Integrated AssetService
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <Core/AssetService.hpp>
|
||||
#include <Client/AssetService.hpp>
|
||||
|
||||
#include "J3ML/Geometry.hpp"
|
||||
#include "Client/Splash.hpp"
|
||||
@@ -29,7 +29,7 @@ namespace CaveGame::ClientApp
|
||||
[[nodiscard]] bool InGameSession() const;
|
||||
[[nodiscard]] bool InMainMenu() const;
|
||||
|
||||
Core::AssetService assets;
|
||||
Client::AssetService assets;
|
||||
CaveGame::Client::Splash* splash_ctx;
|
||||
CaveGame::Client::MainMenu* menu_ctx;
|
||||
CaveGame::Client::GameSession* game_ctx;
|
||||
|
@@ -76,6 +76,7 @@ namespace CaveGame::ClientApp
|
||||
// TODO: Implement Resource/Asset manager rather than passing asset references around like this.
|
||||
this->menu_ctx->BuildWidgets();
|
||||
|
||||
this->assets.TempLoadSimple();
|
||||
this->assets.EnqueueDefaultAssetsFolder();
|
||||
this->ChangeScene(this->splash_ctx);
|
||||
|
||||
@@ -320,12 +321,11 @@ namespace CaveGame::ClientApp
|
||||
game_ctx->SaveAndExit();
|
||||
ChangeScene(menu_ctx);
|
||||
}
|
||||
//Die();
|
||||
|
||||
|
||||
if (ev.key == Keys::P) {
|
||||
if (current_scene == game_ctx) {
|
||||
auto* plr = new Core::Player(InputService::GetMousePosition());
|
||||
auto coords = game_ctx->world->camera.ScreenToWorld(InputService::GetMousePosition());
|
||||
auto* plr = new Core::Player(coords);
|
||||
|
||||
game_ctx->world->AddEntity(plr);
|
||||
}
|
||||
|
Reference in New Issue
Block a user