修改OpenGl渲染底层之前
This commit is contained in:
@@ -1,5 +1,5 @@
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#include "Scene/Scene_Loading_UI.h"
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#include "Scene/Scene_SelectCharacter_UI.hpp"
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#include "Scene/Scene_MainUi.h"
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#include "Scene/Scene_Test.h"
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#include "Scene_Loading_UI.h"
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#include "EngineFrame/Component/Sprite.h"
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@@ -50,7 +50,7 @@ void Scene_Loading_UI::Update(float deltaTime)
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RefPtr<Scene_Test> scene = new Scene_Test;
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Game::GetInstance().ChangeScene(scene);
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// 设定UI层场景
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RefPtr<Scene_SelectCharacter_UI> sceneUI = new Scene_SelectCharacter_UI;
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RefPtr<Scene_MainUi> sceneUI = new Scene_MainUi;
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Game::GetInstance().ChangeUIScene(sceneUI);
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}
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}
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72
source_game/Scene/Scene_MainUi.cpp
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72
source_game/Scene/Scene_MainUi.cpp
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@@ -0,0 +1,72 @@
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#include "Scene_MainUi.h"
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#include "Asset/Squirrel/SquirrelManager.h"
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void Scene_MainUi::Enter()
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{
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Scene::Enter();
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HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
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SQInteger top = sq_gettop(v);
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sq_pushroottable(v);
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sq_pushstring(v, _SC("_MainUI_Enter_"), -1);
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if (SQ_SUCCEEDED(sq_get(v, -2)))
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{
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sq_pushroottable(v);
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sq_pushuserpointer(v, this);
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sq_call(v, 2, SQFalse, SQTrue);
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}
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sq_settop(v, top);
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}
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void Scene_MainUi::HandleEvents(SDL_Event *e)
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{
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Scene::HandleEvents(e);
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HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
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SQInteger top = sq_gettop(v);
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sq_pushroottable(v);
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sq_pushstring(v, _SC("_MainUI_HandleEvents_"), -1);
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if (SQ_SUCCEEDED(sq_get(v, -2)))
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{
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sq_pushroottable(v);
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sq_pushinteger(v, 1);
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sq_call(v, 2, SQFalse, SQTrue);
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}
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sq_settop(v, top);
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}
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void Scene_MainUi::Update(float deltaTime)
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{
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Scene::Update(deltaTime);
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HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
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SQInteger top = sq_gettop(v);
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sq_pushroottable(v);
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sq_pushstring(v, _SC("_MainUI_Update_"), -1);
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if (SQ_SUCCEEDED(sq_get(v, -2)))
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{
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sq_pushroottable(v);
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sq_pushfloat(v, deltaTime);
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sq_call(v, 2, SQFalse, SQTrue);
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}
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sq_settop(v, top);
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}
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void Scene_MainUi::Exit()
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{
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Scene::Exit();
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HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
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SQInteger top = sq_gettop(v);
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sq_pushroottable(v);
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sq_pushstring(v, _SC("_MainUI_Exit_"), -1);
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if (SQ_SUCCEEDED(sq_get(v, -2)))
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{
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sq_pushroottable(v);
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sq_call(v, 1, SQFalse, SQTrue);
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}
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sq_settop(v, top);
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}
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void Scene_MainUi::Render()
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{
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Scene::Render();
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}
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15
source_game/Scene/Scene_MainUi.h
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15
source_game/Scene/Scene_MainUi.h
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@@ -0,0 +1,15 @@
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#pragma once
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#include "EngineFrame/Scene/Scene.h"
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class Scene_MainUi : public Scene
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{
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private:
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/* data */
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public:
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void Enter() override;
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void HandleEvents(SDL_Event *e) override;
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void Update(float deltaTime) override;
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void Exit() override;
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void Render() override;
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};
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@@ -1,98 +0,0 @@
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#pragma once
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#include "EngineFrame/Scene/Scene.h"
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#include "Asset/AssetManager.h"
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#include "EngineFrame/Component/Animation.h"
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#include "Actor/Map/GameMap.h"
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#include "Actor/Map/GameMapCamera.h"
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#include "Actor/Object/CharacterObject.h"
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class Scene_SelectCharacter_UI : public Scene
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{
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private:
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/* data */
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GameMap *map;
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RefPtr<GameMapCamera> camera = nullptr;
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public:
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Scene_SelectCharacter_UI(/* args */) {
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};
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~Scene_SelectCharacter_UI() {
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};
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public:
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void Enter() override
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{
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map = new GameMap;
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map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
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map->Enter(this);
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RefPtr<CharacterObject> obj = new CharacterObject();
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obj->SetPosition({620, 200, 0});
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// 构造为鬼剑士
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obj->Construction(0);
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map->AddObject(obj);
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camera = new GameMapCamera;
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camera->SetParentMap(map);
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camera->SetFromActor(obj.Get());
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AddChild(camera);
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// RefPtr<Actor> actor = new Actor;
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// actor->SetPos(VecFPos{450, 350});
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// // actor->SetAnchor(VecFPos{0.5, 0.5});
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// actor->SetScale(VecFPos{-1.f, 1.f});
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// AddChild(actor);
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// RefPtr<Actor> actor2 = new Actor;
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// actor->AddChild(actor2);
