Merge remote-tracking branch 'origin/feature/adding_scenes' into feature/collision
This commit is contained in:
@@ -1,5 +1,5 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "gui_interactable.h"
|
#include "gui_interactable.h"
|
||||||
|
|
||||||
|
|||||||
112
src/main.cpp
112
src/main.cpp
@@ -3,6 +3,7 @@
|
|||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
#include "stb_image.h"
|
#include "stb_image.h"
|
||||||
#include <ostream>
|
#include <ostream>
|
||||||
@@ -16,9 +17,9 @@
|
|||||||
#include "renderEngine/renderer.h"
|
#include "renderEngine/renderer.h"
|
||||||
#include "shaders/entity_shader.h"
|
#include "shaders/entity_shader.h"
|
||||||
#include "toolbox/toolbox.h"
|
#include "toolbox/toolbox.h"
|
||||||
#include "entities/collision_entity.h"
|
#include "scenes/scene.h"
|
||||||
#include "entities/player.h"
|
#include "scenes/in_Game_Scene.h"
|
||||||
#include "collision/collision_handler.h"
|
#include "scenes/startup_Scene.h"
|
||||||
|
|
||||||
#pragma comment(lib, "glfw3.lib")
|
#pragma comment(lib, "glfw3.lib")
|
||||||
#pragma comment(lib, "glew32s.lib")
|
#pragma comment(lib, "glew32s.lib")
|
||||||
@@ -27,7 +28,7 @@
|
|||||||
static double UpdateDelta();
|
static double UpdateDelta();
|
||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
|
scene::Scene* current_scene;
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
@@ -45,96 +46,51 @@ int main(void)
|
|||||||
glGetError();
|
glGetError();
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
|
|
||||||
|
current_scene = new scene::Startup_Scene();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
|
current_scene->onKey(window, key, scancode, action, mods);
|
||||||
if (key == GLFW_KEY_ESCAPE)
|
if (key == GLFW_KEY_ESCAPE)
|
||||||
glfwSetWindowShouldClose(window, true);
|
glfwSetWindowShouldClose(window, true);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
bool window_open = true;
|
||||||
models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
|
|
||||||
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
|
||||||
texture.shine_damper = 10;
|
|
||||||
texture.reflectivity = 0;
|
|
||||||
models::TexturedModel model = { raw_model, texture };
|
|
||||||
|
|
||||||
|
|
||||||
// load and add some models (in this case some level sections) to the entities list.
|
|
||||||
std::vector<entities::Entity*> entities;
|
|
||||||
std::vector<entities::CollisionEntity*> collision_entities;
|
|
||||||
|
|
||||||
// int z = 0;
|
|
||||||
// for (int i = 0; i < 5; ++i)
|
|
||||||
// {
|
|
||||||
// entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
|
||||||
// z += (raw_model.model_size.x * 20);
|
|
||||||
// }
|
|
||||||
|
|
||||||
std::vector<entities::Light> lights;
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
|
||||||
|
|
||||||
|
|
||||||
// Collision testing
|
|
||||||
entities::Player player(model, glm::vec3(0, 0, 0), glm::vec3(0, 0, 0), 1, { {0, 0, 0}, raw_model.model_size });
|
|
||||||
entities.push_back(&player);
|
|
||||||
collision_entities.push_back(&player);
|
|
||||||
|
|
||||||
entities::Player2 player2(model, glm::vec3(50, 0, 0), glm::vec3(0, 0, 0), 1, { {50, 0, 0}, raw_model.model_size });
|
|
||||||
entities.push_back(&player2);
|
|
||||||
collision_entities.push_back(&player2);
|
|
||||||
|
|
||||||
|
|
||||||
shaders::EntityShader shader;
|
|
||||||
shader.Init();
|
|
||||||
render_engine::renderer::Init(shader);
|
|
||||||
|
|
||||||
entities::Camera camera(glm::vec3(40, 10, 80), glm::vec3(0, 0, 0));
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window) && window_open)
|
||||||
{
|
{
|
||||||
// Update
|
//Update
|
||||||
const double delta = UpdateDelta();
|
const double delta = UpdateDelta();
|
||||||
camera.Move(window);
|
|
||||||
|
|
||||||
|
scene::Scenes return_value = current_scene->start(window);
|
||||||
|
delete current_scene;
|
||||||
|
|
||||||
player.Update();
|
switch (return_value) {
|
||||||
player2.Update();
|
case scene::Scenes::STOP:
|
||||||
|
window_open = false;
|
||||||
|
break;
|
||||||
|
|
||||||
collision::CheckCollisions(collision_entities);
|
case scene::Scenes::STARTUP:
|
||||||
|
current_scene = new scene::Startup_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Scenes::INGAME:
|
||||||
|
current_scene = new scene::In_Game_Scene();
|
||||||
|
break;
|
||||||
|
|
||||||
// Render
|
default:
|
||||||
render_engine::renderer::Prepare();
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
|
break;
|
||||||
// Start rendering the entities
|
}
|
||||||
shader.Start();
|
|
||||||
shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
|
||||||
shader.LoadLights(lights);
|
|
||||||
shader.LoadViewMatrix(camera);
|
|
||||||
|
|
||||||
// Renders each entity in the entities list
|
|
||||||
for (entities::Entity* entity : entities)
|
|
||||||
{
|
|
||||||
render_engine::renderer::Render(*entity, shader);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Stop rendering the entities
|
// Clean up -> preventing memory leaks!!!
