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Binary file added assets/textures/Untitled.xcf
Binary file not shown.
8 changes: 4 additions & 4 deletions src/gameobjects/camera.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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...
Expand Down
11 changes: 6 additions & 5 deletions src/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@
#include <cstdio>
#include <cstdlib>

//#include <grrlib.h>
#include <grrlib.h>

#include "fnt.h"
#include "gfx.h"
Expand Down Expand Up @@ -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<GameScene>(path, info, Mode::Standard, Rank::Hard);
Scene::ChangeScene<MenuScene>();
#else
//Scene::ChangeScene<MenuScene>();
Scene::ChangeScene<GameScene>(path, info, Mode::Standard, Rank::Hard);
// Scene::ChangeScene<MenuScene>();
#else
/
Scene::ChangeScene<MenuScene>();
//Scene::ChangeScene<GameScene>(path, info, Mode::Standard, Rank::Hard);

#endif

Expand Down
30 changes: 21 additions & 9 deletions src/scene/game_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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[] = {
Expand Down Expand Up @@ -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) {
Expand All @@ -74,7 +86,7 @@ void GameScene::music()


}

*/
void GameScene::init() {

//ASND_Init();
Expand All @@ -92,7 +104,7 @@ void GameScene::init() {

// So THIS is C++
auto& refblock = gameObjects.emplace_back(std::make_shared<Block>());
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<Block>(refblock);

Expand All @@ -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;
Expand Down Expand Up @@ -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;
}

Expand Down