sfw/game_scene.h

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#ifndef GAME_SCENE_H
#define GAME_SCENE_H
#include "render_core/scene.h"
#include "render_core/color_material.h"
#include "render_core/colored_material.h"
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#include "render_core/font.h"
#include "render_core/image.h"
#include "render_core/mesh.h"
#include "render_core/texture.h"
#include "render_core/texture_material.h"
#include "render_core/texture_material_2d.h"
#include "render_objects/camera_2d.h"
#include "render_objects/camera_3d.h"
#include "render_objects/mesh_instance_2d.h"
#include "render_objects/mesh_instance_3d.h"
#include "render_objects/sprite.h"
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#include "render_objects/text_2d.h"
#include "render_objects/tile_map.h"
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class GameScene : public Scene {
SFW_OBJECT(GameScene, Scene);
public:
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virtual void input_event(const Ref<InputEvent> &event);
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virtual void update(float delta);
virtual void render();
virtual void render_immediate();
virtual void render_obj();
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GameScene();
~GameScene();
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bool left;
bool right;
bool up;
bool down;
Ref<Image> image;
Ref<Texture> texture;
Ref<TextureMaterial2D> material;
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Ref<Font> _font;
Sprite *_font_test_sprite;
Ref<FontMaterial> _font_test_mat;
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Ref<Mesh> _font_test_mesh;
MeshInstance2D *_font_test_mi;
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Camera2D *camera_2d;
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TileMap *tile_map;
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Sprite *sprite;
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Camera3D *camera;
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Ref<Mesh> mesh;
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MeshInstance3D *mi;
MeshInstance3D *mi2;
Ref<ColorMaterial> color_material;
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Text2D *_text_2d;
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//ColoredMaterial *cmaterial;
};
#endif