mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
@@ -65,3 +65,7 @@ mappings = {
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graphics = {
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resolution = {x = 1920, y = 1080}
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}
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audio = {
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sfxVolume = 100,
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musicVolume = 100,
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}
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@@ -3,6 +3,29 @@ Size = {x = 70, y = 70}
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sz = 210
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s = 40
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function generateFactionMusic(factionId)
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asianTracks = {'ACS/asian_theme_1.ogg', 'ACS/asian_theme_2.ogg'}
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americanTracks = {'AInc/american_theme_1.ogg', 'AInc/american_theme_2.ogg'}
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europeanTracks = {'ER/european_theme_1.ogg', 'ER/european_theme_2.ogg'}
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factionTracks = {}
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if factionId == 0 then
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factionTracks = americanTracks
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elseif factionId == 1 then
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factionTracks = europeanTracks
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elseif factionId == 2 then
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factionTracks = asianTracks
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end
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return {
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loop = true,
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shuffle = true,
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delay = 2000,
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tracks = factionTracks
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}
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end
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eyeIcon = 'eye.png'
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refIcon = 'refineds.png'
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minimapSize = {x = 200, y = 200}
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@@ -1,5 +1,11 @@
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Size = {x = 150, y = 40}
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music = {
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loop = true,
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shuffle = false,
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delay = 2000,
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tracks = {'defeat.ogg'}
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}
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gui = {
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{
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guiType = GuiType.TEXT,
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@@ -25,6 +31,6 @@ gui = {
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name = 'Leave',
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buttonType = ButtonType.STATISTICS,
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trigger = -1,
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imagePath = ''
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--imagePath = ''
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}
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}
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@@ -1,6 +1,12 @@
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Size = {x = 150, y = 40}
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numGui = 4
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music = {
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loop = true,
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shuffle = false,
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delay = 2000,
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tracks = {'intro.ogg'}
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}
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gui = {
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{
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pos = {x = 110, y = 40, z = 0},
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@@ -1,3 +1,4 @@
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music = {tracks = {}}
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numGui = 6
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Size = {x = 140, y = 20}
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@@ -1,4 +1,10 @@
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Size = {x = 100, y = 20}
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music = {
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loop = true,
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shuffle = false,
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delay = 2000,
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tracks = {'intro.ogg'}
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}
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gui = {
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{
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@@ -95,13 +95,6 @@ gui = {
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fontLastChar = 256,
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color = {x = 1, y = 1, z = 1, w = 1}
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},
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{
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guiType = GuiType.GUI_RECTANGLE,
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pos = {x = 100, y = 200, z = 0},
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zIndex = 1,
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size = {x = 600, y = 600},
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color = {x = 0, y = 0, z = 1, w = 1}
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},
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{
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pos = {x = 1700, y = 1000, z = 0},
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size = Size,
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@@ -1,11 +1,17 @@
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Size = {x = 150, y = 40}
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music = {
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loop = true,
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shuffle = false,
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delay = 2000,
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tracks = {'victory.ogg'}
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}
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gui = {
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{
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guiType = GuiType.TEXT,
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text = 'VICTORY!!!',
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name = 'V',
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pos = {x = 100, y = 100},
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pos = {x = 100, y = 100, z = 0},
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zIndex = 0,
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scale = 1,
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font = 'batang.ttf',
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@@ -15,25 +21,25 @@ gui = {
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},
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{
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guiType = GuiType.GUI_RECTANGLE,
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pos = {x = 100, y = 200},
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pos = {x = 100, y = 200, z = 0},
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zIndex = 1,
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size = {x = 600, y = 600},
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color = {x = 0, y = 0, z = 0, w = 0.1}
