64 lines
1.9 KiB
Java
64 lines
1.9 KiB
Java
package xyz.valnet.hadean.scenes;
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import xyz.valnet.engine.scenegraph.SceneGraph;
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import xyz.valnet.engine.util.Names;
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import xyz.valnet.hadean.gameobjects.BottomBar;
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import xyz.valnet.hadean.gameobjects.Camera;
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import xyz.valnet.hadean.gameobjects.Clock;
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import xyz.valnet.hadean.gameobjects.JobBoard;
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import xyz.valnet.hadean.gameobjects.SelectionUI;
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import xyz.valnet.hadean.gameobjects.Terrain;
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import xyz.valnet.hadean.gameobjects.inputlayer.BuildLayer;
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import xyz.valnet.hadean.gameobjects.inputlayer.SelectionLayer;
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import xyz.valnet.hadean.gameobjects.ui.ExclusivityManager;
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import xyz.valnet.hadean.gameobjects.ui.HoverQuery;
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import xyz.valnet.hadean.gameobjects.ui.tabs.BuildTab;
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import xyz.valnet.hadean.gameobjects.ui.tabs.DebugTab;
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import xyz.valnet.hadean.gameobjects.worldobjects.pawn.Pawn;
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// TODO BIG IDEAS
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// have caches of types that ill need (Like IMouseListener)
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// and the add method, simply puts things into the newObjects
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// then at the beginning of each frame, they are all loaded.
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// then, even userspace scenes can add all their objects in
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// one fell swoop and the timings will be maintained
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// IE: all objects will be linked and able to be `get`ed
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// at their start call! :D
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public class GameScene extends SceneGraph {
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@Override
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protected void construct() {
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Names.loadNames();
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objects.add(new Terrain());
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objects.add(new Camera());
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objects.add(new JobBoard());
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objects.add(new Clock());
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for(int i = 0; i < 5; i ++) {
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objects.add(new Pawn());
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}
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objects.add(new SelectionLayer());
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objects.add(new SelectionUI());
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objects.add(new BuildLayer());
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objects.add(new HoverQuery());
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objects.add(new BottomBar());
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objects.add(new ExclusivityManager());
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objects.add(new BuildTab());
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// objects.add(new JobBoardTab());
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objects.add(new DebugTab());
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// objects.add(new SaveTab());
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// objects.add(new LoadTab());
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// objects.add(new Popup());
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}
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}
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