Working on loading screen
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@@ -88,9 +88,11 @@ namespace ZL
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// Load static game objects
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gameObjects = GameObjectLoader::loadAndCreateGameObjects(params.gameObjectsJsonPath, renderer, CONST_ZIP_FILE);
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SDL_PumpEvents();
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// Load interactive objects
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interactiveObjects = GameObjectLoader::loadAndCreateInteractiveObjects(params.interactiveObjectsJsonPath, renderer, CONST_ZIP_FILE);
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SDL_PumpEvents();
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//auto playerTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/gg/IMG_20260413_182354_992.png", CONST_ZIP_FILE));
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//auto playerTexture = renderer.textureManager.LoadFromPng("resources/w/gg/UniV_Grid_2K_Base_color.png", CONST_ZIP_FILE);
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@@ -140,6 +142,7 @@ namespace ZL
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player->setupHitSparks(sparkTexture);
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player->audioPlayer = audioPlayer;
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std::cout << "Load resurces step 9" << std::endl;
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SDL_PumpEvents();
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// Load NPCs from JSON. Aggressive (canAttack) NPCs need a player target
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// and hit sparks; peaceful NPCs don't take damage from the player so
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@@ -155,6 +158,8 @@ namespace ZL
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}
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}
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SDL_PumpEvents();
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loadTeleportZones(params.teleportsJsonPath, CONST_ZIP_FILE);
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loadTriggerZones(params.triggerZonesJsonPath, CONST_ZIP_FILE);
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loadPointLights(params.lightsJsonPath, CONST_ZIP_FILE);
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@@ -167,6 +172,7 @@ namespace ZL
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//#endif
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setupNavigation(params.navigationJsonPaths);
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SDL_PumpEvents();
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dialogueSystem.init(renderer, CONST_ZIP_FILE);
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dialogueSystem.loadDatabase(params.dialoguesJsonPath);
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@@ -175,6 +181,8 @@ namespace ZL
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dialogueSystem.loadCutsceneTranslations("resources/dialogue/translate_cutscenes.json");
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dialogueSystem.setQuestJournal(journal);
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SDL_PumpEvents();
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npcNameText = std::make_unique<TextRenderer>();
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if (!npcNameText->init(renderer, "resources/fonts/DroidSans.ttf", 24, CONST_ZIP_FILE)) {
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std::cerr << "Failed to init NPC name TextRenderer" << std::endl;
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@@ -405,6 +413,9 @@ namespace ZL
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navigationMaps.resize(paths.size());
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for (size_t i = 0; i < paths.size(); ++i) {
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// Service the OS message queue between builds so the window doesn't
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// get flagged as "not responding" while loading many navigation grids.
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SDL_PumpEvents();
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navigationMaps[i].build(paths[i], CONST_ZIP_FILE);
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}
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