Hacked in AssetService to the splash screen, still needs some polish.

This commit is contained in:
2025-03-02 04:26:50 -05:00
parent 4a11961c0f
commit 0b9c5eb449
10 changed files with 269 additions and 57 deletions

View File

@@ -209,6 +209,10 @@ namespace CaveGame::ClientApp {
} else
Log("Must be in-game to use this command!");
}},
{"save-world", {}, [this](const auto& args) {
if (InGame())
GameSession()->World()->Save();
}},
};

View File

@@ -105,7 +105,20 @@ namespace CaveGame::ClientApp
this->assets.TempLoadSimple();
this->assets.EnqueueDefaultAssetsFolder();
OpenWorld({.NewWorld = false});
for (int i = 0; i < 10; i++)
{
assets.EnqueueTexture("assets/textures/redacted.png");
assets.EnqueueTexture("assets/textures/bg.png");
assets.EnqueueTexture("assets/textures/player.png");
assets.EnqueueTexture("assets/textures/explosion.png");
assets.EnqueueTexture("assets/textures/title_1.png");
assets.EnqueueTexture("assets/textures/ash_wip_potions.png");
}
ChangeScene(splash_ctx);
//OpenWorld({.NewWorld = false});
//this->ChangeScene(this->game_ctx);
// TODO: Implement Resource/Asset manager rather than passing asset references around like this.