static game #1
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@@ -14,7 +14,10 @@
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// Constructors/Destructors
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// ----
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Floors::Floors() {}
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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() {}
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@@ -24,21 +27,18 @@ Floors::~Floors() {}
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void Floors::onInit()
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{
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player = new Player();
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camera = new Camera(&engine.screen);
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engine.renderer->setCameraDefinitions(&camera->worldView, &camera->unitCirclePosition, camera->planes);
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floorManager = new FloorManager(64); // Temp change it also in floor_manager.hpp
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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(&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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texRepo->addByMesh("warrior/", player->mesh);
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texRepo->addByMesh("floor/", *floorManager->meshes[0]);
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for (size_t i = 1; i < floorManager->floorAmount; i++)
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texRepo->getByMesh(floorManager->meshes[0]->getId(), floorManager->meshes[0]->getMaterial(0).getId())
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->addLink(floorManager->meshes[i]->getId(), floorManager->meshes[i]->getMaterial(0).getId());
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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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texRepo->getByMesh(floorManager.floors[0].mesh.getId(), floorManager.floors[0].mesh.getMaterial(0).getId())
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->addLink(floorManager.floors[i].mesh.getId(), floorManager.floors[i].mesh.getMaterial(0).getId());
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}
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void Floors::onUpdate()
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@@ -46,9 +46,10 @@ void Floors::onUpdate()
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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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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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engine.renderer->drawByPath3(floorManager->meshes, floorManager->floorAmount, lightManager.bulbs, lightManager.bulbsCount);
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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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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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}
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