Cleanup SplashScene class
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@@ -4,7 +4,7 @@ import java.util.EnumMap;
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import java.util.Map;
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import lombok.Getter;
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final class SceneManager {
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public final class SceneManager {
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private static final SceneType DEFAULT_SCENE_TYPE = SceneType.SPLASH;
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private static final EnumMap<SceneType, Scene> SCENES =
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@@ -19,4 +19,8 @@ final class SceneManager {
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public static void setScene(SceneType sType) {
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scene = SCENES.get(sType);
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}
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public static void update() {
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scene.update();
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}
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}
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@@ -6,14 +6,26 @@ import java.util.Objects;
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import org.hirw.game.util.Time;
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public class SplashScene extends Scene {
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private float ramp = 0.0f;
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private final float INITIAL_BRIGHTNESS = 0.0f;
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private final float FADE_RATE = 0.5f;
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private float brightness;
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public SplashScene() {
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this.brightness = INITIAL_BRIGHTNESS;
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}
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public void update() {
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if (Objects.isNull(Window.get().getGlfwWindow())) {
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return;
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}
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glClearColor(this.ramp, this.ramp, this.ramp, 0.0f);
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this.ramp += 0.5f * Time.deltaTime();
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fadeIn();
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}
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private void fadeIn() {
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glClearColor(this.brightness, this.brightness, this.brightness, 0.0f);
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final float fadeAmount = FADE_RATE * Time.deltaTime();
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this.brightness += fadeAmount;
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}
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}
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@@ -90,7 +90,7 @@ public class Window {
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private void loop() {
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while (!glfwWindowShouldClose(glfwWindow)) {
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Time.update();
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SceneManager.getScene().update();
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SceneManager.update();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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this.shader.update();
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glfwSwapBuffers(glfwWindow);
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