prepared to integrate dialog
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5c0b7f9761
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@ -268,8 +268,7 @@ void GameObjectManager::switch_room(int index){
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void GameObjectManager::handleEvent(const SDL_Event& event) {
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// debug room switching
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if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_RIGHT) {
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// todo comment this action
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switch_room(1);
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN) {
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const auto highlightedObjects = rooms[current_room_index].findByHighlighted(true);
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@ -317,7 +316,7 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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std::cout << highlightedObjects.size() << std::endl;
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for (auto* ao : highlightedObjects) {
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if (ao && ao->name == "lampe") {
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ao->activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("base_Base_color_1001.bmp"));
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// ao->activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("base_Base_color_1001.bmp"));
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gInventoryMap.erase(item->name);
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objects_in_inventory--;
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break;
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@ -71,6 +71,9 @@ public:
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//ActiveObjectManager aoMgr;
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int objects_in_inventory;
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std::shared_ptr<Texture> dialog;
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bool isDialogActive = true;
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std::shared_ptr<ZL::Texture> loadingScreenTexturePtr;
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@ -401,4 +401,8 @@ void RenderSystem::drawObjects(GameObjectManager& gameObjects){
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}
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}
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void RenderSystem::drawDialog(GameObjectManager& gameObjects){
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}
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} // namespace ZL
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@ -20,6 +20,7 @@ public:
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int& screenX, int& screenY);
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void drawObjects(GameObjectManager& gameObjects);
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void drawDialog(GameObjectManager& gameObjects);
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private:
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void drawWorld(GameObjectManager& gameObjects);
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BIN
start_dialog.bmp
Normal file
BIN
start_dialog.bmp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 4.7 MiB |
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