,8 +16,9 @@ namespace Dawn {
|
||||
|
||||
void onSceneEnded() {
|
||||
auto scene = new SubSceneRendererScene<Scene_10>(this->game);
|
||||
auto assets = game->scene->getRequiredAssets();
|
||||
game->assetManager.queueSwap(assets, this->getRequiredAssets());
|
||||
game->assetManager.queueSwap(
|
||||
scene->getRequiredAssets(), this->getRequiredAssets()
|
||||
);
|
||||
game->assetManager.syncLoad();
|
||||
scene->stage();
|
||||
this->game->sceneCutover(scene);
|
||||
|
Reference in New Issue
Block a user