Fixing stuff
This commit is contained in:
parent
2ee288cbe0
commit
b98631a8c0
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audio/background.wav
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audio/background.wav
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audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg
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audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg
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@ -52,6 +52,7 @@ add_library(main SHARED
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../../../../src/planet/PlanetObject.cpp
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../../../../src/planet/StoneObject.cpp
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../../../../src/render/FrameBuffer.cpp
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../../../../src/render/ShadowMap.cpp
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../../../../src/render/Renderer.cpp
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../../../../src/render/ShaderManager.cpp
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../../../../src/render/TextureManager.cpp
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@ -172,6 +172,7 @@ set(EMSCRIPTEN_LINK_FLAGS
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start.lua@resources/start.lua"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start2.lua@resources/start2.lua"
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"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../audio@audio"
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)
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@ -7,7 +7,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Build option (Windows-only): when ON, the game launches in fullscreen.
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# When OFF (default), it launches in a 1280x720 window like before.
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option(FULLSCREEN "Launch the game in fullscreen mode" OFF)
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option(FULLSCREEN "Launch the game in fullscreen mode" ON)
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include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
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resources/w/Zombie_BaseColor.png
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resources/w/Zombie_BaseColor.png
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resources/w/exterior/Segmented_Plane — копия.png
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resources/w/exterior/Segmented_Plane — копия.png
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resources/w/exterior/Segmented_Plane.png
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resources/w/exterior/Segmented_Plane.png
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@ -1,37 +0,0 @@
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===Vertices (Split by UV/Normal): 16
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V 0: Pos(-33.333332, -100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(0.333333, 0.0)
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V 1: Pos(-100.0, -33.333332, 0.0) Norm(0.0, 0.0, 1.0) UV(0.0, 0.333333)
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V 2: Pos(-100.0, -100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(0.0, 0.0)
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V 3: Pos(33.333336, -100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(0.666667, 0.0)
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V 4: Pos(-33.333332, -33.333332, 0.0) Norm(0.0, 0.0, 1.0) UV(0.333333, 0.333333)
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V 5: Pos(100.0, -100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(1.0, 0.0)
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V 6: Pos(33.333336, -33.333332, 0.0) Norm(0.0, 0.0, 1.0) UV(0.666667, 0.333333)
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V 7: Pos(-100.0, 33.333336, 0.0) Norm(0.0, 0.0, 1.0) UV(0.0, 0.666667)
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V 8: Pos(-33.333332, 33.333336, 0.0) Norm(0.0, 0.0, 1.0) UV(0.333333, 0.666667)
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V 9: Pos(100.0, -33.333332, 0.0) Norm(0.0, 0.0, 1.0) UV(1.0, 0.333333)
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V 10: Pos(33.333336, 33.333336, 0.0) Norm(0.0, 0.0, 1.0) UV(0.666667, 0.666667)
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V 11: Pos(-100.0, 100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(0.0, 1.0)
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V 12: Pos(-33.333332, 100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(0.333333, 1.0)
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V 13: Pos(100.0, 33.333336, 0.0) Norm(0.0, 0.0, 1.0) UV(1.0, 0.666667)
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V 14: Pos(33.333336, 100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(0.666667, 1.0)
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V 15: Pos(100.0, 100.0, 0.0) Norm(0.0, 0.0, 1.0) UV(1.0, 1.0)
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===Triangles (Indices): 18
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Tri: 0 1 2
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Tri: 3 4 0
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Tri: 5 6 3
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Tri: 4 7 1
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Tri: 6 8 4
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Tri: 9 10 6
