moved 2d_game resource sub folders to the main resource folder.

changed game.cpp to load resources using filesystem.
This commit is contained in:
rich_b
2020-06-24 16:36:44 -04:00
parent 581ebd8061
commit 7aa2a51ed2
23 changed files with 25 additions and 22 deletions

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@@ -8,6 +8,9 @@
******************************************************************/
#include <algorithm>
#include <sstream>
#include <iostream>
#include <learnopengl/filesystem.h>
#include <irrklang/irrKlang.h>
using namespace irrklang;
@@ -64,29 +67,29 @@ void Game::Init()
ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
// load textures
ResourceManager::LoadTexture("textures/background.jpg", false, "background");
ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
ResourceManager::LoadTexture("textures/block.png", false, "block");
ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
ResourceManager::LoadTexture("textures/particle.png", true, "particle");
ResourceManager::LoadTexture("textures/powerup_speed.png", true, "powerup_speed");
ResourceManager::LoadTexture("textures/powerup_sticky.png", true, "powerup_sticky");
ResourceManager::LoadTexture("textures/powerup_increase.png", true, "powerup_increase");
ResourceManager::LoadTexture("textures/powerup_confuse.png", true, "powerup_confuse");
ResourceManager::LoadTexture("textures/powerup_chaos.png", true, "powerup_chaos");
ResourceManager::LoadTexture("textures/powerup_passthrough.png", true, "powerup_passthrough");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/background.jpg").c_str(), false, "background");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), true, "face");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/block.png").c_str(), false, "block");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/block_solid.png").c_str(), false, "block_solid");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/paddle.png").c_str(), true, "paddle");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/particle.png").c_str(), true, "particle");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/powerup_speed.png").c_str(), true, "powerup_speed");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/powerup_sticky.png").c_str(), true, "powerup_sticky");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/powerup_increase.png").c_str(), true, "powerup_increase");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/powerup_confuse.png").c_str(), true, "powerup_confuse");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/powerup_chaos.png").c_str(), true, "powerup_chaos");
ResourceManager::LoadTexture(FileSystem::getPath("resources/textures/powerup_passthrough.png").c_str(), true, "powerup_passthrough");
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
Effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
Text = new TextRenderer(this->Width, this->Height);
Text->Load("fonts/OCRAEXT.TTF", 24);
Text->Load(FileSystem::getPath("resources/fonts/OCRAEXT.TTF").c_str(), 24);
// load levels
GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height /2 );
GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
GameLevel one; one.Load(FileSystem::getPath("resources/levels/one.lvl").c_str(), this->Width, this->Height / 2);
GameLevel two; two.Load(FileSystem::getPath("resources/levels/two.lvl").c_str(), this->Width, this->Height /2 );
GameLevel three; three.Load(FileSystem::getPath("resources/levels/three.lvl").c_str(), this->Width, this->Height / 2);
GameLevel four; four.Load(FileSystem::getPath("resources/levels/four.lvl").c_str(), this->Width, this->Height / 2);
this->Levels.push_back(one);
this->Levels.push_back(two);
this->Levels.push_back(three);
@@ -98,7 +101,7 @@ void Game::Init()
glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -BALL_RADIUS * 2.0f);
Ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
// audio
SoundEngine->play2D("audio/breakout.mp3", true);
SoundEngine->play2D(FileSystem::getPath("resources/audio/breakout.mp3").c_str(), true);
}
void Game::Update(float dt)
@@ -413,13 +416,13 @@ void Game::DoCollisions()
{
box.Destroyed = true;
this->SpawnPowerUps(box);
SoundEngine->play2D("audio/bleep.mp3", false);
SoundEngine->play2D(FileSystem::getPath("resources/audio/bleep.mp3").c_str(), false);
}
else
{ // if block is solid, enable shake effect
ShakeTime = 0.05f;
Effects->Shake = true;
SoundEngine->play2D("audio/solid.wav", false);
SoundEngine->play2D(FileSystem::getPath("resources/audio/bleep.mp3").c_str(), false);
}
// collision resolution
Direction dir = std::get<1>(collision);
@@ -465,7 +468,7 @@ void Game::DoCollisions()
ActivatePowerUp(powerUp);
powerUp.Destroyed = true;
powerUp.Activated = true;
SoundEngine->play2D("audio/powerup.wav", false);
SoundEngine->play2D(FileSystem::getPath("resources/audio/powerup.wav").c_str(), false);
}
}
}
@@ -490,7 +493,7 @@ void Game::DoCollisions()
// if Sticky powerup is activated, also stick ball to paddle once new velocity vectors were calculated
Ball->Stuck = Ball->Sticky;
SoundEngine->play2D("audio/bleep.wav", false);
SoundEngine->play2D(FileSystem::getPath("resources/audio/bleep.wav").c_str(), false);
}
}

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