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.
This commit is contained in:
2022-08-11 15:16:23 +02:00
parent b2d6a31275
commit 006d223f57
11 changed files with 291 additions and 151 deletions
+6 -6
View File
@@ -33,14 +33,14 @@ public:
{
UE_LOG_INFO("Escena {0} ha sido cargada", _sceneName);
UE::AssetManager* as = Game::GetAssetManager();
UE::AssetManager* as = UE::Engine::GetAssetManager();
UE::Texture* test1Texture = as->getTexture("test1");
UE::Sprite sp1(test1Texture, 0, 2, glm::vec2(55, 60), glm::vec2(100, 100));
UE::Sprite sp2(test1Texture, 0, 1, glm::vec2(50, 45), glm::vec2(145, 145));
UE::Sprite bg(as->getTexture("bg1"), 1, 0, glm::vec2(0, 0), Game::GetRenderer()->GetScreenSize());
UE::Sprite bg(as->getTexture("bg1"), 1, 0, glm::vec2(0, 0), UE::Engine::GetRenderer()->GetScreenSize());
UE::Sprite mapSP(as->getTexture("PruebaMap"), 0, 2, glm::vec2(50, 45), glm::vec2(145, 145));
@@ -65,9 +65,9 @@ public:
//UE_LOG_INFO("Escena {0} UPDATE", _sceneName);
UE::Renderer* renderer;
renderer = Game::GetRenderer();
renderer = UE::Engine::GetRenderer();
glm::vec2 screenSize = Game::GetRenderer()->GetScreenSize();
glm::vec2 screenSize = UE::Engine::GetRenderer()->GetScreenSize();
UE::Sprite& sp1 = sprites.at(0);
glm::vec2 pos = sp1.GetPosition();
@@ -81,7 +81,7 @@ public:
void SceneRender() override
{
UE::Renderer* renderer;
renderer = Game::GetRenderer();
renderer = UE::Engine::GetRenderer();
for (UE::Sprite& sp : sprites)
{
@@ -239,7 +239,7 @@ private:
void AssetMngGUI()
{
UE::AssetManager* asmng = Game::GetAssetManager();
UE::AssetManager* asmng = UE::Engine::GetAssetManager();
ImGui::Begin("Asset Manager Inspector", &assetMngGUI);
+3 -3
View File
@@ -29,7 +29,7 @@ public:
srand(255);
UE::AssetManager* as = Game::GetAssetManager();
UE::AssetManager* as = UE::Engine::GetAssetManager();
UE::Texture* tx = as->getTexture("PruebaMap");
@@ -58,7 +58,7 @@ public:
void SceneRender() override
{
UE::Renderer* renderer;
renderer = Game::GetRenderer();
renderer = UE::Engine::GetRenderer();
for (UE::Sprite& sp : sprites)
{
@@ -88,7 +88,7 @@ public:
}
if (event->type == SDL_MOUSEBUTTONDOWN)
{
UE::Renderer* rend = Game::GetRenderer();
UE::Renderer* rend = UE::Engine::GetRenderer();
glm::ivec2 mPos(event->button.x, event->button.y);
glm::ivec2 wPos = rend->ScreenToWorldCoords(mPos);
GAME_LOG_TRACE("Posicion del raton: \n\tPantalla: {0}x{1}, Mundo: {2}x{3}: ", mPos.x, mPos.y, wPos.x, wPos.y);