修改渲染底层,新增场景摄像机逻辑,地图可行区域逻辑
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@@ -60,6 +60,7 @@ void Game::Init(std::function<void()> CallBack)
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}
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// 启用渲染器的混合功能(必须,否则纹理混合模式无效)
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
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// SDL_RenderSetScale(m_renderer, 1.2, 1.2);
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IMG_Init(IMG_INIT_PNG);
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// 初始化SDL_mixer,支持OGG格式
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@@ -77,7 +77,11 @@ private:
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RefPtr<Scene> m_uiScene;
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// 帧数
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int m_fps = 10000;
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#ifdef __SWITCH__
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int m_fps = 60;
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#else
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int m_fps = 2000;
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#endif
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u32 m_frameTime;
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float m_deltaTime;
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// 新增:帧率统计变量
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