ADD: Synchronize Hud with Animations
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64671363dc
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@ -276,6 +276,8 @@ add_library(GameLib STATIC
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game/src/AudioLayer.h
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game/src/ludo/DiceSource.cpp
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game/src/ludo/DiceSource.h
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game/src/ludo/PresentationGameState.cpp
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game/src/ludo/PresentationGameState.h
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)
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target_include_directories(GameLib PUBLIC game/src)
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target_link_libraries(GameLib PUBLIC Engine)
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@ -29,6 +29,8 @@ void GameLayer::onAttachImpl() {
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m_cameraController = std::make_unique<engine::CameraController>(getInputStack(), getInputContext());
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m_piecePresenter.spawnPieces(m_gameMode->getState());
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this->m_presentationGameState = std::make_unique<ludo::PresentationGameState>(*m_gameMode, m_gameMode->getState());
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}
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void GameLayer::onDetachImpl() {
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@ -37,20 +39,23 @@ void GameLayer::onDetachImpl() {
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void GameLayer::renderHud() {
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const auto& state = m_gameMode->getState();
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bool isMyTurn = m_gameMode->getCurrentPlayer() == m_localPlayer;
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ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
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ImGui::Begin("Ludo", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize);
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ImGui::Text("Am Zug: %s", toString(m_gameMode->getColorOf(m_gameMode->getCurrentPlayer())).data());
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ImGui::Text("Wuerfel: %d", state.getDiceValue());
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auto currentPlayerColor = m_gameMode->getColorOf(m_presentationGameState->getCurrentPlayer());
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int currentDiceValue = m_presentationGameState->getDiceValue();
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ImGui::Text("Am Zug: %s", toString(currentPlayerColor).data());
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ImGui::Text("Wuerfel: %d", currentDiceValue);
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ImGui::BeginDisabled(!isMyTurn || state.getPhase() != ludo::TurnPhase::AwaitingRoll);
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ImGui::BeginDisabled(m_presentationGameState->isDiceRollEnabled() == false && m_gameMode->getState().getPhase() == ludo::TurnPhase::AwaitingRoll);
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if (ImGui::Button("Wuerfeln")) {
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m_gameMode->sendCommand(ludo::RollDiceCommand{m_localPlayer});
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}
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if (!m_lastEventMessage.empty()) ImGui::Text("%s", m_lastEventMessage.c_str());
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//
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// if (!m_lastEventMessage.empty()) ImGui::Text("%s", m_lastEventMessage.c_str());
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ImGui::EndDisabled();
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@ -71,7 +76,7 @@ void GameLayer::onUpdate(float deltaTime) {
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m_cameraController->update(getKeyboard(), *m_camera, deltaTime);
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m_animationSystem.update(deltaTime);
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if (isAnimationBlocking() || isSoundBlocking()) return;
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m_presentationGameState->commitGameState(m_gameMode->getCurrentPlayer(), m_gameMode->getState().getDiceValue(), m_gameMode->getState().getPhase() == ludo::TurnPhase::AwaitingRoll && m_localPlayer == m_gameMode->getCurrentPlayer());
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for (auto& ai : aiControllers) {
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ai.update(deltaTime);
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}
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@ -82,7 +87,7 @@ void GameLayer::onUpdate(float deltaTime) {
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m_piecePresenter.onPieceMoved(e, m_gameMode->getState());
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}
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if constexpr (std::is_same_v<T, ludo::DiceRolledEvent>) {
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m_lastEventMessage = std::format("Wuerfel geworfen: {}", e.diceValue);
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// m_lastEventMessage = std::format("Wuerfel geworfen: {}", e.diceValue);
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}
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// DiceRolledEvent/TurnChangedEvent -> ImGui-State aktualisieren
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}, event);
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@ -20,15 +20,17 @@
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#include "renderer/RenderQueue.h"
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#include "utils/openglWrapper/GLRenderState.h"
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#include "ludo/LudoGameMode.h"
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#include "ludo/PresentationGameState.h"
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#include "ludo/ecs/highlight/HighlightSystem.h"
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class GameLayer: public engine::Layer {
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public:
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GameLayer(engine::EventBus<engine::animation::AnimationMarkerEvent>& animationEventbus, std::shared_ptr<ludo::LudoGameMode> gameMode, engine::EntityRegistry& entityRegistry, std::shared_ptr<engine::Camera> cam, std::shared_ptr<engine::PointLight> light,
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engine::Keyboard& keyboard, engine::Mouse& mouse, std::shared_ptr<engine::Model> boardModel, std::unordered_map<std::string, std::shared_ptr<engine::Model>> pieceModdels, std::unordered_map<std::string, std::shared_ptr<engine::audio::SoundBuffer>> pieceSounds)
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engine::Keyboard& keyboard, engine::Mouse& mouse, std::shared_ptr<engine::Model> boardModel, std::unordered_map<std::string, std::shared_ptr<engine::Model>> pieceModdels, std::unordered_map<std::string, std::shared_ptr<engine::audio::SoundBuffer>> pieceSounds,
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engine::EventBus<ludo::LudoEvent>& eventBus)
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: Layer(keyboard, mouse, animationEventbus), m_gameMode(std::move(gameMode)), m_entityRegistry(entityRegistry), m_camera(std::move(cam)), m_renderer(std::make_unique<engine::MeshRenderer>()),
