mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
@@ -7,9 +7,6 @@
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[submodule "external/vb01"]
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path = external/vb01
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url = https://github.com/devZoGok/vb01
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[submodule "external/lua"]
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path = external/lua
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url = https://github.com/lua/lua
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[submodule "external/tinydir"]
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path = external/tinydir
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url = https://github.com/cxong/tinydir
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@@ -1 +0,0 @@
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PATH = "/home/dominykas/c++/Battleship/Assets/"
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+7
-7
@@ -17,7 +17,7 @@ namespace battleship{
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namespace configData{
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using namespace gameBase;
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const std::string DEFAULT_TEXTURE = GameManager::getSingleton()->getPath() + "Textures/defaultTexture.jpg";
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const std::string DEFAULT_TEXTURE = "Textures/defaultTexture.jpg";
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const double camPanSpeed = .1, cellLength = 14, cellWidth = 14, cellDepth = 7;
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const int maxNumGroups = 10;
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const vb01::u32 IMPASS_NODE_VAL = 65535;
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@@ -29,13 +29,13 @@ namespace battleship{
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const static int maxConfBinds = 22;
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const static int numScripts = 5;
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const static std::string scriptPathBase = GameManager::getSingleton()->getPath() + "Scripts/";
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const static std::string scriptPathBase = "Scripts/";
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const static std::vector<std::string> scripts = std::vector<std::string>{
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scriptPathBase + "options.lua",
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scriptPathBase + "unitData.lua",
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scriptPathBase + "vehicleData.lua",
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scriptPathBase + "structureData.lua",
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scriptPathBase + "player.lua"
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"Scripts/options.lua",
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"Scripts/unitData.lua",
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"Scripts/vehicleData.lua",
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"Scripts/structureData.lua",
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"Scripts/player.lua"
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};
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const static Bind staticBinds[numAppStates][maxStaticBinds]{
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Vendored
+1
-1
Submodule external/gameBase updated: 8391b87c08...61d654e5bf
Vendored
-1
Submodule external/lua deleted from c33b1728ae
Vendored
+1
-1
Submodule external/vb01 updated: a469915e05...d2fd4c05e6
+12
-12
@@ -26,26 +26,26 @@ namespace battleship{
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return gameManager;
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}
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GameManager::GameManager() {
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LuaManager *luaManager = LuaManager::getSingleton();
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string pathBase = "../Assets/Scripts/";
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luaManager->buildScript(vector<string>{pathBase + "defPaths.lua"});
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path = luaManager->getString("PATH");
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}
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void GameManager::start(string gameDir) {
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path = gameDir + "Assets/";
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GameManager::~GameManager() {}
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void GameManager::start() {
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LuaManager *luaManager = LuaManager::getSingleton();
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luaManager->buildScript(vector<string>{path + "Scripts/main.lua"});
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luaManager->buildScript(configData::scripts);
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luaManager->executeCode("PATH = \"" + path + "\";");
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vector<string> files = configData::scripts;
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files.emplace(files.begin(), "Scripts/main.lua");
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for(string &f : files)
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f = path + f;
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luaManager->buildScript(files);
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string ind1 = "graphics", ind2 = "resolution";
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width = luaManager->getIntFromTable(ind1, vector<Index>{Index(ind2), Index("x")});
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height = luaManager->getIntFromTable(ind1, vector<Index>{Index(ind2), Index("y")});
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Root *root = Root::getSingleton();
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root->start(width, height, "../../vb01/", "Battleship");
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root->start(width, height, path + "../external/vb01/", "Battleship");
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stateManager = new StateManager();
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inputManager = new InputManager(stateManager, root->getWindow());
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+3
-3
@@ -18,7 +18,7 @@ namespace battleship{
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class GameManager {
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public:
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static GameManager* getSingleton();
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void start();
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void start(std::string);
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void update();
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inline int getWidth(){return width;}
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inline int getHeight(){return height;}
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@@ -27,8 +27,8 @@ namespace battleship{
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inline bool isServerSide(){return serverSide;}
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inline gameBase::StateManager* getStateManager(){return stateManager;}
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private:
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GameManager();
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~GameManager();
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GameManager(){}
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~GameManager(){}
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gameBase::StateManager *stateManager = nullptr;
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gameBase::InputManager *inputManager = nullptr;
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@@ -7,12 +7,18 @@
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#include <assetManager.h>
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#include <string>
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using namespace battleship;
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using namespace vb01;
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using namespace std;
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int main() {
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int main(int argc, char **argv) {
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GameManager *gm = GameManager::getSingleton();
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gm->start();
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string gamePath = string(argv[0]);
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gamePath = gamePath.substr(0, gamePath.find_last_of("/") + 1) + "../";
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gm->start(gamePath);
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gm->getStateManager()->attachAppState(new GuiAppState());
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AssetManager::getSingleton()->load(gm->getPath() + "Fonts/batang.ttf");
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@@ -211,9 +211,10 @@ namespace battleship{
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//TODO simplify the dubplicatory field extraction statements
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void Map::loadPlayers(){
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AssetManager *assetManager = AssetManager::getSingleton();
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assetManager->load(DEFAULT_TEXTURE);
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string path = GameManager::getSingleton()->getPath();
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assetManager->load(path + DEFAULT_TEXTURE);
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LuaManager *lm = LuaManager::getSingleton();
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assetManager->load(GameManager::getSingleton()->getPath() + lm->getString("modelPrefix"), true);
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assetManager->load(path + lm->getString("modelPrefix"), true);
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int numPlayers = lm->getIntFromTable(mapTable, vector<Index>{Index("numPlayers")});
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string playerInd = "players", unitInd = "units", spawnPointInd = "spawnPointId", posInd = "pos", rotInd = "rot";
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@@ -55,7 +55,7 @@ namespace battleship{
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AssetManager *assetManager = AssetManager::getSingleton();
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assetManager->load(basePath + "Models/Units/", true);
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assetManager->load(DEFAULT_TEXTURE);
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assetManager->load(basePath + DEFAULT_TEXTURE);
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}
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void MapEditorAppState::MapEditor::updateCircleRadius(bool increase){
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@@ -77,7 +77,7 @@ namespace battleship{
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string libPath = root->getLibPath();
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Material *mat = new Material(libPath + "texture");
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string f[]{configData::DEFAULT_TEXTURE};
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string f[]{GameManager::getSingleton()->getPath() + configData::DEFAULT_TEXTURE};
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Texture *diffuseTexture = new Texture(f, 1, false);
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mat->addBoolUniform("texturingEnabled", true);
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mat->addBoolUniform("lightingEnabled", false);
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