Prep for walls, not done

This commit is contained in:
2023-03-16 20:24:43 -07:00
parent e13158e6c3
commit 810d0e4aef
8 changed files with 142 additions and 35 deletions

View File

@ -5,57 +5,36 @@
#pragma once
#include "scene/Scene.hpp"
#include "prefabs/SimpleSpinningCubePrefab.hpp"
#include "scene/components/ui/UILabel.hpp"
#include "scene/components/ui/UIImage.hpp"
#include "display/font/BitmapFont.hpp"
#include "scene/components/PlayerController.hpp"
#include "scene/components/GameCamera.hpp"
#include "scene/components/physics/3d/CubeCollider.hpp"
#include "scene/components/GameCamera.hpp"
namespace Dawn {
class HelloWorldScene : public Scene {
protected:
Camera *camera;
SimpleSpinningCubePrefab *cube;
UICanvas *canvas;
UILabel *label;
UIImage *image;
BitmapFont font;
void stage() override {
camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(0, 0, 8), glm::vec3(0, 0, 0));
auto gameCamera = camera->item->addComponent<GameCamera>();
cube = SimpleSpinningCubePrefab::create(this);
auto playerItem = this->createSceneItem();
auto player = playerItem->addComponent<PlayerController>();
auto hitbox = playerItem->addComponent<CubeCollider>();
canvas = UICanvas::create(this);
auto wall = this->createSceneItem();
auto wallHitbox = wall->addComponent<CubeCollider>();
wall->transform.setLocalPosition(glm::vec3(-10, 0, 0));
wallHitbox->min = -(wallHitbox->max = glm::vec3(1, 1, 5));
auto imageItem = this->createSceneItem();
image = imageItem->addComponent<UIImage>();
image->color = COLOR_BLACK;
imageItem->transform.setParent(canvas->transform);
auto labelItem = this->createSceneItem();
label = labelItem->addComponent<UILabel>();
labelItem->transform.setParent(canvas->transform);
auto assMan = &this->game->assetManager;
auto texture = assMan->get<TextureAsset>("testbitmap_texture");
auto tileset = assMan->get<TilesetAsset>("testbitmap_tileset");
this->font.texture = &texture->texture;
this->font.tileset = &tileset->tileset;
label->text = "Hello World, how are you today? I hope you are doing well. I really like the fact I can ramble in my text for once.";
label->font = &font;
label->maxWidth = 220;
image->alignment = glm::vec4(0, 0, label->getContentWidth(), label->getContentHeight());
gameCamera->player = player;
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
assets.push_back(assMan->get<TextureAsset>("testbitmap_texture"));
assets.push_back(assMan->get<TilesetAsset>("testbitmap_tileset"));
return assets;
}