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@ -14,7 +14,7 @@ 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, l;
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vectorAppend(&assets, &(l = SimpleVNScene::getRequiredAssets()));
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vectorAppend(&assets,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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@ -29,9 +29,9 @@ void PokerVNScene::vnStage() {
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int32_t i = 0;
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while(it != this->pokerPlayers.end()) {
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auto player = *it;
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auto uiPlayer = canvas->addElement<PokerPlayerDisplay>();
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uiPlayer->setTransform(UI_COMPONENT_ALIGN_START, UI_COMPONENT_ALIGN_START, glm::vec4(i * 220, 0, 220, 200), 0);
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uiPlayer->setPlayer(player);
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// auto uiPlayer = canvas->addElement<PokerPlayerDisplay>();
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// uiPlayer->setTransform(UI_COMPONENT_ALIGN_START, UI_COMPONENT_ALIGN_START, glm::vec4(i * 220, 0, 220, 200), 0);
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// uiPlayer->setPlayer(player);
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++it;
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++i;
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}
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@ -1,32 +0,0 @@
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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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@ -5,21 +5,21 @@
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#pragma once
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#include "PokerVNScene.hpp"
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#include "prefabs/VNPenny.hpp"
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#include "prefabs/characters/PennyPrefab.hpp"
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namespace Dawn {
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class TestScene : public PokerVNScene {
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protected:
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SceneItem *penny;
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SceneItem *julie;
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SceneItem *sammy;
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SceneItem *lucy;
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PennyPrefab *penny;
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PennyPrefab *julie;
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PennyPrefab *sammy;
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PennyPrefab *lucy;
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void vnStage() override {
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penny = VNPenny::create(this);
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julie = VNPenny::create(this);
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sammy = VNPenny::create(this);
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lucy = VNPenny::create(this);
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penny = PennyPrefab::create(this);
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julie = PennyPrefab::create(this);
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sammy = PennyPrefab::create(this);
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lucy = PennyPrefab::create(this);
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PokerVNScene::vnStage();
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}
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@ -39,27 +39,19 @@ namespace Dawn {
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auto start = new VisualNovelChangeSimpleBackgroundEvent(
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vnManager, &texture->texture
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);
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start
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->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "scene.1.1"))
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// ->then(new PokerNewGameEvent(vnManager))
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->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "undefined"))
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// ->then(new PokerInitialEvent(vnManager))
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;
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start->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "scene.1.1"));
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return start;
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}
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public:
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TestScene(DawnGame *game) : PokerVNScene(game) {
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}
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TestScene(DawnGame *game) : PokerVNScene(game) {}
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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, &PokerVNScene::getRequiredAssets());
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vectorAppend(&assets, &VNPenny::getAssets(assMan));
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vectorAppend(&assets, PokerVNScene::getRequiredAssets());
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vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
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assets.push_back(assMan->get<TextureAsset>("texture_tavern_night"));
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return assets;
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}
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