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https://github.com/zoriya/Bomberman.git
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Making block solids
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@@ -5,11 +5,31 @@
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#include <Component/Collision/CollisionComponent.hpp>
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#include "Map.hpp"
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#include <iostream>
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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{
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void MapGenerator::wallCollide(WAL::Entity &entity, const WAL::Entity &wall)
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{
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auto *mov = entity.tryGetComponent<MovableComponent>();
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if (!mov)
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return;
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auto &pos = entity.getComponent<PositionComponent>();
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const auto &wallPos = wall.getComponent<PositionComponent>();
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auto diff = pos.position + mov->getVelocity() - wallPos.position;
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std::cout << diff << std::endl;
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if (diff.x <= 0 && mov->_velocity.x < 0)
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mov->_velocity.x = 0;
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if (diff.x >= 0 && mov->_velocity.x > 0)
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mov->_velocity.x = 0;
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if (diff.z <= 0 && mov->_velocity.z < 0)
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mov->_velocity.z = 0;
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if (diff.z >= 0 && mov->_velocity.z > 0)
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mov->_velocity.z = 0;
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}
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void MapGenerator::generateUnbreakableBlock(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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std::string unbreakableObj = "assets/wall/unbreakable_wall.obj";
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@@ -20,7 +40,7 @@ namespace BBM
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if (!(i % 2) && !(j % 2)) {
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(i, 0, j)
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj));
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}
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}
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@@ -34,19 +54,19 @@ namespace BBM
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scene->addEntity("Bottom Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Upper Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Left Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1, 0, (height + 1) / 2))
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
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scene->addEntity("Right Wall")
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.addComponent<PositionComponent>(Vector3f(-1, 0, (height + 1) / 2))
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
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}
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@@ -81,7 +101,7 @@ namespace BBM
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scene->addEntity("Breakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<HealthComponent>(1)
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
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}
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@@ -96,7 +116,7 @@ namespace BBM
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{
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scene->addEntity("Unbreakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<CollisionComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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}
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@@ -155,7 +175,7 @@ namespace BBM
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MapGenerator::MapBlock MapGenerator::createHeight(MapBlock map, int width, int height)
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{
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double rnd = static_cast<double>(std::rand())/RAND_MAX;
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double rnd = static_cast<double>(std::rand()) / RAND_MAX;
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if (rnd > 0.60) {
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for (int i = 0; i < width; i++) {
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