aoki-marika / avs Goto Github PK
View Code? Open in Web Editor NEWA game engine based around working with private BEMANI file formats.
A game engine based around working with private BEMANI file formats.
Need to implement a proper way to create cross platform GLES contexts, instead of only supporting RPi framebuffers.
Need a Text Drawable that draws strings with a given font.
Naming schemes for types/variables needs to be standardized. Currently I just copied what I was doing in C but snakecase looks weird in C++.
private_const
PUBLIC_CONST
privateVariable
PublicVariable
Drawable subclass that draws textures from IFS.
Relies on #4 so textures can be loaded.
ByteBuffer needs to support reading from files as well as memory.
Need IFS support for charts and textures. Should read from a given file and provide a simple API to reading the file system, probably similar to the KML API.
Need a CompositeSprite drawable that can draw multiples images from an atlas with one draw call, mainly for text.
Current API idea is like below:
CompositeSprite *sprite = new CompositeSprite();
sprite->SetAtlas(atlas);
CompositeSprite::Sprite sprites[] =
{
{
.X = 0,
.Y = 0,
.Image = “image”,
},
...
};
sprite->SetSprites(sprites);
Each Sprite is auto sized to it’s image’s size. The sprites array may be a different type but oddly C arrays seems to be the best fit here.
Interpolating transforms for Drawables and probably other classes like Camera.
Thinking something like the following.
Move to position
for duration
.
box->PositionTo(position, duration);
Delay ScaleTo
for delay_duration
(synchronous) then scale to scale
for scale_duration
.
box->Delay(delay_duration)->ScaleTo(scale, scale_duration);
Move to position
for move_duration
, then when that has completed scale to scale
for scale_duration
.
box->PositionTo(position, move_duration)->Then()->ScaleTo(scale, scale_duration);
Durations being in milliseconds.
Need a generic Atlas type to allow IFS and TTFs to generate atlas’ that can be used with the Sprite class when it’s implemented.
Need a Scene class for navigation flow.
Should be able to Push new scenes, with an option to remove the now previous Scene or keep it so the pushed scene can Pop and return to the previous. If it should not be kept then it would be deleted upon pushing a new scene, after the exit animation finishes.
Need generic GLES buffers so they can be used for multiple data types (vertices, UV coordinates, etc.)
Need TTF support for Text.
Requires #20.
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