Added full screen mode
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@ -5,6 +5,10 @@ project(space-game001 LANGUAGES C CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Build option (Windows-only): when ON, the game launches in fullscreen.
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# When OFF (default), it launches in a 1280x720 window like before.
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option(FULLSCREEN "Launch the game in fullscreen mode" OFF)
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include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
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include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
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# ===========================================
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# ===========================================
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@ -100,6 +104,10 @@ target_compile_definitions(space-game001 PRIVATE
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# SHOW_PATH
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# SHOW_PATH
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)
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)
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if(FULLSCREEN)
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target_compile_definitions(space-game001 PRIVATE FULLSCREEN)
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endif()
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# Линкуем с SDL2main, если он вообще установлен
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# Линкуем с SDL2main, если он вообще установлен
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target_link_libraries(space-game001 PRIVATE SDL2main_external_lib)
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target_link_libraries(space-game001 PRIVATE SDL2main_external_lib)
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@ -344,7 +344,7 @@ void Character::update(int64_t deltaMs) {
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if (isPlayer)
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if (isPlayer)
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{
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{
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if (prevFrame == 18 && static_cast<int>(anim.currentFrame) != 18 && (currentState == AnimationState::ACTION_ATTACK || currentState == AnimationState::ACTION_ATTACK_2))
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if (prevFrame < 19 && static_cast<int>(anim.currentFrame) >= 19 && (currentState == AnimationState::ACTION_ATTACK || currentState == AnimationState::ACTION_ATTACK_2))
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{
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{
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if (attackTarget != nullptr)
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if (attackTarget != nullptr)
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{
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{
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@ -354,7 +354,7 @@ void Character::update(int64_t deltaMs) {
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}
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}
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else
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else
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{
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{
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if (prevFrame == 49 && static_cast<int>(anim.currentFrame) != 49 && (currentState == AnimationState::ACTION_ATTACK || currentState == AnimationState::ACTION_ATTACK_2))
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if (prevFrame < 50 && static_cast<int>(anim.currentFrame) >= 50 && (currentState == AnimationState::ACTION_ATTACK || currentState == AnimationState::ACTION_ATTACK_2))
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{
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{
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if (attackTarget != nullptr)
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if (attackTarget != nullptr)
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{
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{
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@ -147,11 +147,12 @@ namespace ZL
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}
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}
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}
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}
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#ifndef EMSCRIPTEN
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// Create shadow map (2048x2048, ortho size 40, near 0.1, far 100)
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// Create shadow map (2048x2048, ortho size 40, near 0.1, far 100)
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shadowMap = std::make_unique<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
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shadowMap = std::make_unique<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
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shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
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shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
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std::cout << "Shadow map initialized" << std::endl;
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std::cout << "Shadow map initialized" << std::endl;
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#endif
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setupNavigation(params.navigationJsonPath);
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setupNavigation(params.navigationJsonPath);
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