66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
#include <Game.hpp>
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#include <IAEngine/Input.hpp>
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#include <IAEngine/Rendering/Camera.hpp>
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#include <IAEngine/Components/SpriteRenderer.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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RefPtr<Scene> scene;
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RefPtr<Node> g_player;
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VOID Game::Initialize()
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{
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scene = Engine::CreateScene();
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scene->YSortingEnabled() = true;
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Engine::ChangeScene(scene.get());
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g_player = MakeRefPtr<Node>();
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{
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const auto t = g_player->AddComponent<SpriteRendererComponent>();
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t->AddAnimation({
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.ShouldLoop = true,
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.Keys = {
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SpriteRendererComponent::AnimationKeyFrame {
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.Scale = {0.1f, 0.1f, 0.1f},
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.Texture = Engine::CreateTexture(File::ReadToVector("Graphics/green.png")),
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}
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},
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});
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t->BakeAnimations();
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}
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g_player->SetLocalPosition({200, 200, 0});
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const auto obstacle = MakeRefPtr<Node>();
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{
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const auto t = obstacle->AddComponent<SpriteRendererComponent>();
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t->AddAnimation({
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.ShouldLoop = true,
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.Keys = {
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SpriteRendererComponent::AnimationKeyFrame {
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.Scale = {0.25f, 0.25f, 0.1f},
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.Texture = Engine::CreateTexture(File::ReadToVector("Graphics/red.png")),
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}
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},
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});
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t->BakeAnimations();
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}
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obstacle->SortOffset() = 20;
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obstacle->SetLocalPosition({150, 100, 0});
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scene->AddNode(g_player);
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scene->AddNode(obstacle);
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}
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VOID Game::Terminate()
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{
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}
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VOID Game::Update()
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{
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g_player->SetLocalPosition(g_player->GetLocalPosition() + glm::vec3{Input::GetDirectionalInput(), 0.0f});
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}
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} |