Merge remote-tracking branch 'origin/master' into Physics
Conflicts: src/game/Game/LevelSystem.cpp
This commit is contained in:
@@ -0,0 +1,23 @@
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#ifndef GAME_GUI_ELOADINGFRAMECOMPLETE_H__
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#define GAME_GUI_ELOADINGFRAMECOMPLETE_H__
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace GUI { class LoadingFrame; }
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namespace Events
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{
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struct LoadingFrameComplete : Event
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{
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std::string FrameName;
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GUI::LoadingFrame* Frame = nullptr;
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};
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}
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}
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#endif
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@@ -6,7 +6,7 @@
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#include "GUI/NumberFrame.h"
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#include "Core/EKeyUp.h"
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#include "Game/EScoreEvent.h"
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#include "Game/FPSCounter.h"
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#include "Game/GUI/FPSCounter.h"
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#include "Game/EGameOver.h"
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#include "Game/EClusterClear.h"
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#include "Game/EKrakenAttack.h"
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@@ -0,0 +1,73 @@
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#ifndef GAME_GUI_LOADINGFRAME_H__
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#define GAME_GUI_LOADINGFRAME_H__
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#include "GUI/TextureFrame.h"
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#include "GUI/Slider.h"
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#include "Core/ResourceManager.h"
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#include "Game/GUI/ELoadingFrameComplete.h"
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namespace dd
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{
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namespace GUI
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{
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class LoadingFrame : public TextureFrame
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{
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public:
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LoadingFrame(Frame* parent, std::string name)
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: TextureFrame(parent, name)
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{
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m_Slider = new GUI::Slider(this, "LoadingFrameSlider");
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//m_SFXSlider->X = 0;
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m_Slider->Y = 453;
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//m_SFXSlider->SetTop(m_TitleSFX->Bottom() + 10);
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m_Slider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
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m_Slider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
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m_Slider->AlignVertically();
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m_Slider->SetPercentage(1.f);
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m_Slider->X = Width / 2.f - m_Slider->Width / 2.f;
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}
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void AddTexturePreload(std::string resourceName)
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{
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m_Items.push_back(resourceName);
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}
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void Preload()
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{
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m_Preloading = true;
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}
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void CancelPreload()
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{
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m_Preloading = false;
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m_CurrentItem = 0;
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}
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void Update(double dt) override
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{
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if (m_Preloading) {
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ResourceManager::Preload<dd::Texture>(m_Items[m_CurrentItem]);
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m_Slider->SetPercentage((m_CurrentItem + 1) / (float)m_Items.size());
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m_CurrentItem++;
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if (m_CurrentItem >= m_Items.size()) {
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m_Preloading = false;
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dd::Events::LoadingFrameComplete e;
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e.FrameName = Name();
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e.Frame = this;
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EventBroker->Publish(e);
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}
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}
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}
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private:
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bool m_Preloading = false;
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int m_CurrentItem = 0;
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std::vector<std::string> m_Items;
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GUI::Slider* m_Slider = nullptr;
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};
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}
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}
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#endif
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@@ -2,8 +2,8 @@
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#define GUI_MAINMENU_H__
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#include "GUI/TextureFrame.h"
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#include "Game/MainMenuMain.h"
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#include "Game/MainMenuOptions.h"
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#include "Game/GUI/MainMenuMain.h"
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#include "Game/GUI/MainMenuOptions.h"
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#include "Core/EKeyUp.h"
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namespace dd
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@@ -3,8 +3,7 @@
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#include "GUI/TextureFrame.h"
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#include "GUI/Button.h"
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#include "Game/EGameStart.h"
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#include "Game/HUD.h"
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#include "Game/GUI/Story1.h"
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namespace dd
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{
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@@ -57,10 +56,8 @@ private:
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virtual bool OnButtonRelease(const Events::ButtonRelease& event)
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{
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if (event.Button == m_SquidoutButton) {
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Events::GameStart e;
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EventBroker->Publish(e);
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m_Parent->Hide();
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auto hud = new GUI::HUD(BaseFrame, "HUD");
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auto story = new GUI::Story1(BaseFrame, "Story1");
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}
