Committing current progress.
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@ -7,10 +7,6 @@
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#include "pokergame.h"
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primitive_t primitive;
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primitive_t dot;
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float x, y;
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bool pokerGameInit(game_t *game) {
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pokergame_t *pokerGame = &game->pokerGame;
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@ -25,11 +21,6 @@ bool pokerGameInit(game_t *game) {
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pokerGameActionStartAdd(pokerGame);
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queueNext(&pokerGame->scene.conversation.actionQueue);
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//
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quadInit(&primitive, 0, 0,0,0,0, 64,64,1,1);
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quadInit(&dot, 0, 0,0,0,0, 2,2,1,1);
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x = 0, y = 0;
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return true;
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}
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@ -38,35 +29,15 @@ void pokerGameUpdate(game_t *game) {
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pokerGame = &game->pokerGame;
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// Update the scene
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// vnSceneUpdate(&pokerGame->scene, &game->engine);
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vnSceneUpdate(&pokerGame->scene, &game->engine);
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// Bind the shader.
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shaderUse(&pokerGame->assets.shader);
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// Render the visual novel scene
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// vnSceneRenderWorld(&pokerGame->scene, &game->engine, &pokerGame->assets.shader);
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vnSceneRenderWorld(&pokerGame->scene, &game->engine, &pokerGame->assets.shader);
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vnSceneRenderGui(&pokerGame->scene, &game->engine, &pokerGame->assets.shader);
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shaderUseTexture(&pokerGame->assets.shader, &pokerGame->assets.testTexture);
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x = inputGetAxis(&game->engine.input, INPUT_MOUSE_X);
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y = inputGetAxis(&game->engine.input, INPUT_MOUSE_Y);
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aabbpointhit_t hitting;
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bool hit = aabbPoint2D(x, y, 64,64, 64,64, &hitting);
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shaderUsePosition(&pokerGame->assets.shader, 64,64,0, 0,0,0);
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primitiveDraw(&primitive, 0, -1);
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if(hit) {
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shaderUsePosition(&pokerGame->assets.shader, hitting.hitX,hitting.hitY,0, 0,0,0);
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} else {
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shaderUsePosition(&pokerGame->assets.shader, x,y,0, 0,0,0);
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}
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primitiveDraw(&dot, 0, -1);
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// pokerUiRender(pokerGame);
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pokerUiRender(pokerGame);
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}
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void pokerGameDispose(game_t *game) {
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