fixed frustum culling, static game class
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@@ -16,8 +16,8 @@
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const u8 FLOORS_COUNT = 64; // Temp change it also in floor_manager.hpp
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Floors::Floors(const Engine &t_engine)
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: engine(t_engine), floorManager(FLOORS_COUNT), camera(&engine.screen) {}
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Floors::Floors(Engine *t_engine)
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: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen) {}
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Floors::~Floors() {}
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@@ -27,13 +27,14 @@ Floors::~Floors() {}
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void Floors::onInit()
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{
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engine.renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine.audio.init(2);
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engine.audio.addListener(&floorManager);
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engine.audio.addListener(&lightManager);
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engine.audio.loadSong("NF-CHILL.WAV");
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engine.audio.play();
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texRepo = engine.renderer->getTextureRepository();
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engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine->audio.init(2);
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engine->audio.addListener(&floorManager);
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engine->audio.addListener(&lightManager);
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engine->audio.loadSong("NF-CHILL.WAV");
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engine->audio.setVolume(1);
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engine->audio.play();
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texRepo = engine->renderer->getTextureRepository();
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texRepo->addByMesh("warrior/", player.mesh);
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texRepo->addByMesh("floor/", floorManager.floors[0].mesh);
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for (u32 i = 1; i < floorManager.floorAmount; i++)
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@@ -43,13 +44,13 @@ void Floors::onInit()
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void Floors::onUpdate()
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{
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if (engine.pad.isCrossClicked)
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printf("FPS:%f\n", engine.fps);
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if (engine->pad.isCrossClicked)
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printf("FPS:%f\n", engine->fps);
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lightManager.update();
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camera.update(engine.pad, player.mesh);
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camera.update(engine->pad, player.mesh);
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floorManager.update(player);
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player.update(engine.pad, camera, floorManager);
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engine.renderer->draw(player.mesh);
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player.update(engine->pad, camera, floorManager);
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engine->renderer->draw(player.mesh);
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for (u8 i = 0; i < FLOORS_COUNT; i++)
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engine.renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
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engine->renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
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}
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