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https://github.com/zoriya/Bomberman.git
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Merging with develop and reworking all systems
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+20
-22
@@ -4,15 +4,13 @@
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#include <Wal.hpp>
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#include <iostream>
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#include <System/Movable/MovableSystem.hpp>
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#include <System/Renderer/RenderScreenSystem.hpp>
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#include <System/Renderer/Render2DScreenSystem.hpp>
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#include <System/Renderer/Renderer2DSystem.hpp>
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#include "System/Movable/MovableSystem.hpp"
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#include "System/Renderer/RenderSystem.hpp"
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#include <Model/Model.hpp>
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#include <Drawables/3D/Cube.hpp>
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#include <Drawables/2D/Rectangle.hpp>
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#include <Drawables/3D/Cube.hpp>
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#include <TraceLog.hpp>
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#include <System/Renderer/Renderer3DSystem.hpp>
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#include <System/Keyboard/KeyboardSystem.hpp>
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#include <System/Controllable/ControllableSystem.hpp>
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#include <System/Collision/CollisionSystem.hpp>
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@@ -23,8 +21,13 @@
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#include <System/Gamepad/GamepadSystem.hpp>
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#include "Models/Vector2.hpp"
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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#include <Model/ModelAnimations.hpp>
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "System/Animation/AnimationsSystem.hpp"
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#include "Map/Map.hpp"
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namespace RAY2D = RAY::Drawables::Drawables2D;
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@@ -47,7 +50,7 @@ namespace BBM
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wal.addSystem<KeyboardSystem>()
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.addSystem<GamepadSystem>()
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.addSystem<ControllableSystem>()
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.addSystem<CollisionSystem>(wal)
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.addSystem<CollisionSystem>()
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.addSystem<MovableSystem>();
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}
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@@ -55,13 +58,7 @@ namespace BBM
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{
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RAY::TraceLog::setLevel(LOG_WARNING);
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RAY::Window &window = RAY::Window::getInstance(600, 400, "Bomberman", FLAG_WINDOW_RESIZABLE);
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wal.addSystem<Renderer3DSystem<RAY3D::Model>>();
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wal.addSystem<Renderer3DSystem<RAY3D::Cube>>();
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wal.addSystem<Render2DScreenSystem>(window)
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.addSystem<Renderer2DSystem<RAY2D::Rectangle>>();
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wal.addSystem<RenderScreenSystem>(window);
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wal.addSystem<RenderSystem>(window);
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}
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std::shared_ptr<WAL::Scene> loadGameScene(WAL::Wal &wal)
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@@ -69,24 +66,25 @@ namespace BBM
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/player/player.iqm", std::make_pair(MAP_DIFFUSE, "assets/player/blue.png"))
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", std::make_pair(MAP_DIFFUSE, "assets/player/blue.png"))
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 1)
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.addComponent<CollisionComponent>(2)
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.addComponent<MovableComponent>();
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scene->addEntity("cube")
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.addComponent<PositionComponent>(-5, 0, -5)
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.addComponent<Drawable3DComponent<RAY3D::Cube>>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
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.addComponent<Drawable3DComponent, RAY3D::Cube>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>([](WAL::Entity &, const WAL::Entity &){},
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[](WAL::Entity &actual, const WAL::Entity &) {
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try {
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auto &mov = actual.getComponent<MovableComponent>();
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mov.resetVelocity();
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} catch (std::exception &e) { };
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}, 3);
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[](WAL::Entity &actual, const WAL::Entity &) {
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try {
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auto &mov = actual.getComponent<MovableComponent>();
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mov.resetVelocity();
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} catch (std::exception &e) { }
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}, 3);
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scene->addEntity("camera")
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.addComponent<PositionComponent>(8, 20, 7)
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.addComponent<CameraComponent>(Vector3f(8, 0, 8));
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