[update] Re-implemented the scene transitions.
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@ -11,15 +11,13 @@ class AbstractGame {
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public:
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///
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this(SceneInterface first_scene) in (first_scene) {
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scene_ = first_scene;
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next_scene_ = first_scene;
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}
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///
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void Update(KeyInput input) {
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if (auto next = scene_.TakeNextScene()) {
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scene_ = next;
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}
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scene_.Update(input);
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scene_ = next_scene_;
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next_scene_ = scene_.Update(input);
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}
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///
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void Draw() {
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@ -29,4 +27,6 @@ class AbstractGame {
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private:
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SceneInterface scene_;
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SceneInterface next_scene_;
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}
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@ -1,31 +0,0 @@
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/// License: MIT
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module sj.AbstractScene;
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import sj.KeyInput,
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sj.SceneInterface;
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///
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class AbstractScene : SceneInterface {
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public:
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///
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this() {
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}
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abstract override {
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void Update(KeyInput input);
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void Draw();
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}
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override SceneInterface TakeNextScene() {
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scope(exit) next_ = null;
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return next_;
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}
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protected:
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void GoNextScene(SceneInterface next) in (next) {
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next_ = next;
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}
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private:
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SceneInterface next_;
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}
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@ -24,6 +24,7 @@ class Game : AbstractGame {
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title_.SetupSceneDependency(select_);
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select_.SetupSceneDependency(title_);
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title_.Initialize();
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super(title_);
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}
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@ -7,10 +7,7 @@ import sj.KeyInput;
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interface SceneInterface {
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public:
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///
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void Update(KeyInput input);
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SceneInterface Update(KeyInput input);
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///
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void Draw();
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///
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SceneInterface TakeNextScene();
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}
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@ -3,15 +3,15 @@ module sj.SelectScene;
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import derelict.sfml2.audio;
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import sj.AbstractScene,
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sj.KeyInput,
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import sj.KeyInput,
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sj.LobbyWorld,
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sj.ProgramSet,
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sj.SceneInterface,
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sj.TitleScene,
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sj.util.audio;
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///
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class SelectScene : AbstractScene {
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class SelectScene : SceneInterface {
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public:
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///
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@ -27,12 +27,19 @@ class SelectScene : AbstractScene {
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}
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///
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void SetupSceneDependency(SceneInterface title_scene) {
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void SetupSceneDependency(TitleScene title_scene) {
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title_scene_ = title_scene;
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}
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override void Update(KeyInput input) {
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if (input.up) GoNextScene(title_scene_);
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///
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void Initialize() {
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}
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override SceneInterface Update(KeyInput input) {
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if (input.up) {
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title_scene_.Initialize();
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return title_scene_;
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}
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return this;
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}
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override void Draw() {
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lobby_.Draw();
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@ -53,7 +60,7 @@ class SelectScene : AbstractScene {
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}
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}
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SceneInterface title_scene_;
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TitleScene title_scene_;
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LobbyWorld lobby_;
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@ -5,15 +5,15 @@ import std.math;
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import gl4d;
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import sj.AbstractScene,
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sj.KeyInput,
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import sj.KeyInput,
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sj.LobbyWorld,
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sj.ProgramSet,
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sj.SelectScene,
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sj.SceneInterface,
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sj.TitleTextProgram;
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///
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class TitleScene : AbstractScene {
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class TitleScene : SceneInterface {
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public:
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///
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enum TitleMatrix = {
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@ -26,20 +26,40 @@ class TitleScene : AbstractScene {
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///
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this(LobbyWorld lobby, ProgramSet program) {
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lobby_ = lobby;
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SetupLobby(lobby);
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title_ = program.Get!TitleTextProgram;
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}
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///
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void SetupSceneDependency(SceneInterface next_scene) {
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next_scene_ = next_scene;
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void SetupSceneDependency(SelectScene select) {
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select_scene_ = select;
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}
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override void Update(KeyInput input) {
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///
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void Initialize() {
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lobby_.view.pos = vec3(0, -0.15, -1);
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lobby_.view.target = vec3(0, -0.15, 0);
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lobby_.view.up = vec3(0, 1, 0);
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lobby_.background.inner_color = vec4(0.9, 0.9, 0.9, 1);
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lobby_.background.outer_color = vec4(-0.1, -0.1, -0.1, 1);
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lobby_.light_pos = vec3(0, 9, -1);
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lobby_.cube_material.diffuse_color = vec3(0.1, 0.1, 0.1);
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lobby_.cube_material.light_color = vec3(1, 0.8, 0.8);
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lobby_.cube_material.light_power = vec3(100, 100, 100);
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lobby_.cube_material.ambient_color = vec3(0.2, 0.2, 0.2);
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lobby_.cube_material.specular_color = vec3(0.5, 0.2, 0.2);
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frame_ = 0;
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}
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override SceneInterface Update(KeyInput input) {
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lobby_.cube_matrix.rotation += vec3(PI/600, PI/600, PI/600);
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if (input.down) GoNextScene(next_scene_);
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if (input.down) {
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select_scene_.Initialize();
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return select_scene_;
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}
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return this;
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}
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override void Draw() {
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lobby_.Draw();
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@ -47,23 +67,7 @@ class TitleScene : AbstractScene {
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}
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private:
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static void SetupLobby(LobbyWorld lobby) {
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lobby.view.pos = vec3(0, -0.15, -1);
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lobby.view.target = vec3(0, -0.15, 0);
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lobby.view.up = vec3(0, 1, 0);
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lobby.background.inner_color = vec4(0.9, 0.9, 0.9, 1);
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lobby.background.outer_color = vec4(-0.1, -0.1, -0.1, 1);
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lobby.light_pos = vec3(0, 9, -1);
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lobby.cube_material.diffuse_color = vec3(0.1, 0.1, 0.1);
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lobby.cube_material.light_color = vec3(1, 0.8, 0.8);
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lobby.cube_material.light_power = vec3(100, 100, 100);
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lobby.cube_material.ambient_color = vec3(0.2, 0.2, 0.2);
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lobby.cube_material.specular_color = vec3(0.5, 0.2, 0.2);
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}
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SceneInterface next_scene_;
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SelectScene select_scene_;
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LobbyWorld lobby_;
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