加入 Node节点类 还未测试新框架
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@@ -17,23 +17,25 @@ Scene_Test::~Scene_Test()
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void Scene_Test::Enter()
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{
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map = new GameMap;
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map->LoadMap("map/cataclysm/town/elvengard/new_d_elvengard_l.map");
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map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
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map->Enter(this);
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AddChild(map);
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map->SetCallbackOnUpdate("csas", [this](float dt)
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{
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Vec2 pos = map->GetPos();
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pos.x -= 10 * dt;
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map->SetPos(pos); });
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RefPtr<CharacterObject> obj = new CharacterObject();
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obj->SetPosition({1000, 300, 0});
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obj->Construction(0);
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// RefPtr<CharacterObject> obj = new CharacterObject();
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// obj->SetPosition({1000, 300, 0});
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// obj->Construction(0);
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// map->AddObject(obj);
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map->AddObject(obj);
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RefPtr<MonsterObject> monster = new MonsterObject();
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monster->SetPosition({1200, 301, 0});
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monster->Construction(1);
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monster->SetDirection(1);
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map->AddObject(monster);
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_camera = new GameMapCamera;
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_camera->SetFromActor(obj.Get());
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// RefPtr<MonsterObject> monster = new MonsterObject();
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// monster->SetPosition({1200, 301, 0});
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// monster->Construction(1);
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// monster->SetDirection(1);
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// map->AddObject(monster);
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return;
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@@ -107,11 +109,6 @@ void Scene_Test::HandleEvents(SDL_Event *e)
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void Scene_Test::Update(float deltaTime)
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{
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Scene::Update(deltaTime);
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// 摄像机中有检测宿主坐标 所以要在场景的update后调用以便读取到本帧最新的坐标
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if (_camera)
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_camera->Update(deltaTime);
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if (map)
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map->Update(deltaTime);
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}
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void Scene_Test::Render()
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@@ -123,8 +120,3 @@ void Scene_Test::Exit()
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{
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SDL_Log("Scene_Test::退出测试场景!当前引用计数%d", this->GetRefCount());
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}
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RefPtr<BaseNode> Scene_Test::GetCamera()
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{
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return this->_camera;
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}
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