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return true;
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@@ -0,0 +1,247 @@
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#ifndef GAME_GUI_STORY1_H__
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#define GAME_GUI_STORY1_H__
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#include "Core/ResourceManager.h"
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#include "Game/GUI/StoryboardFrame.h"
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#include "Game/GUI/ELoadingFrameComplete.h"
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#include "Game/GUI/LoadingFrame.h"
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#include "Game/EGameStart.h"
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#include "Core/EKeyDown.h"
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#include "Game/GUI/HUD.h"
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namespace dd
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{
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namespace GUI
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{
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class Story1 : public StoryboardFrame
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{
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public:
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Story1(Frame* parent, std::string name)
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: StoryboardFrame(parent, name)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ELoadingFrameComplete, &Story1::OnLoadingFrameComplete);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Story1::OnKeyDown);
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m_LoadingFrame = new GUI::LoadingFrame(this, "Story1LoadingFrame");
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m_LoadingFrame->SetTexture("Textures/GUI/Loading.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn1.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn2.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn3.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn4.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/Brunn5.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene1.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene2.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene3.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene4.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene5.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene6.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene7.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene8.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene9.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene10.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene11.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene12.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene13.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene14.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene15.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene16.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene17.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene18.png");
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m_LoadingFrame->AddTexturePreload("Textures/Story/SubScene19.png");
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m_LoadingFrame->Preload();
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m_Spacebar = new TextureFrame(this, "ZZZSpacebar");
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m_Spacebar->SetTexture("Textures/GUI/SpacebarSkip.png");
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m_Spacebar->SetRight(Right() - 10);
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m_Spacebar->SetBottom(Bottom() - 10);
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m_Spacebar->DisableScissor();
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Transition t;
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/*
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Sid in the well scene
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*/
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t.Time = t.Time + 0;
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t.Duration = 0;
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t.Texture = "Textures/Story/Brunn1.png";
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t.Viewport = Rectangle(3108, 11276, 1376, 2203);
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AddTransition(t);
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t.Time = t.Time + 2;
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t.Duration = 0.5;
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t.Texture = "Textures/Story/Brunn2.png";
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AddTransition(t);
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t.Time = t.Time + 3;
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t.Duration = 0.5;
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t.Texture = "Textures/Story/Brunn3.png";
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AddTransition(t);
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t.Time = t.Time + 3;
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t.Duration = 4;
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t.Texture = "Textures/Story/Brunn4.png";
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t.Viewport = Rectangle(2232, 0, 2952, 4725);
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AddTransition(t);
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t.Time = t.Time + 5;
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t.Duration = 0;
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t.Texture = "Textures/Story/Brunn5.png";
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AddTransition(t);
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/*
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Submarine scene
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*/
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t.Time = t.Time + 4;
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t.Duration = 2.5;
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t.Texture = "Textures/Story/SubScene1.png";
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t.Viewport = Rectangle(976, 0, 1615, 2586);
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AddTransition(t);
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// I'm Tom and stuff!
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t.Time = t.Time + 1;
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t.Duration = 0.5;
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t.Texture = "Textures/Story/SubScene2.png";
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AddTransition(t);
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// Pan to the right here
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t.Time = t.Time + 3.5;
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t.Duration = 2;
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t.Texture = "Textures/Story/SubScene3.png";
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t.Viewport = Rectangle(1574, 0, 1615, 2586);
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AddTransition(t);
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// ZAP!
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t.Time = t.Time + 2.5;
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t.Duration = 0.5;
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t.Texture = "Textures/Story/SubScene4.png";
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AddTransition(t);
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t.Time = t.Time + 0.5;
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t.Duration = 0;
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t.Texture = "Textures/Story/SubScene5.png";
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AddTransition(t);
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t.Time = t.Time + 0.1;
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t.Duration = 0;
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t.Texture = "Textures/Story/SubScene6.png";
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AddTransition(t);
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t.Time = t.Time + 0.5;
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t.Duration = 0;
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t.Texture = "Textures/Story/SubScene7.png";
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AddTransition(t);
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// BZZT!
