Moved Scene implementation around
This commit is contained in:
@ -5,7 +5,6 @@
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#include "RenderPipeline.hpp"
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#include "game/DawnGame.hpp"
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#include "display/RenderManager.hpp"
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using namespace Dawn;
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@ -5,8 +5,6 @@
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#pragma once
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#include "dawnlibs.hpp"
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#include "scene/SceneItem.hpp"
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#include "scene/Scene.hpp"
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#include "scene/components/display/Material.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/Camera.hpp"
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@ -12,7 +12,6 @@
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#include "time/TimeManager.hpp"
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#include "input/InputBinds.hpp"
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#include "locale/LocaleManager.hpp"
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#include "physics/PhysicsManager.hpp"
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#include "save/SaveManager.hpp"
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#include "audio/AudioManager.hpp"
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15
src/dawn/physics/2d/Box.cpp
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15
src/dawn/physics/2d/Box.cpp
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@ -0,0 +1,15 @@
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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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#include "Box.hpp"
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using namespace Dawn;
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bool_t boxIsPointInside(glm::vec2 point, glm::vec2 min, glm::vec2 max) {
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return (
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point.x >= min.x && point.x <= max.x &&
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point.y >= min.y && point.y <= max.y
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);
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}
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20
src/dawn/physics/2d/Box.hpp
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20
src/dawn/physics/2d/Box.hpp
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@ -0,0 +1,20 @@
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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 "dawnlibs.hpp"
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#include "assert/assert.hpp"
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namespace Dawn {
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/**
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* Checks if a given point is within the 2D Boundaries of an object.
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*
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* @param point Point to test.
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* @param min Minimum point on the box.
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* @param max Maximum point on the box.
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* @return True if the point is within the box.
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*/
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static bool_t boxIsPointInside(glm::vec2 point, glm::vec2 min, glm::vec2 max);
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}
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11
src/dawn/physics/2d/CMakeLists.txt
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11
src/dawn/physics/2d/CMakeLists.txt
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@ -0,0 +1,11 @@
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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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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Box.cpp
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Ray2D.cpp
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)
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@ -4,14 +4,9 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnlibs.hpp"
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#include "assert/assert.hpp
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namespace Dawn {
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class DawnGame;
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class PhysicsManager {
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public:
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DawnGame *game;
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PhysicsManager(DawnGame *game);
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};
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}
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0
src/dawn/physics/2d/PhysicsGrid.hpp
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0
src/dawn/physics/2d/PhysicsGrid.hpp
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@ -6,8 +6,9 @@
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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PhysicsManager.cpp
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ScenePhysicsManager.cpp
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)
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# Subdirs
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add_subdirectory(2d)
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add_subdirectory(3d)
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17
src/dawn/physics/ScenePhysicsManager.cpp
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src/dawn/physics/ScenePhysicsManager.cpp
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@ -0,0 +1,17 @@
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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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#include "ScenePhysicsManager.hpp"
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#include "scene/Scene.hpp"
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using namespace Dawn;
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ScenePhysicsManager::ScenePhysicsManager() {
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}
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void ScenePhysicsManager::update() {
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}
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29
src/dawn/physics/ScenePhysicsManager.hpp
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29
src/dawn/physics/ScenePhysicsManager.hpp
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@ -0,0 +1,29 @@
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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 "dawnlibs.hpp"
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#include "scene/SceneItem.hpp"
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typedef int64_t scenechunk_t;
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#define SCENE_CHUNK_SIZE_2D 512
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namespace Dawn {
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class Scene;
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class ScenePhysicsManager {
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protected:
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std::map<scenechunk_t, std::vector<SceneItem*>> chunkItems;
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std::map<SceneItem*, std::vector<scenechunk_t>> itemChunks;
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public:
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ScenePhysicsManager();
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void update();
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friend class Scene;
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};
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}
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@ -6,7 +6,6 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "Card.hpp"
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#include "scene/Scene.hpp"
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#include "PokerPot.hpp"
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#include "util/mathutils.hpp"
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#include "display/animation/Easing.hpp"
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@ -5,7 +5,7 @@
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#pragma once
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#include "asset/AssetManager.hpp"
