add welcome stage and a little gui
This commit is contained in:
parent
5dcf222a0a
commit
fd0bcce5c7
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After Width: | Height: | Size: 542 B |
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@ -70,6 +70,8 @@ public:
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FreeRotation = 0x02,
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};
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static constexpr int InfBullet = -1;
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void Init(const std::string& name,
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Type type,
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BulletCmpt::Type bulletType,
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@ -77,7 +79,8 @@ public:
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int damage,
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float shootSpeed,
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float maxSpeed,
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float duration) {
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float duration,
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int bulletAmount = InfBullet) {
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this->name = name;
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this->type = type;
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this->bulletType = bulletType;
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@ -87,6 +90,7 @@ public:
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this->shootDuration = duration;
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this->coolDown = 0;
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this->maxSpeed = maxSpeed;
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this->bulletAmount = bulletAmount;
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}
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void Release() {}
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@ -103,6 +107,7 @@ public:
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float coolDown;
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float maxSpeed;
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Entity* owner;
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int bulletAmount;
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};
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class SpaceshipArmorCmpt: public Component {
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@ -0,0 +1,5 @@
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#pragma once
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#include "tinyengine/tinyengine.hpp"
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bool Button(Texture* texture, const Point& pos, const Size& size);
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@ -1,26 +0,0 @@
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#pragma once
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#include "tinyengine/pch.hpp"
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#include "tinyengine/libmath.hpp"
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class Sprite {
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public:
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virtual ~Sprite() = default;
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void Move(const Point& offset) { position_ += offset; dirty_ = true; }
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void MoveTo(const Point& p) { position_ = p; dirty_ = true; }
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void Rotate(const float degreeDelta) { rotation_ += degreeDelta; dirty_ = true; }
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void RotateTo(const float degree) { rotation_ = degree; dirty_ = true; }
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bool TryCalcView();
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const Mat44& GetModel() const { return modelMat_; }
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virtual void Update() { oldPosition_ = position_; }
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private:
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Point position_ = {0, 0};
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Point oldPosition_;
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float rotation_ = 0;
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bool dirty_ = false;
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Mat44 modelMat_;
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};
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@ -0,0 +1,14 @@
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#pragma once
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#include "tinyengine/tinyengine.hpp"
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class WelcomeScence: public Scence {
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public:
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void OnInit() override;
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void OnRender() override;
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private:
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Unique<Texture> startImage_;
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Unique<Texture> exitImage_;
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Camera camera_;
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};
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@ -14,7 +14,7 @@ public:
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void Init(const std::string& title, const Size& size, Scence* scence);
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void Shutdown();
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void Exit() { shouldExit_ = true; }
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void Exit() { glfwSetWindowShouldClose(window_, 1); }
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bool ShouldExit() const { return glfwWindowShouldClose(window_); }
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void Update(float deltaTime);
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@ -9,11 +9,11 @@ void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir) {
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Entity* bullet;
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bullet = weapon.ShootBullet(dir);
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if (bullet) {
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Bullets.Add(bullet);
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weapon.coolDown = weapon.shootDuration;
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Sounds["shoot"]->Play();
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}
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}
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void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir, Entity* target) {
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@ -25,14 +25,12 @@ void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir, Entity* target) {
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Entity* bullet;
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bullet = weapon.ShootMissile(dir, target);
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if (bullet) {
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// FIXME the rotation have some bugs
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bullet->Use<BulletCmpt>()->rotation = Degrees(std::acos(-Normalize(dir).y));
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Bullets.Add(bullet);
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weapon.coolDown = weapon.shootDuration;
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Sounds["shoot"]->Play();
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}
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}
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@ -2,6 +2,10 @@