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Tri: 8 11 7
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Tri: 10 12 8
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Tri: 13 14 10
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Tri: 0 4 1
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Tri: 3 6 4
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Tri: 5 9 6
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Tri: 4 8 7
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Tri: 6 10 8
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Tri: 9 13 10
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Tri: 8 12 11
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Tri: 10 14 12
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Tri: 13 15 14
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@ -1,64 +0,0 @@
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===Vertices (Split by UV/Normal): 41
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V 0: Pos(0.02, 0.15, 0.0) Norm(0.577338, 0.577356, -0.577357) UV(0.77503, 0.750033)
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V 1: Pos(-0.02, -0.15, 0.0) Norm(-0.577338, -0.577356, -0.577357) UV(0.808365, 0.500022)
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V 2: Pos(-0.02, 0.15, 0.0) Norm(-0.577347, 0.577357, -0.577347) UV(0.808365, 0.750033)
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V 3: Pos(0.02, -0.15, 0.6) Norm(0.577338, -0.577356, 0.577357) UV(0.866701, 0.496276)
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V 4: Pos(-0.02, 0.15, 0.6) Norm(-0.577338, 0.577356, 0.577357) UV(0.833366, 0.746287)
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V 5: Pos(-0.02, -0.15, 0.6) Norm(-0.577347, -0.577357, 0.577347) UV(0.833366, 0.496276)
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V 6: Pos(0.02, -0.15, 0.0) Norm(0.577347, -0.577357, -0.577347) UV(0.833366, 0.496276)
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V 7: Pos(-0.02, -0.15, 0.6) Norm(-0.577347, -0.577357, 0.577347) UV(0.866701, 0.0)
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V 8: Pos(-0.02, -0.15, 0.0) Norm(-0.577338, -0.577356, -0.577357) UV(0.866701, 0.496276)
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V 9: Pos(0.02, 0.15, 0.0) Norm(0.577338, 0.577356, -0.577357) UV(0.500022, 0.5)
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V 10: Pos(0.02, -0.15, 0.6) Norm(0.577338, -0.577356, 0.577357) UV(0.750033, 0.0)
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V 11: Pos(0.02, -0.15, 0.0) Norm(0.577347, -0.577357, -0.577347) UV(0.750033, 0.5)
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V 12: Pos(-0.02, 0.15, 0.0) Norm(-0.577347, 0.577357, -0.577347) UV(0.77503, 0.500022)
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V 13: Pos(0.02, 0.15, 0.6) Norm(0.577347, 0.577357, 0.577347) UV(0.808365, 0.0)
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V 14: Pos(0.02, 0.15, 0.0) Norm(0.577338, 0.577356, -0.577357) UV(0.808365, 0.500022)
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V 15: Pos(-0.02, -0.15, 0.0) Norm(-0.577338, -0.577356, -0.577357) UV(0.500022, 1.0)
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V 16: Pos(-0.02, 0.15, 0.6) Norm(-0.577338, 0.577356, 0.577357) UV(0.750033, 0.5)
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V 17: Pos(-0.02, 0.15, 0.0) Norm(-0.577347, 0.577357, -0.577347) UV(0.750033, 1.0)
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V 18: Pos(0.015, 0.15, 0.6) Norm(0.583227, 0.576373, -0.572398) UV(0.8667, 0.250011)
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V 19: Pos(-0.015, -0.15, 0.6) Norm(-0.570792, -0.648582, -0.503526) UV(0.891702, 0.0)
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V 20: Pos(-0.015, 0.15, 0.6) Norm(-0.583229, 0.576375, -0.572394) UV(0.891702, 0.250011)
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V 21: Pos(0.0, 0.05, 1.4) Norm(0.0, -0.417006, 0.908904) UV(0.166674, 0.0)
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V 22: Pos(-0.015, 0.15, 0.6) Norm(-0.583229, 0.576375, -0.572394) UV(0.250011, 0.666784)
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V 23: Pos(-0.015, -0.15, 0.6) Norm(-0.570792, -0.648582, -0.503526) UV(0.0, 0.666784)
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V 24: Pos(0.015, 0.15, 0.6) Norm(0.583227, 0.576373, -0.572398) UV(0.250011, 0.666784)
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V 25: Pos(0.0, 0.05, 1.4) Norm(0.0, -0.417006, 0.908904) UV(0.333348, 0.0)
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V 26: Pos(0.015, -0.15, 0.6) Norm(0.570794, -0.648585, -0.50352) UV(0.500022, 0.666784)
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V 27: Pos(-0.015, -0.15, 0.6) Norm(-0.570792, -0.648582, -0.503526) UV(0.77503, 0.68218)
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V 28: Pos(0.015, -0.15, 0.6) Norm(0.570794, -0.648585, -0.50352) UV(0.750033, 0.681722)
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V 29: Pos(0.0, 0.05, 1.4) Norm(0.0, -0.417006, 0.908904) UV(0.77503, 0.0)
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V 30: Pos(-0.015, 0.15, 0.6) Norm(-0.583229, 0.576375, -0.572394) UV(0.808365, 0.666696)
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V 31: Pos(0.0, 0.15, 1.4) Norm(0.0, 0.536928, 0.843628) UV(0.820865, 0.0)
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V 32: Pos(0.015, 0.15, 0.6) Norm(0.583227, 0.576373, -0.572398) UV(0.833366, 0.666696)
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V 33: Pos(0.02, -0.15, 0.0) Norm(0.577347, -0.577357, -0.577347) UV(0.77503, 0.500022)