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#include "scene/Scene.hpp"
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#include "scene/SceneItemComponent.hpp"
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#include "util/array.hpp"
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namespace Dawn {
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@ -5,7 +5,6 @@
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#pragma once
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#include "Prefab.hpp"
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#include "scene/SceneItem.hpp"
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#include "game/DawnGame.hpp"
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namespace Dawn {
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@ -4,6 +4,8 @@
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// https://opensource.org/licenses/MIT
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#include "Scene.hpp"
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#include "SceneItem.hpp"
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#include "SceneItemComponent.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@ -4,13 +4,19 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "SceneItem.hpp"
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#include "event/Event.hpp"
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#include "asset/Asset.hpp"
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namespace Dawn {
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class DawnGame;
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class RenderPipeline;
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class SceneItem;
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class SceneItemComponent;
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typedef int32_t sceneitemid_t;
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template<class T>
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T * _sceneForwardGetComponent(SceneItem *item);
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class Scene {
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private:
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@ -84,13 +90,13 @@ namespace Dawn {
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T * findComponent() {
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auto it = this->itemsNotInitialized.begin();
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while(it != this->itemsNotInitialized.end()) {
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auto component = it->second->getComponent<T>();
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auto component = _sceneForwardGetComponent<T>(it->second);
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if(component != nullptr) return component;
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++it;
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}
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auto it2 = this->items.begin();
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while(it2 != this->items.end()) {
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auto component = it2->second->getComponent<T>();
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auto component = _sceneForwardGetComponent<T>(it2->second);
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if(component != nullptr) return component;
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++it2;
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}
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@ -110,14 +116,14 @@ namespace Dawn {
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auto it = this->itemsNotInitialized.begin();
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while(it != this->itemsNotInitialized.end()) {
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auto component = it->second->getComponent<T>();
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auto component = _sceneForwardGetComponent<T>(it->second);
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if(component != nullptr) components.push_back(component);
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++it;
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}
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auto it2 = this->items.begin();
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while(it2 != this->items.end()) {
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auto component = it2->second->getComponent<T>();
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auto component = _sceneForwardGetComponent<T>(it2->second);
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if(component != nullptr) components.push_back(component);
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++it2;
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}
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@ -4,7 +4,7 @@
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// https://opensource.org/licenses/MIT
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#include "SceneItem.hpp"
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#include "Scene.hpp"
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#include "SceneItemComponent.hpp"
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using namespace Dawn;
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@ -4,14 +4,12 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "SceneItemComponent.hpp"
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#include "display/Transform.hpp"
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#include "event/Event.hpp"
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#include "scene/Scene.hpp"
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namespace Dawn {
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typedef int32_t sceneitemid_t;
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class Scene;
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class SceneItemComponent;
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class SceneItem {
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private:
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@ -6,10 +6,9 @@
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#pragma once
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#include "dawnlibs.hpp"
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#include "display/Transform.hpp"
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#include "scene/SceneItem.hpp"
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namespace Dawn {
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class SceneItem;
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class Scene;
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class DawnGame;
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class SceneItemComponent {
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@ -70,4 +69,11 @@ namespace Dawn {
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*/
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~SceneItemComponent();
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};
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template<class T>
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T * _sceneForwardGetComponent(SceneItem *item) {
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return item->getComponent<T>();
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}
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}
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@ -4,7 +4,6 @@
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// https://opensource.org/licenses/MIT
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#include "AnimationController.hpp"
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#include "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@ -4,7 +4,6 @@
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// https://opensource.org/licenses/MIT
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#include "Camera.hpp"
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#include "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@ -4,7 +4,6 @@
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// https://opensource.org/licenses/MIT
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#include "Material.hpp"
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#include "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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@ -4,7 +4,6 @@
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// https://opensource.org/licenses/MIT
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#include "SimpleRenderTargetQuad.hpp"
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#include "scene/Scene.hpp"
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using namespace Dawn;
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@ -4,7 +4,6 @@
