Merge branch 'movements' of github.com:AnonymusRaccoon/Bomberman into movements

This commit is contained in:
Zoe Roux
2021-05-31 11:20:38 +02:00
5 changed files with 174 additions and 0 deletions
+4
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@@ -20,6 +20,8 @@ set(SOURCES
sources/Component/Movable/MovableComponent.hpp
sources/Component/Controllable/ControllableComponent.hpp
sources/Component/Controllable/ControllableComponent.cpp
sources/Component/Gamepad/GamepadComponent.cpp
sources/Component/Gamepad/GamepadComponent.hpp
sources/Component/Keyboard/KeyboardComponent.cpp
sources/Component/Keyboard/KeyboardComponent.hpp
sources/Component/BombHolder/BombHolderComponent.cpp
@@ -30,6 +32,8 @@ set(SOURCES
sources/System/Movable/MovableSystem.cpp
sources/System/Controllable/ControllableSystem.cpp
sources/System/Controllable/ControllableSystem.hpp
sources/System/Gamepad/GamepadSystem.cpp
sources/System/Gamepad/GamepadSystem.hpp
sources/System/Health/HealthSystem.cpp
sources/System/Health/HealthSystem.hpp
sources/System/Keyboard/KeyboardSystem.cpp
@@ -0,0 +1,34 @@
//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
//
#include "GamepadComponent.hpp"
namespace BBM
{
GamepadComponent::GamepadComponent(WAL::Entity &entity)
: WAL::Component(entity), _ID(0)
{}
GamepadComponent::GamepadComponent(WAL::Entity &entity, int ID)
: WAL::Component(entity), _ID(ID)
{}
WAL::Component *GamepadComponent::clone(WAL::Entity &entity) const
{
return new GamepadComponent(entity, _ID);
}
GamepadComponent &GamepadComponent::setID(int ID)
{
this->_ID = ID;
return *this;
}
int GamepadComponent::getID() const
{
return this->_ID;
}
} // namespace BMM
@@ -0,0 +1,62 @@
//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
//
#pragma once
#include "Controllers/Gamepad.hpp"
#include "Component/Component.hpp"
#include "Entity/Entity.hpp"
using Button = RAY::Controller::GamePad::Button;
using Gamepad = RAY::Controller::GamePad;
namespace BBM
{
class GamepadComponent : public WAL::Component
{
private:
//! @brief Identifier of the gamepad, used to fetch events
int _ID;
public:
//! @brief jump key
Button keyJump = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
//! @brief bomb key
Button keyBomb = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
//! @brief pause key
Button keyPause = GAMEPAD_BUTTON_MIDDLE;
//! @brief move right key
Button keyRight = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
//! @brief move left key
Button keyLeft = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
//! @brief move up key
Button keyUp = GAMEPAD_BUTTON_LEFT_FACE_UP;
//! @brief move down key
Button keyDown = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
//! @inherit
WAL::Component *clone(WAL::Entity &entity) const override;
//! @brief Create a new gampad component using default keys.
explicit GamepadComponent(WAL::Entity &entity);
//! @brief Create a new PositionComponent at a certain position
GamepadComponent(WAL::Entity &entity, int id);
//! @brief A Gamepad component is copy constructable.
GamepadComponent(const GamepadComponent &) = default;
//! @brief default destructor
~GamepadComponent() override = default;
//! @brief A Gamepad component can't be assigned
GamepadComponent &operator=(const GamepadComponent &) = delete;
//! @brief Set the ID of the Gamepad the events must be fetch from;
GamepadComponent &setID(int ID);
//! @brief Get the ID of the Gamepad the events must be fetch from;
int getID() const;
};
}
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@@ -0,0 +1,45 @@
//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
//
#include "GamepadSystem.hpp"
#include "Component/Gamepad/GamepadComponent.hpp"
#include "Component/Controllable/ControllableComponent.hpp"
#include "Entity/Entity.hpp"
#include "Controllers/Gamepad.hpp"
using Button = RAY::Controller::GamePad::Button;
using Gamepad = RAY::Controller::GamePad;
namespace BBM
{
GamepadSystem::GamepadSystem()
: WAL::System({
typeid(GamepadComponent),
typeid(ControllableComponent)
})
{}
void GamepadSystem::onFixedUpdate(WAL::Entity &entity)
{
const auto &gamepadComponent = entity.getComponent<GamepadComponent>();
auto &controllable = entity.getComponent<ControllableComponent>();
Gamepad gamepad(gamepadComponent.getID());
const std::map<Button, bool> keyPressedMap = {
{gamepadComponent.keyJump, controllable.jump},
{gamepadComponent.keyBomb, controllable.bomb},
{gamepadComponent.keyPause, controllable.pause}
};
for (auto key : keyPressedMap)
key.second = gamepad.isPressed(key.first);
controllable.moveX = 0;
controllable.moveZ = 0;
controllable.moveX += gamepad.isPressed(gamepadComponent.keyRight);
controllable.moveX -= gamepad.isPressed(gamepadComponent.keyLeft);
controllable.moveX += gamepad.isPressed(gamepadComponent.keyUp);
controllable.moveX -= gamepad.isPressed(gamepadComponent.keyDown);
}
}
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@@ -0,0 +1,29 @@
//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
//
#pragma once
#include "System/System.hpp"
#include <map>
namespace BBM
{
//! @brief A system to handle Gamepad entities.
class GamepadSystem : public WAL::System
{
public:
//! @inherit
void onFixedUpdate(WAL::Entity &entity) override;
//! @brief A default constructor
GamepadSystem();
//! @brief A Gamepad system is copy constructable
GamepadSystem(const GamepadSystem &) = default;
//! @brief A default destructor
~GamepadSystem() override = default;
//! @brief A Gamepad system is assignable.
GamepadSystem &operator=(const GamepadSystem &) = default;
};
}