|
||||||
shader.Stop();
|
std::cout << "ending..." << std::endl;
|
||||||
|
delete current_scene;
|
||||||
// Finish up
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
glfwPollEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clean up
|
|
||||||
shader.CleanUp();
|
|
||||||
render_engine::loader::CleanUp();
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
118
src/scenes/in_Game_Scene.cpp
Normal file
118
src/scenes/in_Game_Scene.cpp
Normal file
@@ -0,0 +1,118 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include "in_Game_Scene.h"
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
std::vector<entities::Entity> entities;
|
||||||
|
std::vector<entities::Light> lights;
|
||||||
|
models::RawModel raw_model;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
shaders::EntityShader *shader;
|
||||||
|
shaders::GuiShader *gui_shader;
|
||||||
|
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
|
||||||
|
|
||||||
|
In_Game_Scene::In_Game_Scene()
|
||||||
|
{
|
||||||
|
shader = new shaders::EntityShader;
|
||||||
|
shader->Init();
|
||||||
|
render_engine::renderer::Init(*shader);
|
||||||
|
|
||||||
|
gui_shader = new shaders::GuiShader();
|
||||||
|
gui_shader->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
raw_model = render_engine::LoadObjModel("res/House.obj");
|
||||||
|
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
|
texture.shine_damper = 10;
|
||||||
|
texture.reflectivity = 0;
|
||||||
|
models::TexturedModel model = { raw_model, texture };
|
||||||
|
|
||||||
|
int z = 0;
|
||||||
|
for (int i = 0; i < 5; ++i)
|
||||||
|
{
|
||||||
|
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
||||||
|
z += (raw_model.model_size.x * 20);
|
||||||
|
}
|
||||||
|
|
||||||
|
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
||||||
|
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
|
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
|
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
button.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on!" << std::endl;
|
||||||
|
});
|
||||||
|
guis.push_back(&button);
|
||||||
|
|
||||||
|
|
||||||
|
while (return_value == scene::Scenes::INGAME)
|
||||||
|
{
|
||||||
|
update(window);
|
||||||
|
button.Update(window);
|
||||||
|
render();
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
shader->CleanUp();
|
||||||
|
gui_shader->CleanUp();
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::render()
|
||||||
|
{
|
||||||
|
// Render
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
shader->Start();
|
||||||
|
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
|
shader->LoadLights(lights);
|
||||||
|
shader->LoadViewMatrix(camera);
|
||||||
|
|
||||||
|
// Renders each entity in the entities list
|
||||||
|
for (entities::Entity& entity : entities)
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(entity, *shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
render_engine::renderer::Render(guis, *gui_shader);
|
||||||
|
|
||||||
|
// Stop rendering the entities
|
||||||
|
shader->Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
camera.Move(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
return_value = scene::Scenes::STOP;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
22
src/scenes/in_Game_Scene.h
Normal file
22
src/scenes/in_Game_Scene.h
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
|
||||||
|
class In_Game_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||||
|
|
||||||
|
public:
|
||||||
|
In_Game_Scene();
|
||||||
|
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
void render() override;
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
7
src/scenes/scene.cpp
Normal file
7
src/scenes/scene.cpp
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#include "scene.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
31
src/scenes/scene.h
Normal file
31
src/scenes/scene.h
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
|
||||||
|
|
||||||
|
namespace scene {
|
||||||
|
|
||||||
|
enum class Scenes
|
||||||
|
{
|
||||||
|
STARTUP,
|
||||||
|
INGAME,
|
||||||
|
GAMEOVER,
|
||||||
|
CALIBRATION,
|
||||||
|
STOP
|
||||||
|
};
|
||||||
|
|
||||||
|
class Scene
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual Scenes start(GLFWwindow* window) = 0;
|
||||||
|
virtual void render() = 0;
|
||||||
|
virtual void update(GLFWwindow* window) = 0;
|
||||||
|
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
40
src/scenes/startup_Scene.cpp
Normal file
40
src/scenes/startup_Scene.cpp
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <map>
|
||||||
|
#include "startup_Scene.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
|
||||||
|
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
while (return_value == scene::Scenes::STARTUP)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
update(window);
|
||||||
|
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
return return_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::Startup_Scene::render()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
return_value = scene::Scenes::INGAME;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
22
src/scenes/startup_Scene.h
Normal file
22
src/scenes/startup_Scene.h
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include <map>
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
class Startup_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
void render() override;
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|||||||
@@ -20,6 +20,8 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
<ClCompile Include="src\entities\camera.cpp" />
|
<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
@@ -32,10 +34,13 @@
|
|||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\collision_entity.h" />
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
@@ -52,6 +57,7 @@
|
|||||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
<ClInclude Include="src\stb_image.h" />
|
<ClInclude Include="src\stb_image.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<VCProjectVersion>16.0</VCProjectVersion>
|
<VCProjectVersion>16.0</VCProjectVersion>
|
||||||
|
|||||||
@@ -48,6 +48,15 @@
|
|||||||
<ClCompile Include="src\gui\gui_interactable.cpp">
|
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="src\entities\collision_entity.cpp">
|
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
@@ -98,6 +107,15 @@
|
|||||||
<ClInclude Include="src\gui\gui_interactable.h">
|
<ClInclude Include="src\gui\gui_interactable.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
<ClInclude Include="src\entities\collision_entity.h">
|
<ClInclude Include="src\entities\collision_entity.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
|||||||
Reference in New Issue
Block a user