[add] Added SelectScene.
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res/sounds/spotlight.wav
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BIN
res/sounds/spotlight.wav
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@ -17,6 +17,7 @@ class AbstractScene : SceneInterface {
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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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@ -5,6 +5,7 @@ import sj.AbstractGame,
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sj.FontSet,
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sj.LobbyWorld,
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sj.ProgramSet,
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sj.SelectScene,
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sj.TitleScene;
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///
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@ -17,8 +18,11 @@ class Game : AbstractGame {
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lobby_ = new LobbyWorld(programs_);
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title_ = new TitleScene(lobby_, programs_);
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title_.SetupSceneDependency(title_); // TODO: specify proper next scene
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title_ = new TitleScene(lobby_, programs_);
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select_ = new SelectScene(lobby_, programs_);
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title_.SetupSceneDependency(select_);
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select_.SetupSceneDependency(title_);
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super(title_);
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}
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@ -40,4 +44,6 @@ class Game : AbstractGame {
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LobbyWorld lobby_;
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TitleScene title_;
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SelectScene select_;
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}
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61
src/sj/SelectScene.d
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61
src/sj/SelectScene.d
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@ -0,0 +1,61 @@
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/// License: MIT
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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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sj.LobbyWorld,
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sj.ProgramSet,
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sj.SceneInterface;
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///
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class SelectScene : AbstractScene {
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public:
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///
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enum SpotlightSound = cast(ubyte[]) import("sounds/spotlight.wav");
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///
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this(LobbyWorld lobby, ProgramSet program) {
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lobby_ = lobby;
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const buf = SpotlightSound;
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spotlight_buffer_ = sfSoundBuffer_createFromMemory(buf.ptr, buf.length);
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sound_ = sfSound_create();
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first_ = true;
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}
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~this() {
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sfSound_destroy(sound_);
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sfSoundBuffer_destroy(spotlight_buffer_);
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}
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///
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void SetupSceneDependency(SceneInterface 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 (first_) {
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sfSound_setBuffer(sound_, spotlight_buffer_);
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sfSound_play(sound_);
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}
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first_ = false;
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if (input.up) GoNextScene(title_scene_);
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}
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override void Draw() {
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lobby_.Draw();
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}
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private:
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SceneInterface title_scene_;
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LobbyWorld lobby_;
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sfSoundBuffer* spotlight_buffer_;
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sfSound* sound_;
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bool first_;
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}
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@ -38,6 +38,8 @@ class TitleScene : AbstractScene {
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override void 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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}
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override void Draw() {
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lobby_.Draw();
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