mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
placing minimap icons within the minimap frame
This commit is contained in:
@@ -29,7 +29,7 @@ end
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eyeIcon = 'eye.png'
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eyeIcon = 'eye.png'
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refIcon = 'refineds.png'
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refIcon = 'refineds.png'
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minimapSize = {x = 200, y = 200}
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minimapSize = {x = 200, y = 200}
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minimapPos = {x = 0, y = res.y - minimapSize.y, z = .9}
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minimapPos = {x = 0, y = res.y - minimapSize.y, z = .85}
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resTextScale = {x = .5, y = .5}
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resTextScale = {x = .5, y = .5}
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resIconBasePath = 'Icons/Resources/'
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resIconBasePath = 'Icons/Resources/'
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@@ -144,6 +144,8 @@ namespace battleship{
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SOL_LUA_VIEW["_minimapSize"]["y"] = y;
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SOL_LUA_VIEW["_minimapSize"]["y"] = y;
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}
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}
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Map::Minimap::getSingleton()->load();
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ConcreteGuiManager::getSingleton()->readLuaScreenScript(
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ConcreteGuiManager::getSingleton()->readLuaScreenScript(
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"activeGameState.lua",
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"activeGameState.lua",
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buttons,
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buttons,
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@@ -62,7 +62,6 @@ namespace battleship{
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Map *map = Map::getSingleton();
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Map *map = Map::getSingleton();
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map->load(mapName);
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map->load(mapName);
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map->loadPlayersGameObjects();
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Camera *cam = Root::getSingleton()->getCamera();
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Camera *cam = Root::getSingleton()->getCamera();
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cam->setPosition(Map::getSingleton()->getSpawnPoint(playerId) + Vector3(1, 1, 1) * configData::CAMERA_DISTANCE);
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cam->setPosition(Map::getSingleton()->getSpawnPoint(playerId) + Vector3(1, 1, 1) * configData::CAMERA_DISTANCE);
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@@ -82,9 +82,13 @@ namespace battleship{
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mat->addTexUniform("diffuseMap", tex, false);
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mat->addTexUniform("diffuseMap", tex, false);
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sol::state_view SOL_LUA_VIEW = generateView();
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sol::state_view SOL_LUA_VIEW = generateView();
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sol::table posTbl = SOL_LUA_VIEW["minimapPos"], sizeTbl = SOL_LUA_VIEW["minimapSize"];
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sol::table posTbl = SOL_LUA_VIEW["minimapPos"],
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Vector2 minimapSize = Vector2(sizeTbl["x"], sizeTbl["y"]);
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_posTbl = SOL_LUA_VIEW["_minimapPos"],
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Vector3 minimapPos = Vector3(posTbl["x"], posTbl["y"], posTbl["z"]);
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sizeTbl = SOL_LUA_VIEW["minimapSize"],
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_sizeTbl = SOL_LUA_VIEW["_minimapSize"];
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Vector2 minimapSize = Vector2((float)_sizeTbl["x"], (float)_sizeTbl["y"]);
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Vector3 minimapPos = Vector3((float)_posTbl["x"], (float)posTbl["y"] + (float)_posTbl["y"], (float)posTbl["z"]);
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Vector3 mapSize = Map::getSingleton()->getMapSize();
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Vector3 mapSize = Map::getSingleton()->getMapSize();
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Vector2 iconPos = Vector2(
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Vector2 iconPos = Vector2(
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@@ -95,9 +99,8 @@ namespace battleship{
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Quad *quad = new Quad(iconSize, false);
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Quad *quad = new Quad(iconSize, false);
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quad->setMaterial(mat);
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quad->setMaterial(mat);
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Node *node = new Node(minimapPos + Vector3(iconPos.x, iconPos.y, .1) - .5 * iconSize);
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Node *node = new Node(minimapPos + Vector3(iconPos.x, iconPos.y, .05) - .5 * iconSize);
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node->attachMesh(quad);
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node->attachMesh(quad);
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node->setVisible(false);
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root->getGuiNode()->attachChild(node);
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root->getGuiNode()->attachChild(node);
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return node;
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return node;
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@@ -187,7 +190,7 @@ namespace battleship{
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minimapSize.y * (camPos.z + .5 * mapSize.z) / mapSize.z
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minimapSize.y * (camPos.z + .5 * mapSize.z) / mapSize.z
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);
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);
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camIcon->setPosition(minimapButton->getPos() + Vector3(iconPos.x, iconPos.y, .1));
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camIcon->setPosition(minimapButton->getPos() + Vector3(iconPos.x, iconPos.y, .06));
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}
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}
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void Map::Minimap::update(){
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void Map::Minimap::update(){
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@@ -677,7 +680,7 @@ namespace battleship{
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for(int i = 0; i < numWaterbodies; i++)
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for(int i = 0; i < numWaterbodies; i++)
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loadTerrainObject(i);
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loadTerrainObject(i);
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Minimap::getSingleton()->load();
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loadPlayersGameObjects();
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}
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}
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void Map::create(string mapName, Vector3 mapSize){
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void Map::create(string mapName, Vector3 mapSize){
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@@ -63,13 +63,12 @@ namespace battleship{
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generatePlane(size);
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generatePlane(size);
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}
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}
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else{
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else{
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map->load(name);
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int numPlayers = Map::getSingleton()->getNumMapSpawnPoints(name);
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int numPlayers = map->getNumSpawnPoints();
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for(int i = 0; i < numPlayers; i++)
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for(int i = 0; i < numPlayers; i++)
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game->addPlayer(new Player(0, 0, 0, Vector3(1, 1, 1)));
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game->addPlayer(new Player(0, 0, 0, Vector3(1, float(i > 0), float(i > 1)), false, i));
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map->loadPlayersGameObjects();
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map->load(name);
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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int minId = 0, numVerts = 3 * meshData.numTris;
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int minId = 0, numVerts = 3 * meshData.numTris;
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