83 lines
2.4 KiB
C++
83 lines
2.4 KiB
C++
#include "Scene/Scene_Loading_UI.h"
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#include "Scene/Scene_SelectCharacter_UI.hpp"
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#include "Scene/Scene_Test.h"
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#include "Scene_Loading_UI.h"
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#include "EngineFrame/Component/Sprite.h"
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#include "EngineFrame/Component/Text.h"
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#include "Global/Global_Game.h"
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#include "EngineCore/Asset_Script.h"
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Scene_Loading_UI::Scene_Loading_UI(/* args */)
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{
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}
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Scene_Loading_UI::~Scene_Loading_UI()
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{
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}
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void Scene_Loading_UI::Enter()
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{
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// 加载OGG文件
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music = Mix_LoadMUS("Music/characterSelectStage.ogg");
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if (music)
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{
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Mix_PlayMusic(music, 1);
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}
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RefPtr<Actor> actor = new Actor;
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AddChild(actor);
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RefPtr<Sprite> BackGroundSp = new Sprite("sprite/interface2/nowloading/nowloading.img", 1);
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actor->AddComponent(BackGroundSp);
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RefPtr<Sprite> BackGround2Sp = new Sprite("sprite/interface2/nowloading/nowloading.img", 0);
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BackGround2Sp->SetPos(SDL_Point{0, 686});
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actor->AddComponent(BackGround2Sp);
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RefPtr<Sprite> LoadCircleSp = new Sprite("sprite/interface2/nowloading/nowloading.img", 4);
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LoadCircleSp->SetName("LoadCircle");
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LoadCircleSp->SetPos(SDL_Point{1280 - 60, 686 - 60});
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LoadCircleSp->SetBlendMode(SDL_BLENDMODE_ADD);
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LoadCircleSp->SetAnchor(SDL_FPoint{0.5, 0.5});
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actor->AddComponent(LoadCircleSp);
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actor->SetCallbackOnUpdate([LoadCircleSp](float deltaTime) mutable
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{
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float angle = LoadCircleSp->GetAngle();
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LoadCircleSp->SetAngle(angle + 180.0f * deltaTime); });
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// 文字测试
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// RefPtr<Text> text = new Text("测试文字加载中...", Global_Game::GetInstance().Fonts[0], SDL_Color{255, 255, 255, 255}, SDL_Color{0, 0, 0, 255}, 4);
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// actor->AddComponent(text);
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}
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void Scene_Loading_UI::HandleEvents(SDL_Event *e)
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{
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}
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void Scene_Loading_UI::Update(float deltaTime)
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{
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Scene::Update(deltaTime);
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if (Asset_Script::GetInstance().InitFlag)
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{
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// 设定游戏层场景
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RefPtr<Scene_Test> scene = new Scene_Test;
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Game::GetInstance().ChangeScene(scene);
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// 设定UI层场景
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RefPtr<Scene_SelectCharacter_UI> sceneUI = new Scene_SelectCharacter_UI;
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Game::GetInstance().ChangeUIScene(sceneUI);
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}
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}
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void Scene_Loading_UI::Render(float deltaTime)
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{
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Scene::Render(deltaTime);
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}
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void Scene_Loading_UI::Exit()
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{
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if (music)
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{
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Mix_FreeMusic(music);
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music = nullptr;
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}
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}
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