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#include "game/entity.hpp"
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Entity* SpaceshipWeaponCmpt::ShootBullet(const Point& dir) {
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if (bulletAmount == 0) return nullptr;
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if (bulletAmount != InfBullet) {
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bulletAmount --;
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}
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Entity* bullet = CreateBullet(damage, owner, maxSpeed);
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bullet->Use<MotionCmpt>()->speed = Normalize(dir) * shootSpeed;
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bullet->Use<MoveCmpt>()->position = owner->Get<MoveCmpt>()->position;
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@ -9,6 +13,10 @@ Entity* SpaceshipWeaponCmpt::ShootBullet(const Point& dir) {
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}
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Entity* SpaceshipWeaponCmpt::ShootMissile(const Point& dir, Entity* target) {
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if (bulletAmount == 0) return nullptr;
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if (bulletAmount != InfBullet) {
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bulletAmount --;
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}
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Entity* bullet = CreateMissile(damage, owner, maxSpeed, target);
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if (target) {
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bullet->Use<BulletCmpt>()->rotation = Degrees(std::acos(Dot(dir, Normalize(target->Get<MoveCmpt>()->position - owner->Get<MoveCmpt>()->position))));
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@ -41,7 +41,8 @@ Entity* CreateFightShip() {
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LazerDamage,
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LazerShooterSpeed,
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LazerShooterMaxSpeed,
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LazerShooterCooldown);
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LazerShooterCooldown,
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10);
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entity->Add<CollisionCmpt>(Size{16, 16});
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entity->Add<LifeCmpt>(FreightLife);
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@ -0,0 +1,12 @@
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#include "game/gui.hpp"
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#include "tinyengine/event.hpp"
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bool Button(Texture* texture, const Point& pos, const Size& size) {
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Renderer::DrawTexture(texture, nullptr, pos, size);
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if (IsLeftPressing() &&
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IsPointInRect(GetMousePosition(), Rect{pos.x - size.w / 2, pos.y - size.h / 2, size.w, size.h})) {
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return true;
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} else {
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return false;
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}
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}
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@ -1,6 +1,8 @@
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#include "game/stages/gamelogo.hpp"
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#include "game/stages/space.hpp"
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#include "game/stages/welcome.hpp"
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#include "game/constants.hpp"
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RUN_WINDOW("Space Sector", GameWindowSize.w, GameWindowSize.h, SpaceScence)
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RUN_WINDOW("Space Sector", GameWindowSize.w, GameWindowSize.h, WelcomeScence)
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// RUN_WINDOW("Space Sector", GameWindowSize.w, GameWindowSize.h, SpaceScence)
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// RUN_WINDOW("Space Sector", GameWindowSize.w, GameWindowSize.h, GameLogoScence)
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@ -1,19 +0,0 @@
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#include "game/sprite.hpp"
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bool Sprite::TryCalcView() {
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if (dirty_) {
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float theta = Radians(rotation_);
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float sinTheta = std::sin(theta);
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float cosTheta = std::cos(theta);
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modelMat_ = Mat44({
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cosTheta, -sinTheta, 0, position_.x,
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sinTheta, cosTheta, 0, position_.y,
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0, 0, 1, 0,
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0, 0, 0, 1,
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});
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dirty_ = false;
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return true;
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} else {
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return false;
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}
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}
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@ -98,14 +98,14 @@ void SpaceScence::renderMiniMap() {
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}
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void SpaceScence::renderWeapons(SpaceshipWeaponCmpt* weapon1, SpaceshipWeaponCmpt* weapon2) {
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Rect mapRect = {0, 0, 200, 100};
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mapRect.y = GameWindowSize.h - mapRect.h;
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mapRect.x = GameWindowSize.w - mapRect.w - 1;
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Rect weaponInfoRect = {0, 0, 300, 100};
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weaponInfoRect.y = GameWindowSize.h - weaponInfoRect.h;
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weaponInfoRect.x = GameWindowSize.w - weaponInfoRect.w - 1;
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Renderer::SetDrawColor(Color{0, 0, 0, 255});
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Renderer::FillRect(mapRect);
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Renderer::SetDrawColor(Color{255, 255, 255, 255});
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Renderer::DrawRect(mapRect);
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Renderer::SetDrawColor(Color{0, 0, 0, 1});
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Renderer::FillRect(weaponInfoRect);
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Renderer::SetDrawColor(Color{1, 1, 1, 1});
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Renderer::DrawRect(weaponInfoRect);
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Point offset = {10, 10};
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auto& font = engine.GetInnerBmpFont();
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@ -113,15 +113,28 @@ void SpaceScence::renderWeapons(SpaceshipWeaponCmpt* weapon1, SpaceshipWeaponCmp
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if (weapon1) {
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font.Render(weapon1->name,
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20,
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Point{mapRect.x, mapRect.y} + offset,
