[DEV] game engine start to work
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@ -42,6 +42,7 @@ ege::ElementGame::ElementGame(ege::Environement& _env) :
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m_lifeMax(100),
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m_group(0),
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m_fixe(true),
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m_radius(0),
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m_elementInPhysicsSystem(false)
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{
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static uint32_t unique=0;
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@ -188,6 +188,17 @@ namespace ege
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* @return true : The element is fixed.
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*/
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inline bool IsFixed(void) { return m_fixe; };
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protected:
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float m_radius; //!< Radius of the element (all element have a radius, if ==0 ==> then ghost ...
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public:
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/**
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* @brief Get the current space needed by the element in the workspace
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* @return The dimention needed.
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*/
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inline float GetRadius(void)
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{
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return m_radius;
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};
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protected:
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bool m_elementInPhysicsSystem;
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public:
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@ -78,46 +78,8 @@ ege::Scene::Scene(void) :
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m_dynamicsWorld->setGravity(btVector3(0,0,0));
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m_env.SetDynamicWorld(m_dynamicsWorld);
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// Add debug display :
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ege::ElementGame* tmpElement = NULL;
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// SET THE STATION ..
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m_camera.SetEye(vec3(0,0,0));
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/*
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tmpElement = appl::env::GetCreatorList().CreateElement("Station", "(0,0,0)");
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if (NULL != tmpElement) {
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appl::env::AddElementGame(tmpElement);
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tmpElement = NULL;
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}
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// for the debug :
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for (int32_t iii=0; iii<appl::env::GetGird().GetNumberElementInMap(); iii++) {
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int32_t typeID = appl::env::GetGird().GetElementType(iii);
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char tmppp[256];
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vec3 posss = appl::env::GetGird().GetElementPos(iii);
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sprintf(tmppp, "(%f,%f,%f)", posss.x(), posss.y(), posss.z());
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if (GIRD_ID_GENERATOR==typeID) {
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tmpElement = appl::env::GetCreatorList().CreateElement("MonsterGenerator", tmppp);
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if (NULL != tmpElement) {
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m_env.AddElementGame(tmpElement);
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tmpElement = NULL;
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}
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}
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if (GIRD_ID_TOWER==typeID) {
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tmpElement = appl::env::GetCreatorList().CreateElement("Tower1", tmppp);
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if (NULL != tmpElement) {
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m_env.AddElementGame(tmpElement);
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tmpElement = NULL;
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}
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}
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if (GIRD_ID_METEOR==typeID) {
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tmpElement = appl::env::GetCreatorList().CreateElement("Meteor", tmppp);
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if (NULL != tmpElement) {
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m_env.AddElementGame(tmpElement);
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tmpElement = NULL;
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}
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}
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}
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*/
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}
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@ -80,6 +80,7 @@ namespace ege {
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ewol::Colored3DObject* m_debugDrawing; //!< for the debug draw elements
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// Note : This is only for temporary elements : on the display
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etk::Vector<ege::Environement::ResultNearestElement> m_displayElementOrdered;
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public:
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/**
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* @brief Set the scene in pause for a while
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*/
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@ -124,7 +125,7 @@ namespace ege {
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protected: // Derived function
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virtual void OnDraw(void);
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public: // Derived function
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virtual const char * const GetObjectType(void) { return "appl::Game"; };
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virtual const char * const GetObjectType(void) { return "ege::Scene"; };
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virtual void SystemDraw(const ewol::DrawProperty& _displayProp);
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virtual void OnRegenerateDisplay(void);
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virtual void PeriodicCall(const ewol::EventTime& _event);
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@ -8,4 +8,7 @@
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#include <ege/debug.h>
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const char * egamiLibName = "ege ";
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const char * egeLibName = "ege ";
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@ -8,6 +8,7 @@ def Create(target):
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# add the file to compile:
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myModule.AddSrcFile([
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'ege/debug.cpp',
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'ege/AudioElement.cpp',
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'ege/AudioEngine.cpp',
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'ege/Camera.cpp',
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@ -20,7 +21,7 @@ def Create(target):
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])
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# name of the dependency
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myModule.AddModuleDepend(['etk', 'ewol', 'bullet'])
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myModule.AddModuleDepend(['ewol', 'bullet'])
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myModule.CompileFlags_CC([
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'-Wno-write-strings',
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