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t.Time = t.Time + 1;
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t.Duration = 0;
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t.Texture = "Textures/Story/SubScene8.png";
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AddTransition(t);
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t.Time = t.Time + 0.5;
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t.Duration = 0;
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t.Texture = "Textures/Story/SubScene9.png";
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AddTransition(t);
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|
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t.Time = t.Time + 0.1;
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t.Duration = 0;
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t.Texture = "Textures/Story/SubScene10.png";
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AddTransition(t);
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|
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t.Time = t.Time + 0.5;
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t.Duration = 0;
|
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t.Texture = "Textures/Story/SubScene11.png";
|
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AddTransition(t);
|
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|
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t.Time = t.Time + 1;
|
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t.Duration = 0;
|
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t.Texture = "Textures/Story/SubScene12.png";
|
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AddTransition(t);
|
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|
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t.Time = t.Time + 0.5;
|
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t.Duration = 0;
|
||||
t.Texture = "Textures/Story/SubScene13.png";
|
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AddTransition(t);
|
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|
||||
t.Time = t.Time + 0.2;
|
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t.Duration = 0;
|
||||
t.Texture = "Textures/Story/SubScene14.png";
|
||||
AddTransition(t);
|
||||
|
||||
t.Time = t.Time + 0.5;
|
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t.Duration = 0;
|
||||
t.Texture = "Textures/Story/SubScene15.png";
|
||||
AddTransition(t);
|
||||
|
||||
t.Time = t.Time + 1;
|
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t.Duration = 0.5;
|
||||
t.Texture = "Textures/Story/SubScene16.png";
|
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AddTransition(t);
|
||||
|
||||
t.Time = t.Time + 3.5;
|
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t.Duration = 0.5;
|
||||
t.Texture = "Textures/Story/SubScene17.png";
|
||||
AddTransition(t);
|
||||
|
||||
t.Time = t.Time + 3;
|
||||
t.Duration = 0;
|
||||
t.Texture = "Textures/Story/SubScene18.png";
|
||||
AddTransition(t);
|
||||
|
||||
t.Time = t.Time + 2;
|
||||
t.Duration = 0;
|
||||
t.Texture = "Textures/Story/SubScene19.png";
|
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AddTransition(t);
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
StoryboardFrame::Update(dt);
|
||||
|
||||
if (m_Spacebar == nullptr) {
|
||||
}
|
||||
}
|
||||
void OnComplete() override
|
||||
{
|
||||
m_Spacebar->Show();
|
||||
}
|
||||
|
||||
private:
|
||||
GUI::LoadingFrame* m_LoadingFrame = nullptr;
|
||||
TextureFrame* m_Spacebar = nullptr;
|
||||
|
||||
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (event.KeyCode == GLFW_KEY_SPACE) {
|
||||
m_LoadingFrame->CancelPreload();
|
||||
Events::GameStart e;
|
||||
EventBroker->Publish(e);
|
||||
Hide();
|
||||
auto hud = new GUI::HUD(BaseFrame, "HUD");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
EventRelay<Frame, Events::LoadingFrameComplete> m_ELoadingFrameComplete;
|
||||