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Color{0, 200, 0, 255});
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Point{weaponInfoRect.x, weaponInfoRect.y} + offset,
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Color{0, 0.8, 0, 1});
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if (weapon1->bulletAmount != SpaceshipWeaponCmpt::InfBullet) {
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font.Render("[" + std::to_string(weapon1->bulletAmount) + "]",
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20,
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Point{weaponInfoRect.x + weaponInfoRect.w - 50, weaponInfoRect.y} + offset,
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Color{0, 0.8, 0, 1});
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}
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offset.y += 20;
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}
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if (weapon2) {
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font.Render(weapon2->name,
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20,
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Point{mapRect.x, mapRect.y} + offset,
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Color{0, 50, 0, 255});
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Point{weaponInfoRect.x, weaponInfoRect.y} + offset,
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Color{0, 0.8, 0, 1});
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if (weapon2->bulletAmount != SpaceshipWeaponCmpt::InfBullet) {
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font.Render("[" + std::to_string(weapon2->bulletAmount) + "]",
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20,
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Point{weaponInfoRect.x + weaponInfoRect.w - 100, weaponInfoRect.y} + offset,
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Color{0, 0.8, 0, 1});
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}
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}
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}
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@ -0,0 +1,32 @@
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#include "game/stages/welcome.hpp"
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#include "game/gui.hpp"
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#include "game/stages/space.hpp"
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void WelcomeScence::OnInit() {
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startImage_.reset(new Texture("assets/start_btn.png"));
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exitImage_.reset(new Texture("assets/exit_btn.png"));
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}
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void WelcomeScence::OnRender() {
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Renderer::SetCamera(camera_);
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auto& font = engine.GetInnerBmpFont();
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std::string title = "SPACE SECTOR";
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int pt = 70;
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font.Render(title, pt,
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Point{(GameWindowSize.w - title.size() * pt) / 2, 100},
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Color{0.39, 0.6, 1, 1});
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title = "-------MADE FOR 1M GAMES-------";
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pt = 20;
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font.Render(title, pt,
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Point{(GameWindowSize.w - title.size() * pt) / 2, 200},
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Color{0.8, 0.8, 1, 1});
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if (Button(exitImage_.get(), Point{(GameWindowSize.w) / 2, 550}, Size{100, 100})) {
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engine.Exit();
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}
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if (Button(startImage_.get(), Point{(GameWindowSize.w) / 2, 400}, Size{100, 100})) {
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engine.ChangeScence(new SpaceScence);
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}
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}
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@ -87,6 +87,7 @@ void Engine::Shutdown() {
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}
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void Engine::Update(float deltaTime) {
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deltaTime = std::min(deltaTime, 0.3f);
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if (scence_)
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scence_->OnUpdate(deltaTime);
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}
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@ -1,6 +1,11 @@
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#include "tinyengine/event.hpp"
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#include "tinyengine/engine.hpp"
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struct {
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bool left = false;
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bool right = false;
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} MouseState;
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void OnWindowResize(GLFWwindow* window, int width, int height) {
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Renderer::SetViewport(0, 0, width, height);
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}
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@ -336,6 +336,33 @@ InnerBmpFont::InnerBmpFont() {
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0,0,1,1,0,0,0,0,
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0,0,1,1,0,0,0,0,
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0,0,0,0,0,0,0,0});
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saveChar('[',
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{0,0,0,0,0,0,0,0,
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0,0,1,1,1,1,0,0,
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0,0,1,0,0,0,0,0,
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0,0,1,0,0,0,0,0,
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0,0,1,0,0,0,0,0,
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0,0,1,0,0,0,0,0,
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0,0,1,1,1,1,0,0,
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0,0,0,0,0,0,0,0});
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saveChar(']',
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{0,0,0,0,0,0,0,0,
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0,0,1,1,1,1,0,0,
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0,0,0,0,0,1,0,0,
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0,0,0,0,0,1,0,0,
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0,0,0,0,0,1,0,0,
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0,0,0,0,0,1,0,0,
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0,0,1,1,1,1,0,0,
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0,0,0,0,0,0,0,0});
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saveChar('-',
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{0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,
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1,1,1,1,1,1,1,1,
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1,1,1,1,1,1,1,1,
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0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0});
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errorChar_ = fontMat({1,1,1,1,1,1,1,1,
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1,0,0,0,0,0,0,1,
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