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V 34: Pos(0.02, 0.15, 0.6) Norm(0.577347, 0.577357, 0.577347) UV(0.866701, 0.746287)
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V 35: Pos(0.02, -0.15, 0.6) Norm(0.577338, -0.577356, 0.577357) UV(0.833366, 0.0)
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V 36: Pos(0.02, 0.15, 0.6) Norm(0.577347, 0.577357, 0.577347) UV(0.500022, 0.0)
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V 37: Pos(-0.02, 0.15, 0.6) Norm(-0.577338, 0.577356, 0.577357) UV(0.77503, 0.0)
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V 38: Pos(-0.02, -0.15, 0.6) Norm(-0.577347, -0.577357, 0.577347) UV(0.500022, 0.5)
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V 39: Pos(0.015, -0.15, 0.6) Norm(0.570794, -0.648585, -0.50352) UV(0.8667, 0.0)
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V 40: Pos(0.0, 0.15, 1.4) Norm(0.0, 0.536928, 0.843628) UV(0.250011, 0.0)
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===Triangles (Indices): 20
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Tri: 0 1 2
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Tri: 3 4 5
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Tri: 6 7 8
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Tri: 9 10 11
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Tri: 12 13 14
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Tri: 15 16 17
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Tri: 18 19 20
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Tri: 21 22 23
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Tri: 24 25 26
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Tri: 27 28 29
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Tri: 30 31 32
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Tri: 0 33 1
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Tri: 3 34 4
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Tri: 6 35 7
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Tri: 9 36 10
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Tri: 12 37 13
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Tri: 15 38 16
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Tri: 18 39 19
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Tri: 21 40 22
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Tri: 24 40 25
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resources/w/zombie002.anim
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resources/w/zombie002.anim
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resources/w/zombie002.txt
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resources/w/zombie_idle001.anim
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resources/w/zombie_idle001.anim
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@ -512,16 +512,16 @@ namespace ZL
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
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switch (event.key.keysym.sym) {
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case SDLK_1:
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if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
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//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
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break;
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case SDLK_2:
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if (audioPlayer) audioPlayer->playMusicAsync("audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg");
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//if (audioPlayer) audioPlayer->playMusicAsync("audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg");
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break;
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case SDLK_3:
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if (audioPlayer) audioPlayer->stopMusicAsync();
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//if (audioPlayer) audioPlayer->stopMusicAsync();
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break;
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case SDLK_f:
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currentLocation->dialogueSystem.startDialogue("test_choice_dialogue");
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//currentLocation->dialogueSystem.startDialogue("test_choice_dialogue");
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break;
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case SDLK_e:
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@ -151,7 +151,8 @@ void DialogueOverlay::drawDialogue(Renderer& renderer, const PresentationModel&
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nameRenderer->drawText(model.speaker, nameX, nameY, 1.0f, false, { 1.0f, 0.88f, 0.45f, 1.0f });
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}
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const std::string wrappedBody = wrapText(model.visibleText, 90);
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//const std::string wrappedBody = wrapText(model.visibleText, 90);
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const std::string wrappedBody = wrapText(model.visibleText, 56);
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bodyRenderer->drawText(wrappedBody, bodyX, bodyY, 1.0f, false, { 1.0f, 1.0f, 1.0f, 1.0f });
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lastChoiceRects.clear();
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