Split stage rendering and debug overlay
This commit is contained in:
@@ -17,8 +17,10 @@ game/
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├─ combat/ 碰撞箱、伤害判定和战斗解算类型
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├─ core/ 共享配置、输入快照和资源路径
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├─ data/ 关卡和游戏数据定义
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├─ debug/ 调试可视化叠层
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├─ movement/ 可复用的移动和碰撞辅助工具
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├─ scene/ 游戏场景和关卡编排
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├─ stage/ 关卡视觉层渲染
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└─ main.cpp 游戏可执行文件入口点
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```
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@@ -37,7 +39,9 @@ main.cpp
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-> PlayerActor 通过 PlatformMover 移动
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-> PlayerActor 更新动画
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-> WhiteboxScene 更新摄像机
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-> WhiteboxScene 绘制白盒关卡
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-> StageRenderer 绘制关卡视觉层
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-> Actor 渲染
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-> DebugOverlay 绘制调试叠层
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```
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## 模块职责
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@@ -47,6 +51,7 @@ main.cpp
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- `game_config.h` 存储共享的调整常数,如虚拟分辨率、
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重力、玩家速度和攻击持续时间
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- `asset_paths.h` 存储稳定的运行时资源路径
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- `debug_flags.h` 集中控制开发期调试显示开关
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- `input_state.*` 将原始 SDL 键盘状态转换为与引擎无关的
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`InputState` 快照。玩家逻辑使用此快照而不是直接读取
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SDL
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@@ -74,7 +79,17 @@ main.cpp
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`scene`
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- `WhiteboxScene` 编排当前关卡:加载关卡数据、创建
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角色、绘制白盒几何和控制摄像机
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角色、委托关卡渲染、委托调试叠层并控制摄像机
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`stage`
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- `StageRenderer` 绘制当前关卡视觉层,包括背景、网格、白盒道具和平台
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- 后续 tileset、视差背景和 props 渲染都应该优先接入该模块
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`debug`
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- `DebugOverlay` 绘制碰撞矩形和玩家包围盒
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- `DebugFlags` 决定哪些调试层启用
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`combat`
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@@ -121,11 +121,11 @@ mindmap
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- `core/game_config.h`
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- `core/asset_paths.h`
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- `core/input_state.*`
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- `core/debug_flags.h`
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下一步:
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- 增加 `GameContext`,统一传递全局服务。
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- 增加 `DebugFlags`,集中管理调试开关。
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- 输入层支持键盘和手柄统一映射。
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### 2. Scene
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@@ -159,10 +159,10 @@ mindmap
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- `data/level_definition.h`
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- `data/whitebox_level.cpp`
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- `movement/platform_world.*`
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- `stage/stage_renderer.*`
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下一步:
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- 增加 `StageRenderer`。
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- 增加 `StageLayer` 数据结构。
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- 关卡宽度扩展到 2400 到 3200 像素。
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- 引入远景/中景/地面三层绘制。
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@@ -287,6 +287,7 @@ mindmap
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下一步:
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- `debug/debug_overlay.*` 已经提供碰撞和玩家包围盒绘制。
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- `F1` 切换 debug overlay。
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- 绘制平台碰撞。
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- 绘制 battle zone。
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@@ -378,12 +379,11 @@ mindmap
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下一步建议按这个顺序做:
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1. `StageRenderer`:让关卡视觉层从 Scene 中独立出来。
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2. `DebugOverlay`:显示碰撞、战斗区域和出生点。
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3. `BattleZone`:做清版推进的核心框架。
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4. `EnemyActor`:做第一个敌人占位。
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5. `CombatSystem`:把 hitbox/hurtbox 真正跑起来。
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6. `SpriteAnimator`:把玩家动画从硬编码改成组件。
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1. `BattleZone`:做清版推进的核心框架。
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2. `EnemyActor`:做第一个敌人占位。
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3. `CombatSystem`:把 hitbox/hurtbox 真正跑起来。
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4. `SpriteAnimator`:把玩家动画从硬编码改成组件。
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5. `StageLayer`:把白盒视觉层扩展为背景、tiles 和 props。
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## 素材协作提示
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@@ -0,0 +1,11 @@
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#pragma once
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namespace ns_game {
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struct DebugFlags {
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bool showStageGrid = true;
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bool showCollision = true;
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bool showActorBounds = true;
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};
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} // namespace ns_game
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@@ -0,0 +1,49 @@
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#include "debug_overlay.h"
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#include <frostbite2D/graphics/renderer.h>
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namespace ns_game {
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namespace {
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void drawRect(const frostbite2D::Rect& rect, const frostbite2D::Color& color) {
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frostbite2D::Renderer::get().drawQuad(rect, color);
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}
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void drawOutline(const frostbite2D::Rect& rect, const frostbite2D::Color& color,
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float thickness = 2.0f) {
