修改OpenGl渲染底层之前
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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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