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// https://opensource.org/licenses/MIT
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#include "ExampleSpin.hpp"
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#include "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "display/mesh/CubeMesh.hpp"
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@ -3,11 +3,10 @@
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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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#include "PhysicsManager.hpp"
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#include "game/DawnGame.hpp"
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#include "BoxCollider.hpp"
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using namespace Dawn;
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PhysicsManager::PhysicsManager(DawnGame *game) {
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this->game = game;
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BoxCollider::BoxCollider(SceneItem *i) : Collider2D(i) {
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}
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18
src/dawn/scene/components/physics/2d/BoxCollider.hpp
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18
src/dawn/scene/components/physics/2d/BoxCollider.hpp
Normal file
@ -0,0 +1,18 @@
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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 "Collider2D.hpp"
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#include "physics/2d/Box.hpp"
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namespace Dawn {
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class BoxCollider : public Collider2D {
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public:
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glm::vec2 min = glm::vec2(-0.5f, -0.5f);
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glm::vec2 max = glm::vec2( 0.5f, 0.5f);
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BoxCollider(SceneItem *item);
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};
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}
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@ -6,6 +6,6 @@
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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BoxCollider.cpp
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Collider2D.cpp
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Ray2D.cpp
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)
|
@ -4,10 +4,10 @@
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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RayTester3D.cpp
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)
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# target_sources(${DAWN_TARGET_NAME}
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# PRIVATE
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# RayTester3D.cpp
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# )
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# Subdirs
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add_subdirectory(collider)
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@ -1,44 +0,0 @@
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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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#include "RayTester3D.hpp"
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#include "scene/Scene.hpp"
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using namespace Dawn;
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RayTester3D::RayTester3D(SceneItem *item) : SceneItemComponent(item) {
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}
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void RayTester3D::onStart() {
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this->getScene()->eventSceneUpdate.addListener(this, &RayTester3D::onUpdate);
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}
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void RayTester3D::onUpdate() {
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prefab->transform.setLocalPosition(glm::vec3(0, 0, 0));
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triangle.v0 = glm::vec3(-0.5f, -0.5f, 0);
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triangle.v1 = glm::vec3(0.5f, -0.5f, 0);
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triangle.v2 = glm::vec3(0, 0.5f, 0);
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auto mouse = this->getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
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mouse *= 2.0f;
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mouse -= glm::vec2(1, 1);
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glm::vec3 pos = glm::vec3(mouse.x * camera->orthoRight, mouse.y * camera->orthoBottom, 0.0f);
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ray.direction = glm::vec3(0, 0, -15);
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ray.origin = pos;
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// prefab->transform.setLocalPosition(pos);
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// ray.origin = glm::vec3(0, 0, 5);
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bool_t x = raytestTriangle(ray, triangle, &hit, &normal, &distance);
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if(x) {
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prefab->material->color = COLOR_RED;
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} else {
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prefab->material->color = COLOR_WHITE;
|
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}
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||||
}
|
@ -1,27 +0,0 @@
|
||||
// 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 "prefabs/SimpleSpinningCubePrefab.hpp"
|
||||
#include "physics/3d/Ray3D.hpp"
|
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#include "scene/components/display/Camera.hpp"
|
||||
|
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namespace Dawn {
|
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class RayTester3D : public SceneItemComponent {
|
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public:
|
||||
SimpleSpinningCubePrefab *prefab;
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||||
Camera *camera;
|
||||
struct PhysicsTriangle triangle;
|
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struct Ray3D ray;
|
||||
glm::vec3 hit;
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||||
glm::vec3 normal;
|
||||
float_t distance;
|
||||
|
||||
RayTester3D(SceneItem *item);
|
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void onStart() override;
|
||||
void onUpdate();
|
||||
};
|
||||
}
|
@ -4,7 +4,7 @@
|
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// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
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||||
#include "scene/Scene.hpp"
|
||||
#include "scene/SceneItemComponent.hpp"
|
||||
|
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namespace Dawn {
|
||||
class SubSceneController : public SceneItemComponent {
|
||||
|
@ -4,7 +4,6 @@
|
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// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "UICanvas.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
#include "ui/UIComponent.hpp"
|
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#include "game/DawnGame.hpp"
|
||||
#include "ui/UIMenu.hpp"
|
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|
@ -5,7 +5,6 @@
|
||||
|
||||
#pragma once
|
||||
#include "scene/components/ui/UICanvas.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
#include "display/Color.hpp"
|
||||
#include "util/array.hpp"
|
||||
#include "util/mathutils.hpp"
|
||||
|
@ -7,4 +7,5 @@
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
TicTacToeTile.cpp
|
||||
TicTacToeGame.cpp
|
||||
)
|
27
src/dawntictactoe/components/TicTacToeGame.cpp
Normal file
27
src/dawntictactoe/components/TicTacToeGame.cpp
Normal file
@ -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);
|
||||
|
||||
|
||||
}
|
21
src/dawntictactoe/components/TicTacToeGame.hpp
Normal file
21
src/dawntictactoe/components/TicTacToeGame.hpp
Normal file
@ -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();
|
||||
};
|
||||
}
|
@ -13,7 +13,6 @@ DawnGame::DawnGame(DawnHost *host) :
|
||||
renderManager(this),
|
||||
inputManager(this),
|
||||
localeManager(this),
|
||||
physicsManager(this),
|
||||
saveManager(this)
|
||||
{
|
||||
}
|
||||
|
@ -20,7 +20,6 @@ namespace Dawn {
|
||||
TimeManager timeManager;
|
||||
LocaleManager localeManager;
|
||||
DawnGameSaveManager saveManager;
|
||||
PhysicsManager physicsManager;
|
||||
|
||||
DawnGame(DawnHost *host);
|
||||
int32_t init() override;
|
||||
|
@ -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>();
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user