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drawRect(frostbite2D::Rect(rect.left(), rect.top(), rect.width(), thickness),
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color);
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drawRect(frostbite2D::Rect(rect.left(), rect.bottom() - thickness,
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rect.width(), thickness),
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color);
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drawRect(frostbite2D::Rect(rect.left(), rect.top(), thickness, rect.height()),
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color);
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drawRect(frostbite2D::Rect(rect.right() - thickness, rect.top(), thickness,
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rect.height()),
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color);
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}
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} // namespace
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void DebugOverlay::Render(const LevelDefinition& level, const DebugFlags& flags,
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const frostbite2D::Rect* playerBounds) const {
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if (flags.showCollision) {
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drawCollision(level);
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}
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if (flags.showActorBounds && playerBounds) {
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drawActorBounds(*playerBounds);
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}
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}
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void DebugOverlay::drawCollision(const LevelDefinition& level) const {
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for (const auto& platform : level.collision.platforms) {
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drawOutline(platform, frostbite2D::Color(0.1f, 0.95f, 0.45f, 0.85f));
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}
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}
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void DebugOverlay::drawActorBounds(const frostbite2D::Rect& bounds) const {
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drawOutline(bounds, frostbite2D::Color(1.0f, 0.78f, 0.1f, 0.9f));
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}
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} // namespace ns_game
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@@ -0,0 +1,20 @@
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#pragma once
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#include "../core/debug_flags.h"
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#include "../data/level_definition.h"
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#include <frostbite2D/types/type_math.h>
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namespace ns_game {
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class DebugOverlay {
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public:
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void Render(const LevelDefinition& level, const DebugFlags& flags,
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const frostbite2D::Rect* playerBounds) const;
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private:
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void drawCollision(const LevelDefinition& level) const;
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void drawActorBounds(const frostbite2D::Rect& bounds) const;
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};
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} // namespace ns_game
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@@ -9,14 +9,6 @@
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namespace ns_game {
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namespace {
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void drawRect(const frostbite2D::Rect& rect, const frostbite2D::Color& color) {
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frostbite2D::Renderer::get().drawQuad(rect, color);
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}
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} // namespace
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void WhiteboxScene::onEnter() {
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frostbite2D::Scene::onEnter();
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level_ = CreateWhiteboxLevel();
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@@ -32,35 +24,11 @@ void WhiteboxScene::OnUpdate(float deltaTime) {
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}
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void WhiteboxScene::Render() {
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drawWhitebox();
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stageRenderer_.Render(level_, debugFlags_);
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frostbite2D::Scene::Render();
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}
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void WhiteboxScene::drawWhitebox() const {
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const float worldWidth = level_.collision.levelRight - level_.collision.levelLeft;
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drawRect(frostbite2D::Rect(level_.collision.levelLeft, 0.0f, worldWidth,
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config::kVirtualHeight),
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frostbite2D::Color(0.10f, 0.12f, 0.14f, 1.0f));
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for (float x = level_.collision.levelLeft; x <= level_.collision.levelRight;
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x += 80.0f) {
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drawRect(frostbite2D::Rect(x, 0.0f, 1.0f, config::kVirtualHeight),
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frostbite2D::Color(0.20f, 0.22f, 0.25f, 1.0f));
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}
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for (float y = 0.0f; y <= config::kVirtualHeight; y += 80.0f) {
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drawRect(frostbite2D::Rect(level_.collision.levelLeft, y, worldWidth, 1.0f),
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frostbite2D::Color(0.20f, 0.22f, 0.25f, 1.0f));
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}
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for (const auto& prop : level_.props) {
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drawRect(prop.bounds, prop.color);
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}
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for (const auto& platform : level_.collision.platforms) {
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drawRect(platform, frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f));
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drawRect(frostbite2D::Rect(platform.left(), platform.top(), platform.width(), 4.0f),
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frostbite2D::Color(0.91f, 0.95f, 0.98f, 1.0f));
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}
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const frostbite2D::Rect playerBounds =
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player_ ? player_->GetWorldBounds() : frostbite2D::Rect::Zero();
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debugOverlay_.Render(level_, debugFlags_, player_ ? &playerBounds : nullptr);
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}
