Nueva Clase Engine.
Se ha eliminado la antigua clase Game y movido a la nueva clase Engine. La clase Engine, encargada de iniciar las cosas, ahora está en el Engine Además, tiene seguridad en la inicialización. Ya no se inicia el juego si hay error al cargar libs o sistemas.
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@@ -33,14 +33,14 @@ public:
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{
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UE_LOG_INFO("Escena {0} ha sido cargada", _sceneName);
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UE::AssetManager* as = Game::GetAssetManager();
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UE::AssetManager* as = UE::Engine::GetAssetManager();
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UE::Texture* test1Texture = as->getTexture("test1");
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UE::Sprite sp1(test1Texture, 0, 2, glm::vec2(55, 60), glm::vec2(100, 100));
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UE::Sprite sp2(test1Texture, 0, 1, glm::vec2(50, 45), glm::vec2(145, 145));
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UE::Sprite bg(as->getTexture("bg1"), 1, 0, glm::vec2(0, 0), Game::GetRenderer()->GetScreenSize());
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UE::Sprite bg(as->getTexture("bg1"), 1, 0, glm::vec2(0, 0), UE::Engine::GetRenderer()->GetScreenSize());
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UE::Sprite mapSP(as->getTexture("PruebaMap"), 0, 2, glm::vec2(50, 45), glm::vec2(145, 145));
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@@ -65,9 +65,9 @@ public:
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//UE_LOG_INFO("Escena {0} UPDATE", _sceneName);
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UE::Renderer* renderer;
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renderer = Game::GetRenderer();
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renderer = UE::Engine::GetRenderer();
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glm::vec2 screenSize = Game::GetRenderer()->GetScreenSize();
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glm::vec2 screenSize = UE::Engine::GetRenderer()->GetScreenSize();
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UE::Sprite& sp1 = sprites.at(0);
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glm::vec2 pos = sp1.GetPosition();
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@@ -81,7 +81,7 @@ public:
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void SceneRender() override
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{
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UE::Renderer* renderer;
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renderer = Game::GetRenderer();
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renderer = UE::Engine::GetRenderer();
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for (UE::Sprite& sp : sprites)
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{
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@@ -239,7 +239,7 @@ private:
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void AssetMngGUI()
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{
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UE::AssetManager* asmng = Game::GetAssetManager();
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UE::AssetManager* asmng = UE::Engine::GetAssetManager();
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ImGui::Begin("Asset Manager Inspector", &assetMngGUI);
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@@ -29,7 +29,7 @@ public:
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srand(255);
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UE::AssetManager* as = Game::GetAssetManager();
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UE::AssetManager* as = UE::Engine::GetAssetManager();
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UE::Texture* tx = as->getTexture("PruebaMap");
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@@ -58,7 +58,7 @@ public:
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void SceneRender() override
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{
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UE::Renderer* renderer;
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renderer = Game::GetRenderer();
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renderer = UE::Engine::GetRenderer();
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for (UE::Sprite& sp : sprites)
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{
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@@ -88,7 +88,7 @@ public:
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}
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if (event->type == SDL_MOUSEBUTTONDOWN)
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{
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UE::Renderer* rend = Game::GetRenderer();
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UE::Renderer* rend = UE::Engine::GetRenderer();
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glm::ivec2 mPos(event->button.x, event->button.y);
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glm::ivec2 wPos = rend->ScreenToWorldCoords(mPos);
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GAME_LOG_TRACE("Posicion del raton: \n\tPantalla: {0}x{1}, Mundo: {2}x{3}: ", mPos.x, mPos.y, wPos.x, wPos.y);
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