First attempt to play audio
This commit is contained in:
@ -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
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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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}
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47
src/dawnpokergame/scenes/Scene_14.hpp
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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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}
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47
src/dawnpokergame/scenes/Scene_15.hpp
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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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#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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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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}
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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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}
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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
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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_17.hpp"
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namespace Dawn {
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class Scene_16 : 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_17>(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.16.1"))
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->then(new VisualNovelCallbackEvent<Scene_16>(vnManager, this, &Scene_16::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_16(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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}
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68
src/dawnpokergame/scenes/Scene_17.hpp
Normal file
68
src/dawnpokergame/scenes/Scene_17.hpp
Normal file
@ -0,0 +1,68 @@
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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 "PokerVNScene.hpp"
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#include "prefabs/characters/PennyPrefab.hpp"
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#include "scenes/Scene_18.hpp"
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namespace Dawn {
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class Scene_17 : public PokerVNScene {
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protected:
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PennyPrefab *penny;
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PennyPrefab *julie;
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PennyPrefab *sammy;
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PennyPrefab *lucy;
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void vnStage() override {
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penny = PennyPrefab::create(this);
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julie = PennyPrefab::create(this);
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sammy = PennyPrefab::create(this);
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lucy = PennyPrefab::create(this);
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PokerVNScene::vnStage();
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}
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_18>(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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return std::vector<PokerPlayer*>{
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this->penny->getComponent<PokerPlayer>(),
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this->julie->getComponent<PokerPlayer>(),
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this->sammy->getComponent<PokerPlayer>(),
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this->lucy->getComponent<PokerPlayer>()
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};
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.17.1");
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start
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->then(new VisualNovelCallbackEvent<Scene_17>(vnManager, this, &Scene_17::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_17(DawnGame *game) : PokerVNScene(game) {}
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std::vector<Asset*> getRequiredAssets() override {
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auto assMan = &this->game->assetManager;
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std::vector<Asset*> assets;
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vectorAppend(&assets, PokerVNScene::getRequiredAssets());
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vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
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return assets;
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}
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};
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}
|
39
src/dawnpokergame/scenes/Scene_18.hpp
Normal file
39
src/dawnpokergame/scenes/Scene_18.hpp
Normal file
@ -0,0 +1,39 @@
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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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namespace Dawn {
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class Scene_18 : 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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}
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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.18.1"))
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->then(new VisualNovelCallbackEvent<Scene_18>(vnManager, this, &Scene_18::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_18(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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}
|
@ -16,8 +16,9 @@ namespace Dawn {
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_3>(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_4>(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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|
@ -27,8 +27,9 @@ namespace Dawn {
|
||||
|
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_5>(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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|
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void onSceneEnded() {
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auto scene = new SubSceneRendererScene<Scene_6>(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_7>(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(
|
||||
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