Partial Physics
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@ -1,25 +1,29 @@
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#include <Game.hpp>
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#include <Player.hpp>
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#include <Map.hpp>
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#include <Ground.hpp>
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#include <IAEngine/ResourceManager.hpp>
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namespace ia::iae::game
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{
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RefPtr<iae::Scene> scene;
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ResourceManager* g_resourceManager{};
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VOID Game::Initialize()
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{
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const auto player = MakeRefPtr<Player>(m_engine);
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player->SetLocalPosition({200, 150, 0});
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const auto map = MakeRefPtr<TiledMap>(m_engine);
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g_resourceManager = m_engine->RegisterResourceManager<ResourceManager>();
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scene = m_engine->CreateScene();
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scene->AddNode(map);
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scene->AddNode(player);
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m_engine->ChangeScene(scene);
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const auto player = MakeRefPtr<Player>(m_engine);
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player->SetLocalPosition({100.0f, 200.0f, 0.0f});
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scene->AddNode(player);
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const auto ground = MakeRefPtr<Ground>(m_engine);
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ground->SetLocalPosition({50.0f, 500.0f, 0.0f});
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scene->AddNode(ground);
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}
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VOID Game::Terminate()
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49
Src/IAESandbox/imp/cpp/Ground.cpp
Normal file
49
Src/IAESandbox/imp/cpp/Ground.cpp
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@ -0,0 +1,49 @@
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#include <Ground.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IACore/File.hpp>
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namespace ia::iae::game
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{
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extern ResourceManager* g_resourceManager;
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Handle m_id2;
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Ground::Ground(IN Engine *engine) : m_engine(engine)
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{
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m_spriteRenderer = AddComponent<SpriteRendererComponent>();
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}
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VOID Ground::OnAdded(IN Scene *scene)
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{
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Node::OnAdded(scene);
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iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
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const auto d = File::ReadToVector("Graphics/red.png");
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keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
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keyFrame.Scale = {3.0f, 0.25f, 1.0f};
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m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
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m_spriteRenderer->BakeAnimations();
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m_id2 = Physics::CreateStaticBody({GetPosition().X + 300, GetPosition().Y + 25});
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Physics::AddBoxCollider(m_id2, {600.0f, 50.0f});
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}
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VOID Ground::OnRemoved()
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{
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Node::OnRemoved();
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}
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VOID Ground::Draw()
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{
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Node::Draw();
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}
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VOID Ground::Update()
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{
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Node::Update();
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}
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} // namespace ia::iae::game
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@ -1,11 +1,16 @@
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#include <Player.hpp>
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#include <IAEngine/Physics/Physics.hpp>
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#include <IAEngine/Input.hpp>
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#include <IACore/File.hpp>
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namespace ia::iae::game
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{
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extern ResourceManager* g_resourceManager;
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Handle m_id;
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Player::Player(IN Engine *engine) : m_engine(engine)
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{
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m_spriteRenderer = AddComponent<SpriteRendererComponent>();
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@ -14,6 +19,17 @@ namespace ia::iae::game
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VOID Player::OnAdded(IN Scene *scene)
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{
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Node::OnAdded(scene);
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iae::SpriteRendererComponent::AnimationKeyFrame keyFrame{};
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const auto d = File::ReadToVector("Graphics/green.png");
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keyFrame.Texture = g_resourceManager->CreateTexture(d.data(), d.size());
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keyFrame.Scale = {0.2f, 0.2f, 1.0f};
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m_spriteRenderer->AddAnimation({.ShouldLoop = true, .Keys = {keyFrame}});
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m_spriteRenderer->BakeAnimations();
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m_id = Physics::CreateDynamicBody({GetPosition().X + 20, GetPosition().Y + 20});
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Physics::AddBoxCollider(m_id, {40.0f, 40.0f});
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}
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VOID Player::OnRemoved()
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@ -30,5 +46,6 @@ namespace ia::iae::game
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VOID Player::Update()
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{
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Node::Update();
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SetLocalPosition(Physics::GetBodyPosition(m_id) - iam::Vec3f{20.0f, 20.0f, 0.0f});
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}
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} // namespace ia::iae::game
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