Moved Scene implementation around

This commit is contained in:
2023-02-21 20:59:42 -08:00
parent fc14618f38
commit 38527a7de6
42 changed files with 540 additions and 459 deletions

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@ -7,4 +7,5 @@
target_sources(${DAWN_TARGET_NAME}
PRIVATE
TicTacToeTile.cpp
TicTacToeGame.cpp
)

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@ -0,0 +1,27 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TicTacToeGame.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
TicTacToeGame::TicTacToeGame(SceneItem *item) : SceneItemComponent(item) {}
void TicTacToeGame::onStart() {
std::cout << "Test" << std::endl;
this->tiles = getScene()->findComponents<TicTacToeTile>();
getScene()->eventSceneUpdate.addListener(this, &TicTacToeGame::onSceneUpdate);
}
void TicTacToeGame::onSceneUpdate() {
// Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f;
mouse -= glm::vec2(1, 1);
}

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@ -0,0 +1,21 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "TicTacToeTile.hpp"
namespace Dawn {
class TicTacToeGame : public SceneItemComponent {
public:
std::vector<TicTacToeTile*> tiles;
TicTacToeGame(SceneItem *item);
void onStart() override;
void onSceneUpdate();
};
}

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@ -13,7 +13,6 @@ DawnGame::DawnGame(DawnHost *host) :
renderManager(this),
inputManager(this),
localeManager(this),
physicsManager(this),
saveManager(this)
{
}

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@ -20,7 +20,6 @@ namespace Dawn {
TimeManager timeManager;
LocaleManager localeManager;
DawnGameSaveManager saveManager;
PhysicsManager physicsManager;
DawnGame(DawnHost *host);
int32_t init() override;

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@ -9,6 +9,7 @@
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/physics/2d/BoxCollider.hpp"
#include "components/TicTacToeTile.hpp"
namespace Dawn {
@ -27,6 +28,7 @@ namespace Dawn {
MeshRenderer *meshRenderer;
SimpleTexturedMaterial *material;
TicTacToeTile *ticTacToe;
BoxCollider *boxCollider;
TicTacToeTilePrefab(Scene *s, sceneitemid_t i) :
SceneItemPrefab<TicTacToeTilePrefab>(s,i)
@ -48,7 +50,11 @@ namespace Dawn {
sprite = this->addComponent<TiledSprite>();
sprite->setTileset(&tileset->tileset);
sprite->setSize(glm::vec2(1, 1));
sprite->setTile(0x00);
sprite->setTile(0x01);
boxCollider = this->addComponent<BoxCollider>();
boxCollider->min = glm::vec2();
boxCollider->max = glm::vec2(1, 1);
ticTacToe = this->addComponent<TicTacToeTile>();
}

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@ -8,14 +8,12 @@
#include "prefabs/SimpleSpinningCubePrefab.hpp"
#include "prefabs/TicTacToeTilePrefab.hpp"
#include "display/mesh/TriangleMesh.hpp"
#include "scene/components/physics/3d/RayTester3D.hpp"
#include "components/TicTacToeGame.hpp"
namespace Dawn {
class TicTacToeScene : public Scene {
protected:
Camera *camera;
TicTacToeTilePrefab* tiles[9];
void stage() override {
camera = Camera::create(this);
@ -30,22 +28,19 @@ namespace Dawn {
camera->orthoLeft = -s * ratio;
camera->orthoRight = s * ratio;
auto cube = SimpleSpinningCubePrefab::create(this);
TriangleMesh::createTriangleMesh(&cube->meshHost->mesh);
// auto cube = SimpleSpinningCubePrefab::create(this);
// TriangleMesh::createTriangleMesh(&cube->meshHost->mesh);
// SphereMesh::createSphere(&cube->meshHost->mesh, 1.0f, 16, 16);
auto tester = cube->addComponent<RayTester3D>();
tester->prefab = cube;
tester->camera = camera;
auto gameItem = this->createSceneItem();
auto game = gameItem->addComponent<TicTacToeGame>();
int32_t i = 0;
for(int32_t x = -1; x <= 1; x++) {
for(int32_t y = -1; y <= 1; y++) {
continue;
auto tile = TicTacToeTilePrefab::create(this);
tile->transform.setLocalPosition(glm::vec3(x * 1.25f, y * 1.25f, 0));
tile->ticTacToe->setState(i % 2 == 0 ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT);
tiles[i++] = tile;
// tile->ticTacToe->setState(i % 2 == 0 ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT);
}
}
}