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m_pointLight(std::move(light)), m_boardLayout(std::move(boardModel)), m_piecePresenter(animationEventbus, m_entityRegistry, std::move(pieceModdels), std::move(pieceSounds), m_boardLayout),
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m_pickingSystem(*m_camera), m_highlightSystem(*m_camera), m_animationSystem(m_entityRegistry) {
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m_pickingSystem(*m_camera), m_highlightSystem(*m_camera), m_animationSystem(m_entityRegistry), m_eventBus(eventBus) {
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for (auto playerID : m_gameMode->getPlayerOrder()) {
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if (playerID != m_localPlayer) {
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aiControllers.emplace_back(m_gameMode, playerID);
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@ -45,6 +47,7 @@ private:
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engine::GLRenderState m_renderState;
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engine::RenderQueue m_renderQueue;
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engine::EntityRegistry& m_entityRegistry;
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engine::EventBus<ludo::LudoEvent>& m_eventBus;
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std::shared_ptr<engine::PointLight> m_pointLight;
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std::shared_ptr<engine::Camera> m_camera;
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std::unique_ptr<engine::MeshRenderer> m_renderer;
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@ -54,9 +57,10 @@ private:
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ludo::PiecePresenter m_piecePresenter;
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engine::PlayerID m_localPlayer = 0;
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std::shared_ptr<ludo::LudoGameMode> m_gameMode;
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std::unique_ptr<ludo::PresentationGameState> m_presentationGameState;
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engine::PickingSystem m_pickingSystem;
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ludo::HighlightSystem m_highlightSystem;
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std::string m_lastEventMessage;
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std::vector<ludo::LudoAiController> aiControllers;
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engine::animation::AnimationSystem m_animationSystem;
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@ -44,7 +44,7 @@ void GameScene::onEnter() {
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addLayer(std::make_unique<ludo::AudioLayer>(*assetManager, m_keyboard, m_mouse, m_gameMode, entityRegistry, m_eventBus, getAnimationEventBus()));
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addLayer(std::make_unique<engine::DebugLayer>(getAnimationEventBus(), *m_camera, entityRegistry, m_keyboard, m_mouse, engine::SphereFactory::createUVSphere(1.0f)));
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addLayer(std::make_unique<GameLayer>(getAnimationEventBus(), m_gameMode, entityRegistry, m_camera, m_pointLight, m_keyboard, m_mouse, assetManager->getModel("gameboard"), pieceModels, pieceSounds));
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addLayer(std::make_unique<GameLayer>(getAnimationEventBus(), m_gameMode, entityRegistry, m_camera, m_pointLight, m_keyboard, m_mouse, assetManager->getModel("gameboard"), pieceModels, pieceSounds, m_eventBus));
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}
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void GameScene::onExit() {
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17
game/src/ludo/PresentationGameState.cpp
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17
game/src/ludo/PresentationGameState.cpp
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@ -0,0 +1,17 @@
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//
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// Created by sebastian on 05.08.26.
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//
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#include "PresentationGameState.h"
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#include "LudoGameMode.h"
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ludo::PresentationGameState::PresentationGameState(const LudoGameMode& gameMode, const LudoGameState &originalGameState) :
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m_currentPlayer(gameMode.getCurrentPlayer()), m_diceValue(originalGameState.getDiceValue()), m_enableDiceRoll(false) {
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}
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void ludo::PresentationGameState::commitGameState(const engine::PlayerID currentPlayer, const int diceValue, const bool enableDiceRoll) {
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m_currentPlayer = currentPlayer;
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m_diceValue = diceValue;
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m_enableDiceRoll = enableDiceRoll;
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}
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27
game/src/ludo/PresentationGameState.h
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27
game/src/ludo/PresentationGameState.h
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@ -0,0 +1,27 @@
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//
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// Created by sebastian on 05.08.26.
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//
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#ifndef COLORRACE_PRESENTATIONGAMESTATE_H
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#define COLORRACE_PRESENTATIONGAMESTATE_H
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#include "LudoGameState.h"
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#include "LudoGameMode.h"
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namespace ludo {
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class PresentationGameState {
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public:
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explicit PresentationGameState(const LudoGameMode& gameMode, const LudoGameState& originalGameState);
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void commitGameState(engine::PlayerID currentPlayer, int diceValue, bool enableDiceRoll);
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[[nodiscard]] engine::PlayerID getCurrentPlayer() const { return m_currentPlayer; }
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[[nodiscard]] int getDiceValue() const { return m_diceValue; }
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[[nodiscard]] bool isDiceRollEnabled() const { return m_enableDiceRoll; }
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private:
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engine::PlayerID m_currentPlayer ;
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int m_diceValue;
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bool m_enableDiceRoll;
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};
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}
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#endif //COLORRACE_PRESENTATIONGAMESTATE_H
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