Files
Vibe-HD-2D/demo/DemoScene.h
Gabrieal Jimmy 2c99305fb0 init
2026-10-02 12:42:00 -05:00

51 lines
1.7 KiB
C++

#pragma once
#include "hd2d/Camera.h"
#include "hd2d/Scene.h"
#include "hd2d/Weather.h"
#include <array>
#include <random>
#include <string>
#include <vector>
// Meadow diorama: terraced grass, a cliff ridge with steps, a pond crossed by
// a stone bridge with burning braziers, 3D trees/bushes/rocks, weather and a
// WASD-controlled pixel-art player sprite.
class DemoScene {
public:
bool load(const std::string& assetDir);
// `move`: x = screen right, y = screen up (camera-relative), length <= 1.
void update(float dt, float time, glm::vec2 move, const hd2d::Camera& camera);
void placePlayer(glm::vec2 xz);
hd2d::Scene scene;
glm::vec3 playerPos{0.0f};
hd2d::Weather weather; // call weather.update() each frame before rendering
private:
struct Obstacle {
glm::vec2 pos;
float radius;
};
void buildTerrain();
void scatterProps();
bool walkable(glm::vec2 from, glm::vec2 to) const;
bool occupied(glm::vec2 p, float r) const;
float groundHeight(glm::vec2 p) const; // terrain or bridge deck
hd2d::Terrain terrain_;
hd2d::Water water_;
hd2d::ParticleSystem particles_;
hd2d::BillboardBatch tallGrass_, tufts_, flowers_, player_; // pixel-art sprites
hd2d::ModelLibrary models_; // 3D scenery
std::array<hd2d::ModelBatch, 2> oaks_, pines_, bushes_, rocks_; // two model variants each
hd2d::ModelBatch bridge_;
hd2d::GroundOcclusion groundAO_;
std::vector<Obstacle> obstacles_;
std::vector<unsigned char> tallGrassMask_;
std::mt19937 rng_{42};
float playerSpeed_ = 4.2f;
float walkPhase_ = 0.0f;
float stepTimer_ = 0.0f;
float facing_ = 0.0f;
};