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