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void WhiteboxScene::updateCamera() {
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@@ -1,7 +1,10 @@
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#pragma once
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#include "../actor/player_actor.h"
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#include "../core/debug_flags.h"
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#include "../data/level_definition.h"
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#include "../debug/debug_overlay.h"
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#include "../stage/stage_renderer.h"
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#include <frostbite2D/scene/scene.h>
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#include <frostbite2D/types/type_math.h>
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@@ -15,10 +18,12 @@ public:
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void Render() override;
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private:
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void drawWhitebox() const;
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void updateCamera();
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LevelDefinition level_;
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DebugFlags debugFlags_;
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StageRenderer stageRenderer_;
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DebugOverlay debugOverlay_;
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frostbite2D::Ptr<PlayerActor> player_;
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};
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@@ -0,0 +1,65 @@
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#include "stage_renderer.h"
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#include "../core/game_config.h"
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#include <frostbite2D/graphics/renderer.h>
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namespace ns_game {
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namespace {
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void drawRect(const frostbite2D::Rect& rect, const frostbite2D::Color& color) {
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frostbite2D::Renderer::get().drawQuad(rect, color);
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}
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float worldWidthOf(const LevelDefinition& level) {
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return level.collision.levelRight - level.collision.levelLeft;
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}
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} // namespace
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void StageRenderer::Render(const LevelDefinition& level,
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const DebugFlags& debugFlags) const {
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drawBackground(level);
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if (debugFlags.showStageGrid) {
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drawGrid(level);
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}
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drawProps(level);
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drawPlatforms(level);
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}
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void StageRenderer::drawBackground(const LevelDefinition& level) const {
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drawRect(frostbite2D::Rect(level.collision.levelLeft, 0.0f,
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worldWidthOf(level), config::kVirtualHeight),
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frostbite2D::Color(0.10f, 0.12f, 0.14f, 1.0f));
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}
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void StageRenderer::drawGrid(const LevelDefinition& level) const {
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const float worldWidth = worldWidthOf(level);
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for (float x = level.collision.levelLeft; x <= level.collision.levelRight;
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x += 80.0f) {
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drawRect(frostbite2D::Rect(x, 0.0f, 1.0f, config::kVirtualHeight),
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frostbite2D::Color(0.20f, 0.22f, 0.25f, 1.0f));
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}
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for (float y = 0.0f; y <= config::kVirtualHeight; y += 80.0f) {
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drawRect(frostbite2D::Rect(level.collision.levelLeft, y, worldWidth, 1.0f),
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frostbite2D::Color(0.20f, 0.22f, 0.25f, 1.0f));
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}
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}
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void StageRenderer::drawProps(const LevelDefinition& level) const {
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for (const auto& prop : level.props) {
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drawRect(prop.bounds, prop.color);
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}
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}
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void StageRenderer::drawPlatforms(const LevelDefinition& level) const {
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for (const auto& platform : level.collision.platforms) {
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drawRect(platform, frostbite2D::Color(0.62f, 0.68f, 0.73f, 1.0f));
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drawRect(frostbite2D::Rect(platform.left(), platform.top(),
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platform.width(), 4.0f),
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frostbite2D::Color(0.91f, 0.95f, 0.98f, 1.0f));
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}
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}
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} // namespace ns_game
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@@ -0,0 +1,19 @@
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#pragma once
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#include "../data/level_definition.h"
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#include "../core/debug_flags.h"
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namespace ns_game {
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class StageRenderer {
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public:
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void Render(const LevelDefinition& level, const DebugFlags& debugFlags) const;
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private:
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void drawBackground(const LevelDefinition& level) const;
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void drawGrid(const LevelDefinition& level) const;
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void drawProps(const LevelDefinition& level) const;
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void drawPlatforms(const LevelDefinition& level) const;
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};
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} // namespace ns_game
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Reference in New Issue
Block a user