bool OnLoadingFrameComplete(const Events::LoadingFrameComplete& event)
|
||||
{
|
||||
if (event.FrameName == "Story1LoadingFrame") {
|
||||
event.Frame->Hide();
|
||||
m_Spacebar->Hide();
|
||||
Play();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,128 @@
|
||||
#ifndef GAME_GUI_STORYBOARDFRAME_H__
|
||||
#define GAME_GUI_STORYBOARDFRAME_H__
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class StoryboardFrame : public TextureFrame
|
||||
{
|
||||
public:
|
||||
struct Transition
|
||||
{
|
||||
double Time = 0.0;
|
||||
double Duration = 0.0;
|
||||
Rectangle Viewport;
|
||||
std::string Texture;
|
||||
};
|
||||
|
||||
StoryboardFrame(Frame* parent, std::string name)
|
||||
: TextureFrame(parent, name)
|
||||
{
|
||||
|
||||
m_TextureFrame = new TextureFrame(this, "StoryboardFrameHelper");
|
||||
|
||||
//m_TextureFrame->DisableScissor();
|
||||
}
|
||||
|
||||
void AddTransition(Transition& transition)
|
||||
{
|
||||
m_Timeline.push_back(transition);
|
||||
}
|
||||
|
||||
void Play()
|
||||
{
|
||||
m_Playing = true;
|
||||
}
|
||||
|
||||
void Skip()
|
||||
{
|
||||
m_Playing = false;
|
||||
OnComplete();
|
||||
}
|
||||
|
||||
void Update(double dt)
|
||||
{
|
||||
if (Hidden()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_Playing) {
|
||||
m_Time += dt;
|
||||
|
||||
if (m_NextIndex < m_Timeline.size()) {
|
||||
if (m_Time >= m_Timeline.at(m_NextIndex).Time) {
|
||||
m_CurrentIndex = m_NextIndex;
|
||||
Transition& t = m_Timeline.at(m_CurrentIndex);
|
||||
|
||||
m_TextureFrame->FadeToTexture(t.Texture, t.Duration);
|
||||
//m_TextureFrame->SetTexture(t.Texture);
|
||||
m_TextureFrame->SizeToTexture();
|
||||
|
||||
if (m_StartRect == Rectangle()) {
|
||||
m_StartRect = Rectangle(0, 0, m_TextureFrame->Width, m_TextureFrame->Height);
|
||||
}
|
||||
else {
|
||||
m_StartRect = m_TargetRect;
|
||||
}
|
||||
|
||||
double wScaleParent = Width / (double)m_TextureFrame->Width;
|
||||
double wScale = m_TextureFrame->Width / (double)t.Viewport.Width;
|
||||
LOG_DEBUG("wScale: %f", wScale);
|
||||
double hScaleParent = Height / (double)m_TextureFrame->Height;
|
||||
double hScale = m_TextureFrame->Height / (double)t.Viewport.Height;
|
||||
LOG_DEBUG("hScale: %f", hScale);
|
||||
m_TargetRect.X = -t.Viewport.X * wScale * wScaleParent;
|
||||
m_TargetRect.Y = -t.Viewport.Y * hScale * hScaleParent;
|
||||
m_TargetRect.Width = m_TextureFrame->Width * wScale * wScaleParent;
|
||||
m_TargetRect.Height = m_TextureFrame->Height * hScale * hScaleParent;
|
||||
|
||||
m_NextIndex++;
|
||||
}
|
||||
} else {
|
||||
OnComplete();
|
||||
}
|
||||
}
|
||||
|
||||
Transition& t = m_Timeline.at(m_CurrentIndex);
|
||||
double progress = glm::min((m_Time - t.Time)/t.Duration, 1.0);
|
||||
m_TextureFrame->X = (int)easeSine(progress, m_StartRect.X, (m_TargetRect.X - m_StartRect.X), 1.0);
|
||||
m_TextureFrame->Y = (int)easeSine(progress, m_StartRect.Y, (m_TargetRect.Y - m_StartRect.Y), 1.0);
|
||||
m_TextureFrame->Width = (int)easeSine(progress, m_StartRect.Width, (m_TargetRect.Width - m_StartRect.Width), 1.0);
|
||||
m_TextureFrame->Height = (int)easeSine(progress, m_StartRect.Height, (m_TargetRect.Height - m_StartRect.Height), 1.0);
|
||||
}
|
||||
|
||||
virtual void OnComplete() { }
|
||||
|
||||
protected:
|
||||
TextureFrame* m_TextureFrame = nullptr;
|
||||
|
||||
private:
|
||||
bool m_Playing = false;
|
||||
double m_Time = 0;
|
||||
int m_CurrentIndex = 0;
|
||||
int m_NextIndex = 0;
|
||||
std::vector<Transition> m_Timeline;
|
||||
Rectangle m_StartRect;
|
||||
Rectangle m_TargetRect;
|
||||
|
||||
double easeSine(double t, double b, double c, double d)
|
||||
{
|
||||
return -c / 2 * (glm::cos(glm::pi<double>()*t / d) - 1) + b;
|
||||
}
|
||||
|
||||
float easeExpo(float t,float b , float c, float d) {
|
||||
if (t == 0) return b;
|
||||
if (t == d) return b + c;
|
||||
if ((t /= d / 2) < 1) return c / 2 * pow(2, 10 * (t - 1)) + b;
|
||||
return c / 2 * (-pow(2, -10 * --t) + 2) + b;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user