Added basic prefabs finally
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@ -24,7 +24,8 @@ add_subdirectory(save)
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add_subdirectory(scenes)
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# Assets
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tool_language(language_en locale/en.csv)
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set(DIR_GAME_ASSETS games/pokergame)
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tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
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tool_texture(texture_test texture_test.png)
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tool_texture(texture_city_day borrowed/city_day.png)
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tool_texture(texture_city_night borrowed/city_night.png)
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@ -5,6 +5,7 @@
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#include "DawnGame.hpp"
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#include "scenes/Scene_1_1.hpp"
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#include "scenes/PrefabTestingScene.hpp"
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using namespace Dawn;
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@ -22,7 +23,7 @@ int32_t DawnGame::init() {
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this->localeManager.init();
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this->renderManager.init();
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this->scene = new Scene_1_1(this);
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this->scene = new PrefabTestingScene(this);
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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@ -6,6 +6,5 @@
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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SimpleVNScene.cpp
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PokerVNScene.cpp
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)
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@ -13,15 +13,13 @@ PokerVNScene::PokerVNScene(DawnGame *game) : SimpleVNScene(game) {
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std::vector<Asset*> PokerVNScene::getRequiredAssets() {
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auto assMan = &this->game->assetManager;
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std::vector<Asset*> assets;
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vectorAppend(&assets, &SimpleVNScene::getRequiredAssets());
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vectorAppend(&assets, &PokerPlayerDisplay::getAssets(assMan));
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std::vector<Asset*> assets, l;
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vectorAppend(&assets, &(l = SimpleVNScene::getRequiredAssets()));
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vectorAppend(&assets, &(l = PokerPlayerDisplay::getAssets(assMan)));
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return assets;
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}
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void PokerVNScene::vnStage() {
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SimpleVNScene::vnStage();
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auto pokerGameItem = this->createSceneItem();
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this->pokerGame = pokerGameItem->addComponent<PokerGame>();
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@ -4,7 +4,7 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "SimpleVNScene.hpp"
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#include "visualnovel/scene/SimpleVNScene.hpp"
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#include "poker/PokerGame.hpp"
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#include "visualnovel/events/PokerBetLoopEvent.hpp"
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#include "visualnovel/events/PokerInitialEvent.hpp"
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32
src/dawnpokergame/scenes/PrefabTestingScene.hpp
Normal file
32
src/dawnpokergame/scenes/PrefabTestingScene.hpp
Normal file
@ -0,0 +1,32 @@
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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 "scene/Scene.hpp"
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#include "game/DawnGame.hpp"
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#include "prefabs/display/SimpleCubePrefab.hpp"
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namespace Dawn {
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class PrefabTestingScene : public Scene {
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protected:
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SimpleCubePrefab *cube = nullptr;
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Camera *camera = nullptr;
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public:
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PrefabTestingScene(DawnGame *game) : Scene(game) {
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}
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std::vector<Asset*> getRequiredAssets() override {
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return std::vector<Asset*>();
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}
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void stage() override {
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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
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cube = SimpleCubePrefab::create(this);
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}
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};
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}
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@ -4,19 +4,17 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "SimpleVNScene.hpp"
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#include "visualnovel/scene/SimpleVNScene.hpp"
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namespace Dawn {
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class Scene_1_1 : public SimpleVNScene {
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protected:
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void vnStage() override {
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SimpleVNScene::vnStage();
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}
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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, &SimpleVNScene::getRequiredAssets());
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std::vector<Asset*> assets = SimpleVNScene::getRequiredAssets();
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return assets;
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}
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@ -34,7 +34,7 @@ namespace Dawn {
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public:
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static std::vector<Asset*> getAssets(AssetManager *assMan) {
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std::vector<Asset*> assets;
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vectorAppend(&assets, &PokerGameBorder::getAssets(assMan));
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assets = PokerGameBorder::getAssets(assMan);
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assets.push_back(assMan->get<TrueTypeAsset>("truetype_ark"));
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return assets;
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}
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