diff --git a/gameManager.cpp b/gameManager.cpp index 6f6f739..ee274c8 100755 --- a/gameManager.cpp +++ b/gameManager.cpp @@ -5,6 +5,8 @@ #include #include +#include + #include "gameManager.h" #include "guiAppState.h" diff --git a/map.cpp b/map.cpp index 537566c..dbaee01 100755 --- a/map.cpp +++ b/map.cpp @@ -2,6 +2,7 @@ #include #include #include +#include #include "map.h" #include "gameManager.h" @@ -24,34 +25,42 @@ namespace battleship{ } void Map::load() { - string path[]{ - PATH + "Textures/left.jpg", - PATH + "Textures/right.jpg", - PATH + "Textures/top.jpg", - PATH + "Textures/bottom.jpg", - PATH + "Textures/front.jpg", - PATH + "Textures/back.jpg" - }; + int numPaths = 6; + string path[] = { + PATH + "Textures/left.jpg", + PATH + "Textures/right.jpg", + PATH + "Textures/top.jpg", + PATH + "Textures/bottom.jpg", + PATH + "Textures/front.jpg", + PATH + "Textures/back.jpg" + }; - Root *root = Root::getSingleton(); - root->createSkybox(path); + for(int i = 0; i < numPaths; i++) + AssetManager::getSingleton()->load(path[i]); - Quad *quad = new Quad(Vector3(size.x, size.y, 1) * 1, true); - Material *mat = new Material(root->getLibPath() + "texture"); - mat->addBoolUniform("texturingEnabled", true); - mat->addBoolUniform("lightingEnabled", false); - string fr[]{PATH + "Textures/water.jpg"}; - Texture *t = new Texture(fr, 1, false); - mat->addTexUniform("textures[0]", t, true); - quad->setMaterial(mat); - waterNode = new Node(); - waterNode->attachMesh(quad); - root->getRootNode()->attachChild(waterNode); - waterNode->setOrientation(Quaternion(-1.57, Vector3::VEC_I)); + Root *root = Root::getSingleton(); + root->createSkybox(path); - Camera *cam = root->getCamera(); - cam->setPosition(Vector3(1, 1, 1) * 10); - cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm()); + Quad *quad = new Quad(Vector3(size.x, size.y, 1) * 1, true); + Material *mat = new Material(root->getLibPath() + "texture"); + mat->addBoolUniform("texturingEnabled", true); + mat->addBoolUniform("lightingEnabled", false); + + string fr[]{PATH + "Textures/water.jpg"}; + AssetManager::getSingleton()->load(fr[0]); + Texture *t = new Texture(fr, 1, false); + + mat->addTexUniform("textures[0]", t, true); + quad->setMaterial(mat); + + waterNode = new Node(); + waterNode->attachMesh(quad); + root->getRootNode()->attachChild(waterNode); + waterNode->setOrientation(Quaternion(-1.57, Vector3::VEC_I)); + + Camera *cam = root->getCamera(); + cam->setPosition(Vector3(1, 1, 1) * 10); + cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm()); } void Map::unload() {} diff --git a/util.cpp b/util.cpp index 2033f65..3a7ad5b 100755 --- a/util.cpp +++ b/util.cpp @@ -4,6 +4,7 @@ #include #include #include +#include #include @@ -191,6 +192,7 @@ namespace battleship{ GameManager *gm = GameManager::getSingleton(); string font = PATH + "Fonts/batang.ttf"; + AssetManager::getSingleton()->load(font); SpButton *spButton = new SpButton(state, Vector2(gm->getWidth() / 16, gm->getHeight() / 12), Vector2(150, 40), "Singleplayer", true); MainMenuOptionsButton *optionsButton = new MainMenuOptionsButton(state, Vector2(gm->getWidth() / 16, gm->getHeight() / 12 * 2), Vector2(150, 40), "Options", true); ExitButton *exitButton = new ExitButton(Vector2(gm->getWidth() / 16, gm->getHeight() / 12 * 3), Vector2(150, 40), "Exit", true);