First attempt to play audio

This commit is contained in:
2023-01-17 00:11:22 -08:00
parent 15a34bd70b
commit 9fc4d2e4e2
54 changed files with 820 additions and 83 deletions

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@ -0,0 +1,52 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "asset/AssetManager.hpp"
#include "poker/PokerPlayer.hpp"
#include "scene/components/Components.hpp"
#include "visualnovel/components/VisualNovelCharacter.hpp"
#include "display/animation/TiledSpriteAnimation.hpp"
#include "scene/components/display/shader/SimpleTexturedShaderInterface.hpp"
namespace Dawn {
class DeathPrefab : public SceneItemPrefab<DeathPrefab> {
public:
VisualNovelCharacter *vnCharacter;
SimpleTexturedShaderInterface *shaderInterface;
static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
return std::vector<Asset*>{
assMan->get<TextureAsset>("texture_death"),
assMan->get<TilesetAsset>("tileset_death")
};
}
DeathPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
void prefabInit(AssetManager *man) override {
auto textureAsset = man->get<TextureAsset>("texture_death");
auto tilesetAsset = man->get<TilesetAsset>("tileset_death");
auto meshRenderer = this->addComponent<MeshRenderer>();
auto material = this->addComponent<Material>();
auto meshHost = this->addComponent<MeshHost>();
auto animation = this->addComponent<AnimationController>();
auto tiledSprite = this->addComponent<TiledSprite>();
tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
tiledSprite->setTile(0);
vnCharacter = this->addComponent<VisualNovelCharacter>();
vnCharacter->nameKey = "character.death.name";
shaderInterface = this->addComponent<SimpleTexturedShaderInterface>();
shaderInterface->setTexture(&textureAsset->texture);
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
}
};
}

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@ -46,10 +46,10 @@ namespace Dawn {
tiledSprite->setTile(0);
this->transform.setLocalPosition(glm::vec3(0, 0, 0));
auto anim = new TiledSpriteAnimation(tiledSprite);
anim->addSequentialKeyframes(0.1f, 0, 22);
anim->loop = true;
animation->animation = anim;
// auto anim = new TiledSpriteAnimation(tiledSprite);
// anim->addSequentialKeyframes(0.1f, 0, 22);
// anim->loop = true;
// animation->animation = anim;
}
};
}

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@ -14,17 +14,18 @@ namespace Dawn {
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
std::vector<Asset*> assets;
assets.push_back(man->get<TrueTypeAsset>("truetype_ark"));
assets.push_back(man->get<TrueTypeAsset>("truetype_alice"));
vectorAppend(&assets, UIBorderPrefab::getRequiredAssets(man));
return assets;
}
static void prefabApply(AssetManager *man, VisualNovelTextbox *textbox) {
auto assetFont = man->get<TrueTypeAsset>("truetype_ark");
auto assetFont = man->get<TrueTypeAsset>("truetype_alice");
UIBorderPrefab::apply(&textbox->border);
textbox->setFont(&assetFont->font);
textbox->setFontSize(10.0f);
textbox->setFontSize(48.0f);
textbox->setLabelPadding(glm::vec2(2, 2));
textbox->label.textColor = COLOR_WHITE;
textbox->setTransform(
UI_COMPONENT_ALIGN_STRETCH, UI_COMPONENT_ALIGN_END,