This commit is contained in:
2025-10-06 04:18:49 +08:00
commit df2cacdb92
2784 changed files with 1280840 additions and 0 deletions

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#include "Scene/Scene_Loading_UI.h"
#include "Scene/Scene_SelectCharacter_UI.hpp"
#include "Scene/Scene_Test.h"
#include "Scene_Loading_UI.h"
#include "EngineFrame/Component/Sprite.h"
#include "EngineFrame/Component/Text.h"
#include "Global/Global_Game.h"
#include "Asset/Asset_Script.h"
void Scene_Loading_UI::Enter()
{
// 加载OGG文件
music = Mix_LoadMUS("Music/characterSelectStage.ogg");
if (music)
{
Mix_PlayMusic(music, 1);
}
RefPtr<Actor> actor = new Actor;
AddChild(actor);
RefPtr<Sprite> BackGroundSp = new Sprite("ImagePacks2/Loading1.png");
actor->AddComponent(BackGroundSp);
RefPtr<Sprite> BackGround2Sp = new Sprite("ImagePacks2/Loading0.png");
BackGround2Sp->SetPos(VecFPos{0, 686});
actor->AddComponent(BackGround2Sp);
RefPtr<Sprite> LoadCircleSp = new Sprite("ImagePacks2/Loading2.png");
LoadCircleSp->SetName("LoadCircle");
LoadCircleSp->SetPos(VecFPos{1280 - 60, 686 - 60});
LoadCircleSp->SetBlendMode(SDL_BLENDMODE_ADD);
LoadCircleSp->SetAnchor(VecFPos{0.5f, 0.5f});
actor->AddComponent(LoadCircleSp);
actor->SetCallbackOnUpdate([LoadCircleSp](float deltaTime) mutable
{
float angle = LoadCircleSp->GetRotation();
LoadCircleSp->SetRotation(angle + 180.0f * deltaTime); });
// 文字测试
// RefPtr<Text> text = new Text("测试文字加载中...", Global_Game::GetInstance().Fonts[0], SDL_Color{255, 255, 255, 255}, SDL_Color{0, 0, 0, 255}, 4);
// actor->AddComponent(text);
}
void Scene_Loading_UI::Update(float deltaTime)
{
Scene::Update(deltaTime);
if (Global_Game::GetInstance().InitFlag)
{
// 设定游戏层场景
RefPtr<Scene_Test> scene = new Scene_Test;
Game::GetInstance().ChangeScene(scene);
// 设定UI层场景
RefPtr<Scene_SelectCharacter_UI> sceneUI = new Scene_SelectCharacter_UI;
Game::GetInstance().ChangeUIScene(sceneUI);
}
}
void Scene_Loading_UI::Exit()
{
if (music)
{
Mix_FreeMusic(music);
music = nullptr;
}
}

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#pragma once
#include "EngineFrame/Scene/Scene.h"
#include <SDL2/SDL_mixer.h>
class Scene_Loading_UI : public Scene
{
private:
/* data */
public:
void Enter() override;
void Update(float deltaTime) override;
void Exit() override;
// 加载界面音乐
Mix_Music *music = nullptr;
};

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#pragma once
#include "EngineFrame/Scene/Scene.h"
#include "Asset/AssetManager.h"
#include "EngineFrame/Component/Animation.h"
#include "Actor/Map/GameMap.h"
#include "Actor/Map/GameMapCamera.h"
class Scene_SelectCharacter_UI : public Scene
{
private:
/* data */
GameMap *map;
RefPtr<GameMapCamera> camera = nullptr;
public:
Scene_SelectCharacter_UI(/* args */) {
};
~Scene_SelectCharacter_UI() {
};
public:
void Enter() override
{
map = new GameMap;
map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
map->Enter(this);
camera = new GameMapCamera;
AddChild(camera);
return;
RefPtr<Actor> actor = new Actor;
actor->SetPos(VecFPos{450, 350});
// actor->SetAnchor(VecFPos{0.5, 0.5});
actor->SetScale(VecFPos{-1.f, 1.f});
AddChild(actor);
RefPtr<Actor> actor2 = new Actor;
actor->AddChild(actor2);
RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
// ani4->SetScale(VecFPos{-1.0, 1.0});
actor2->AddChild(ani4);
// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
// ani3->SetPos(VecPos{300, 300});
// actor->AddChild(ani3);
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
// ani4->SetPos(VecPos{300, 500});
// actor->AddChild(ani4);
// for (size_t i = 0; i < 400; i++)
// {
// RefPtr<Actor> actor = new Actor;
// AddChild(actor);
// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
// // actor->AddComponent(ani3);
// // ani3->SetRenderZOrder(1000);
// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
// // actor->AddComponent(ani);
// // ani->SetRenderZOrder(500);
// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
// actor->AddComponent(sprite);
// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
// // actor->AddComponent(ani2);
// // ani2->SetRenderZOrder(1000);
// }
// SDL_Log("进入了选择角色场景!");
};
void HandleEvents(SDL_Event *e) override
{
Scene::HandleEvents(e);
map->HandleEvents(e);
};
void Update(float deltaTime) override
{
Scene::Update(deltaTime);
map->Update(deltaTime);
};
// void Render() override;
// void Exit() override;
};

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#include "Scene_Test.h"
#include <memory>
#include <EngineCore/Game.h>
Scene_Test::Scene_Test()
{
}
Scene_Test::~Scene_Test()
{
SDL_Log("Scene_Test::我的ID是%d --- 我被释放了!", this->MyId);
}
void Scene_Test::Enter()
{
SDL_Log("进入测试场景!");
}
void Scene_Test::HandleEvents(SDL_Event *e)
{
}
void Scene_Test::Update(float deltaTime)
{
}
void Scene_Test::Render()
{
}
void Scene_Test::Exit()
{
SDL_Log("Scene_Test::退出测试场景!当前引用计数%d", this->GetRefCount());
}

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#pragma once
#include "EngineFrame/Scene/Scene.h"
class Scene_Test : public Scene
{
private:
/* data */
public:
Scene_Test(/* args */);
~Scene_Test();
public:
void Enter() override;
void HandleEvents(SDL_Event *e) override;
void Update(float deltaTime) override;
void Render() override;
void Exit() override;
public:
int MyId = 0;
};