diff --git a/assets/textures/Untitled.xcf b/assets/textures/Untitled.xcf new file mode 100644 index 0000000..e202d6e Binary files /dev/null and b/assets/textures/Untitled.xcf differ diff --git a/src/gameobjects/camera.cpp b/src/gameobjects/camera.cpp index 67a295c..a332090 100644 --- a/src/gameobjects/camera.cpp +++ b/src/gameobjects/camera.cpp @@ -50,10 +50,10 @@ void Camera::render() { FNT_SetColor(0xFF0000FF); FNT_SetScale(0.7f); u16 height = FNT_GetStringHeight(); - FNT_DrawString(turningString,0,0); - FNT_DrawString(posString,0,height+2); - FNT_DrawString(rotString,0,height+2+height+2); - FNT_DrawString(versionString,0,height+16+height+16); + //FNT_DrawString(turningString,0,0); + //FNT_DrawString(posString,0,height+2); + //FNT_DrawString(rotString,0,height+2+height+2); + //FNT_DrawString(versionString,0,height+16+height+16); GFX_Projection(projection,PERSPECTIVE); } // TODO: Fix drift... diff --git a/src/main.cpp b/src/main.cpp index ec51023..d48bfa4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -12,7 +12,7 @@ #include #include -//#include +#include #include "fnt.h" #include "gfx.h" @@ -148,11 +148,12 @@ int main(int argc, char** argv) { // std::string dir, BeatmapInfo info, Mode mode, Rank rank //want to change to MenuScene - //Scene::ChangeScene(path, info, Mode::Standard, Rank::Hard); - Scene::ChangeScene(); -#else - //Scene::ChangeScene(); Scene::ChangeScene(path, info, Mode::Standard, Rank::Hard); + // Scene::ChangeScene(); +#else + / + Scene::ChangeScene(); + //Scene::ChangeScene(path, info, Mode::Standard, Rank::Hard); #endif diff --git a/src/scene/game_scene.cpp b/src/scene/game_scene.cpp index b9d8cc7..804483e 100644 --- a/src/scene/game_scene.cpp +++ b/src/scene/game_scene.cpp @@ -21,9 +21,21 @@ #include "../resource/model.h" #include "../sfx.h" #include "menu_scene.h" +#include "grlib.h" static void *ogg_buffer = NULL; static u32 ogg_len = 0; +int blocky = 2.0f; +int blockx =-2.0f; +int blockz =-10.0f; + +int saberx = -0.25f; +int sabery = -0.25f; +int saberz = -0.5; + +int saber2x = +int saber2y = +int saber2z = // TODO: better Lighting static GXColor LightColors[] = { @@ -60,7 +72,7 @@ GameScene::GameScene(std::string dir, BeatmapInfo info, Mode mode, Rank rank) GameScene::~GameScene() {} -void GameScene::music() +/*void GameScene::music() { FILE *ogg_file = fopen("sd:/music.ogg", "rb"); if (ogg_file == NULL) { @@ -74,7 +86,7 @@ void GameScene::music() } - +*/ void GameScene::init() { //ASND_Init(); @@ -92,7 +104,7 @@ void GameScene::init() { // So THIS is C++ auto& refblock = gameObjects.emplace_back(std::make_shared()); - refblock->transform->position = {-2.0f, 1.0f, -10.0f}; + refblock->transform->position = {blockx, blocky,blockz}; refblock->transform->scale = {0.5f, 0.5f, 0.5f}; block = std::dynamic_pointer_cast(refblock); @@ -106,19 +118,19 @@ void GameScene::init() { glm::vec3 front = camera->transform->position + camera->transform->forward(); #ifdef _DEBUG - redSaber->transform->position = glm::vec3{0.0f, -0.25f, -0.5f} + front; + redSaber->transform->position = glm::vec3{saberx,sabery,saberz} + front; gameObjects.push_back(redSaber); mode = Mode::OneSaber; // This is safe because we already loaded beatmap #else switch (mode) { case Mode::OneSaber: - redSaber->transform->position = glm::vec3{0.0f, -0.25f, -0.5f} + front; + redSaber->transform->position = glm::vec3{-0.25f, -0.25f, -0.5f} + front; gameObjects.push_back(redSaber); break; case Mode::Standard: default: - redSaber->transform->position = glm::vec3{-0.25f, -0.25f, -0.5f} + front; - blueSaber->transform->position = glm::vec3{0.25f, -0.25f, -0.5f} + front; + redSaber->transform->position = glm::vec3{saberx, sabery,saberz} + front; + blueSaber->transform->position = glm::vec3{saber2x, saber2y, saber2z} + front; gameObjects.push_back(redSaber); gameObjects.push_back(blueSaber); break; @@ -174,10 +186,10 @@ exit(0); switch (mode) { case Mode::Standard: - redMote.transform->position = glm::vec3{-0.25f, -0.25f, -0.5f} + front; + redMote.transform->position = glm::vec3{saberx, sabery, saberz} + front; break; case Mode::OneSaber: - redMote.transform->position = glm::vec3{0.0f, -0.25f, -0.5f} + front; + redMote.transform->position = glm::vec3{saberx, sabery, saberz} + front; break; }