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},
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{
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pos = {x = 100, y = 350},
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pos = {x = 100, y = 350, z = 0},
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size = Size,
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guiType = GuiType.BUTTON,
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name = 'Resume',
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buttonType = ButtonType.RESUME
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},
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{
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pos = {x = 110, y = 400},
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pos = {x = 110, y = 400, z = 0},
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size = Size,
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guiType = GuiType.BUTTON,
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name = 'Leave',
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buttonType = ButtonType.STATISTICS,
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trigger = -1,
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imagePath = ''
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--imagePath = ''
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}
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}
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+4
-8
@@ -12,7 +12,7 @@ endif()
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set(CMAKE_CXX_STANDART 17)
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set(CMAKE_POLICY_VERSION_MINIMUM 3.5)
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set(CMAKE_BUILD_TYPE Debug)
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set(BUILD_TESTS ON)
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set(BUILD_TESTS OFF)
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set(BUILD_SHARED_LIBS OFF CACHE BOOL FORCED)
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cmake_policy(SET CMP0015 NEW)
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@@ -41,7 +41,7 @@ set(UTIL util.cpp binds.h)
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set(GAME_SRC ${STATES} ${GUI} ${CORE} ${CONTENT} ${UTIL})
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set(SFML_DIR external/SFML)
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set(SFML_DIR external/gameBase/external/SFML)
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set(VB01_DIR external/vb01)
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set(VB01_GUI_DIR external/vb01Gui)
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set(GAME_BASE_DIR external/gameBase)
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@@ -51,6 +51,7 @@ add_executable(${GAME_NAME} main.cpp ${GAME_SRC})
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include_directories(external/tinydir)
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include_directories(external/vb01/external/glm)
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include_directories(external/vb01/external/glm/glm)
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include_directories(external/gameBase/external/SFML/include)
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add_subdirectory(${VB01_DIR})
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set(VB01_LIB_DIR ${VB01_DIR}/build)
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@@ -62,12 +63,7 @@ set(GAME_BASE_LIB_DIR build/${GAME_BASE_DIR}/src)
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target_include_directories(${GAME_NAME} PUBLIC ${GAME_BASE_DIR})
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target_link_directories(${GAME_NAME} PUBLIC ${GAME_BASE_LIB_DIR})
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add_subdirectory(${SFML_DIR})
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set(SFML_LIB_DIR build/${SFML_DIR}/src)
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target_include_directories(${GAME_NAME} PUBLIC ${SFML_DIR}/include)
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target_link_directories(${GAME_NAME} PUBLIC ${SFML_LIB_DIR})
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set(DEPS vb01 gameBase sfml-system sfml-audio)
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set(DEPS vb01 gameBase)
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target_link_libraries(${GAME_NAME} ${DEPS})
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if(BUILD_TESTS)
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+11
-1
@@ -120,7 +120,17 @@ namespace battleship{
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void ActiveGameState::onAttached() {
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AbstractAppState::onAttached();
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ConcreteGuiManager::getSingleton()->readLuaScreenScript("activeGameState.lua");
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ConcreteGuiManager::getSingleton()->readLuaScreenScript(
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"activeGameState.lua",
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vector<Button*>{},
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vector<Listbox*>{},
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vector<Checkbox*>{},
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vector<Slider*>{},
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vector<Textbox*>{},
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vector<Node*>{},
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vector<Text*>{},
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"music = generateFactionMusic(" + to_string(mainPlayer->getFaction()) + ")"
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);
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if(!cursorNode) initCursor();
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}
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+52
-5
@@ -1,4 +1,5 @@
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#include <solUtil.h>
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#include <soundManager.h>
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#include <quad.h>
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@@ -497,7 +498,6 @@ namespace battleship{
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sol::state_view SOL_LUA_STATE = generateView();
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sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
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sol::table posTable = guiTable["pos"];
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sol::table scaleTable = guiTable["scale"];
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Root *root = Root::getSingleton();
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@@ -512,7 +512,20 @@ namespace battleship{
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text->setMaterial(mat);
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Vector3 pos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
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Vector3 scale = Vector3(scaleTable["x"], scaleTable["y"], 1);
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SOL_LUA_STATE.script("tp = type(gui[" + to_string(guiId + 1) + "].scale)");
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string st = SOL_LUA_STATE["tp"];
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Vector3 scale;
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if(st == "table"){
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sol::table scaleTable = guiTable["scale"];
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scale = Vector3(scaleTable["x"], scaleTable["y"], 1);
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}
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else if(st == "number"){
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float sc = guiTable["scale"];
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scale = Vector3(sc, sc, 1);
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}
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Node *node = new Node(pos, Quaternion::QUAT_W, scale, guiTable["name"]);
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node->addText(text);
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root->getGuiNode()->attachChild(node);
