93 lines
3.2 KiB
C++
93 lines
3.2 KiB
C++
// 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 "util/array.hpp"
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#include "scene/components/Components.hpp"
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#include "ui/PokerGameTextbox.hpp"
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#include "visualnovel/VisualNovelManager.hpp"
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#include "visualnovel/events/VisualNovelTextboxEvent.hpp"
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#include "visualnovel/events/VisualNovelPauseEvent.hpp"
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#include "visualnovel/events/VisualNovelFadeEvent.hpp"
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#include "visualnovel/events/VisualNovelChangeSimpleBackgroundEvent.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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#include "ui/PokerPlayerDisplay.hpp"
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#include "prefabs/VNPenny.hpp"
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namespace Dawn {
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class TestScene : public Scene {
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public:
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TestScene(DawnGame *game) : Scene(game) {
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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, &PokerGameTextbox::getAssets(assMan));
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vectorAppend(&assets, &PokerPlayerDisplay::getAssets(assMan));
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vectorAppend(&assets, &VNPenny::getAssets(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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void stage() override {
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// Camera
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auto camera = Camera::create(this);
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camera->transform->lookAtPixelPerfect(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 0),
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1.0f,
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camera->fov
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);
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// UI
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auto canvas = UICanvas::createCanvas(this);
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auto textbox = PokerGameTextbox::create(canvas);
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auto background = SimpleVisualNovelBackground::create(this);
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// VN Manager
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auto vnManagerItem = this->createSceneItem();
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auto vnManager = vnManagerItem->addComponent<VisualNovelManager>();
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// Poker Test
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auto pokerGameItem = this->createSceneItem();
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auto pokerGame = pokerGameItem->addComponent<PokerGame>();
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for(int32_t i = 0; i < 5; i++) {
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auto player = VNPenny::create(this);
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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->getComponent<PokerPlayer>());
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}
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auto vnFader = VisualNovelFader::create(canvas);
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auto texture = this->game->assetManager.get<TextureAsset>("texture_tavern_night");
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auto betting = vnManager
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->setEvent(new VisualNovelChangeSimpleBackgroundEvent(
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vnManager, &texture->texture
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))
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->then(new VisualNovelPauseEvent(vnManager, 1.0f))
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->then(new VisualNovelFadeEvent(
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vnManager, COLOR_BLACK, false, &easeOutCubic, 1.0f
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))
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->then(new VisualNovelTextboxEvent(vnManager, "Starting Game"))
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->then(new PokerNewGameEvent(vnManager))
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->then(new VisualNovelTextboxEvent(vnManager, "Game Started"))
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->then(new PokerInitialEvent(vnManager))
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;
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}
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};
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} |