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// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// // ani4->SetScale(VecFPos{-1.0, 1.0});
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// actor2->AddChild(ani4);
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// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
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// ani3->SetPos(VecPos{300, 300});
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// actor->AddChild(ani3);
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// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// ani4->SetPos(VecPos{300, 500});
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// actor->AddChild(ani4);
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// for (size_t i = 0; i < 400; i++)
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// {
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// RefPtr<Actor> actor = new Actor;
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// AddChild(actor);
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// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
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// // actor->AddComponent(ani3);
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// // ani3->SetRenderZOrder(1000);
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// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
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// // actor->AddComponent(ani);
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// // ani->SetRenderZOrder(500);
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// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
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// actor->AddComponent(sprite);
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// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
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// // actor->AddComponent(ani2);
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// // ani2->SetRenderZOrder(1000);
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// }
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// SDL_Log("进入了选择角色场景!");
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};
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void HandleEvents(SDL_Event *e) override
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{
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Scene::HandleEvents(e);
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map->HandleEvents(e);
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};
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void Update(float deltaTime) override
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{
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Scene::Update(deltaTime);
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map->Update(deltaTime);
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};
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// void Render() override;
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// void Exit() override;
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};
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@@ -1,6 +1,7 @@
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#include "Scene_Test.h"
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#include <memory>
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#include <EngineCore/Game.h>
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#include <EngineFrame/Component/AnimationManager.h>
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Scene_Test::Scene_Test()
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{
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}
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@@ -12,22 +13,108 @@ Scene_Test::~Scene_Test()
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void Scene_Test::Enter()
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{
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SDL_Log("进入测试场景!");
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map = new GameMap;
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map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
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map->Enter(this);
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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<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(obj);
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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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return;
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// SDL_Log("Scene_Test::进入测试场景!");
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RefPtr<Actor> actor = new Actor;
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AddChild(actor);
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// RefPtr<Sprite> sprite = new Sprite("ImagePacks2/test_white_background.png");
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// actor->AddComponent(sprite);
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// RefPtr<Sprite> chr = new Sprite("sprite/character/swordman/equipment/avatar/skin/sm_body0000.img", 90);
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// chr->SetPos(VecFPos{200, 100});
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// chr->SetAlpha(0.5);
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// chr->SetShadow();
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// actor->AddComponent(chr);
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RefPtr<AnimationManager> Am = new AnimationManager;
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RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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Am->AddAnimation(ani4);
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// Am->SetPos(VecFPos{200, 100});
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actor->AddChild(Am);
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// // sprite2->UnsetClipRect();
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// RefPtr<Actor> actor2 = new Actor;
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// actor->AddChild(actor2);
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// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// // ani4->SetScale(VecFPos{-1.0, 1.0});
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// actor->AddChild(ani4);
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// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
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// actor->AddChild(ani3);
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// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// ani4->SetPos(VecPos{300, 500});
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// actor->AddChild(ani4);
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// for (size_t i = 0; i < 400; i++)
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// {
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// RefPtr<Actor> actor = new Actor;
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// AddChild(actor);
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// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
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// // actor->AddComponent(ani3);
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// // ani3->SetRenderZOrder(1000);
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// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
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// // actor->AddComponent(ani);
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// // ani->SetRenderZOrder(500);
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// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
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// actor->AddComponent(sprite);
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// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
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// // actor->AddComponent(ani2);
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// // ani2->SetRenderZOrder(1000);
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// }
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}
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void Scene_Test::HandleEvents(SDL_Event *e)
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{
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Scene::HandleEvents(e);
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}
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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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{
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Scene::Render();
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}
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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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@@ -1,10 +1,18 @@
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#pragma once
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#include "EngineFrame/Scene/Scene.h"
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#include "Asset/AssetManager.h"
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#include "EngineFrame/Component/Animation.h"
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#include "Actor/Map/GameMap.h"
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#include "Actor/Map/GameMapCamera.h"
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#include "Actor/Object/CharacterObject.h"
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#include "Actor/Object/MonsterObject.h"
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class Scene_Test : public Scene
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{
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private:
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/* data */
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GameMap *map = nullptr;
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RefPtr<GameMapCamera> _camera = nullptr;
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public:
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Scene_Test(/* args */);
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~Scene_Test();
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@@ -15,7 +23,8 @@ public:
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void Update(float deltaTime) override;
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void Render() override;
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void Exit() override;
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RefPtr<BaseNode> GetCamera() override;
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public:
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int MyId = 0;
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};
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