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@@ -523,6 +536,34 @@ namespace battleship{
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return text;
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}
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void ConcreteGuiManager::parseMusic(){
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sol::state_view SOL_STATE_VIEW = generateView();
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sol::optional<sol::table> musicTblOpt = SOL_STATE_VIEW["music"];
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if(musicTblOpt == sol::nullopt) return;
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sol::table musicTbl = SOL_STATE_VIEW["music"], tracksTbl = musicTbl["tracks"];
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SoundManager *sm = SoundManager::getSingleton();
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if(tracksTbl.size() == 0){
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sm->clearPlaylist();
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return;
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}
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bool loop = musicTbl["loop"], shuffle = musicTbl["shuffle"];
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int delay = musicTbl["delay"].get_or(0);
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int numTracks = tracksTbl.size();
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vector<string> trackPaths;
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for(int i = 0; i < numTracks; i++){
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string track = tracksTbl[i + 1];
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trackPaths.push_back(GameManager::getSingleton()->getPath() + "Sounds/Music/" + track);
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}
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sm->play(trackPaths, 100, delay, loop, shuffle);
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}
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void ConcreteGuiManager::readLuaScreenScript(
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string script,
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vector<Button*> buttonExceptions,
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@@ -531,10 +572,11 @@ namespace battleship{
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vector<Slider*> sliderExceptions,
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vector<Textbox*> textboxExceptions,
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vector<Node*> guiRectboxExceptions,
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vector<Text*> textExceptions
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vector<Text*> textExceptions,
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string luaCode
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){
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removeAllGuiElements(buttonExceptions, listboxExceptions, checkboxExceptions, sliderExceptions, textboxExceptions, guiRectboxExceptions, textExceptions);
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parseLuaScript(script);
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parseLuaScript(script, luaCode);
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}
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void ConcreteGuiManager::readLuaScreenScriptDel(
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@@ -558,13 +600,16 @@ namespace battleship{
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parseLuaScript(script);
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}
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void ConcreteGuiManager::parseLuaScript(string script){
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void ConcreteGuiManager::parseLuaScript(string script, string luaCode){
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guiElements.clear();
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string basePath = GameManager::getSingleton()->getPath() + "Scripts/Gui/";
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sol::state_view SOL_LUA_VIEW = generateView();
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SOL_LUA_VIEW.script("music = nil");
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SOL_LUA_VIEW.script_file(basePath + script);
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if(luaCode != "") SOL_LUA_VIEW.script(luaCode);
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SOL_LUA_VIEW.script("numGui = #gui");
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int numGuiElements = SOL_LUA_VIEW["numGui"];
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@@ -595,5 +640,7 @@ namespace battleship{
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break;
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}
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}
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parseMusic();
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}
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}
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@@ -13,7 +13,7 @@ namespace vb01{
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}
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namespace battleship{
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enum GuiElementType {BUTTON, LISTBOX, CHECKBOX, SLIDER, TEXTBOX, GUI_RECTANGLE, TEXT};
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enum GuiElementType {BUTTON, LISTBOX, CHECKBOX, SLIDER, TEXTBOX, GUI_RECTANGLE, TEXT, MUSIC};
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enum ButtonType {
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SINGLE_PLAYER,
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EDITOR,
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@@ -82,7 +82,8 @@ namespace battleship{
|
||||
std::vector<vb01Gui::Slider*> = std::vector<vb01Gui::Slider*>{},
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||||
std::vector<vb01Gui::Textbox*> = std::vector<vb01Gui::Textbox*>{},
|
||||
std::vector<vb01::Node*> = std::vector<vb01::Node*>{},
|
||||
std::vector<vb01::Text*> = std::vector<vb01::Text*>{}
|
||||
std::vector<vb01::Text*> = std::vector<vb01::Text*>{},
|
||||
std::string = ""
|
||||
);
|
||||
void readLuaScreenScriptDel(
|
||||
std::string,
|
||||
@@ -94,7 +95,7 @@ namespace battleship{
|
||||
std::vector<vb01::Node*> = std::vector<vb01::Node*>{},
|
||||
std::vector<vb01::Text*> = std::vector<vb01::Text*>{}
|
||||
);
|
||||
void parseLuaScript(std::string);
|
||||
void parseLuaScript(std::string, std::string = "");
|
||||
private:
|
||||
ConcreteGuiManager();
|
||||
vb01Gui::Button* parseButton(int);
|
||||
@@ -105,6 +106,7 @@ namespace battleship{
|
||||
vb01Gui::Textbox* parseTextbox(int);
|
||||
vb01::Node* parseGuiRectangle(int);
|
||||
vb01::Text* parseText(int);
|
||||
void parseMusic();
|
||||
|
||||
std::vector<std::pair<int*, void*>> guiElements;
|
||||
std::string texBasePath, fontBasePath;
|
||||
|
||||
Vendored
+1
-1
Submodule external/gameBase updated: 59451791f3...b3d81ab78b
+1
-1
@@ -204,7 +204,7 @@ namespace battleship{
|
||||
}
|
||||
else{
|
||||
sf::Sound *sfx = (sf::Sound*)fx->components[cid].comp;
|
||||
const sf::SoundBuffer *buffer = sfx->getBuffer();
|
||||
const sf::SoundBuffer *buffer = &sfx->getBuffer();
|
||||
sfx->stop();
|
||||
|
||||
delete sfx;
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <stateManager.h>
|
||||
#include <inputManager.h>
|
||||
#include <soundManager.h>
|
||||
|
||||
#include <assetManager.h>
|
||||
#include <root.h>
|
||||
@@ -170,6 +171,7 @@ namespace battleship{
|
||||
|
||||
void GameManager::update() {
|
||||
Root::getSingleton()->update();
|
||||
SoundManager::getSingleton()->update();
|
||||
inputManager->update();
|
||||
stateManager->update();
|
||||
}
|
||||
|
||||
@@ -624,13 +624,13 @@ namespace battleship{
|
||||
void Map::unload(){
|
||||
Minimap::getSingleton()->unload();
|
||||
|
||||
unloadSkybox();
|
||||
unloadLights();
|
||||
unloadPlayerObjects();
|
||||
unloadCells();
|
||||
unloadTerrainObjects();
|
||||
unloadPlayerObjects();
|
||||
spawnPoints.clear();
|
||||
destroyScene();
|
||||
unloadLights();
|
||||
unloadSkybox();
|
||||
spawnPoints.clear();
|
||||
}
|
||||
|
||||
vector<RayCaster::CollisionResult> Map::raycastTerrain(Vector3 rayPos, Vector3 rayDir, bool bothTerrTypes){
|
||||
|
||||
Reference in New Issue
Block a user