mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-07 19:40:48 +00:00
add basic depths with stairs and bumper to access it
This commit is contained in:
+63
-48
@@ -11,8 +11,8 @@ namespace BBM
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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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std::string unbreakablePnj = "assets/wall/unbreakable_wall.png";
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std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj";
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std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png";
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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@@ -20,7 +20,7 @@ namespace BBM
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(Vector3f(i, 0, j))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj));
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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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}
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@@ -28,33 +28,38 @@ namespace BBM
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void MapGenerator::generateWall(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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std::string unbreakablePnj = "assets/wall/unbreakable_wall.png";
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std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj";
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std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png";
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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<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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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<Drawable3DComponent<RAY3D::Model>>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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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<PositionComponent>(Vector3f(width + 1, 0, height / 2))
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//.addComponent<CollisionComponent>(1)
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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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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj), RAY::Vector3(1, 1, height + 1));
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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<PositionComponent>(Vector3f(-1, 0, height / 2))
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//.addComponent<CollisionComponent>(1)
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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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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj), RAY::Vector3(1, 1, height + 1));
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}
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void MapGenerator::generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(width / 2, -1, height / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"), RAY::Vector3(width + 2, 0, height + 2));
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void MapGenerator::generateFloor(MapBlock map, int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] != HOLE && map[std::make_tuple(i, 0, j)] != BUMPER)
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(Vector3f(i, -1, j))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"));
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}
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}
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}
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void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
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@@ -64,8 +69,8 @@ namespace BBM
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{UNBREAKABLE, &createUnbreakable},
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{HOLE, &createHole},
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{FLOOR, &createFloor},
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/* {BUMPER, &createBumper},
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{STAIRS, &createStairs} */
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{BUMPER, &createBumper},
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{STAIRS, &createStairs}
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};
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try {
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@@ -115,10 +120,11 @@ namespace BBM
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}
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void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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{
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std::cout << "Bumper Created" << std::endl;
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scene->addEntity("Bumper Block")
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.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/bumper_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper_block.png"));
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/bumper.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper.png"));
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/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
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if (other.hasComponent<MovableComponent>()) {
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auto &movable = other.getComponent<MovableComponent>();
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@@ -129,10 +135,11 @@ namespace BBM
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void MapGenerator::createStairs(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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std::cout << "Stairs Created" << std::endl;
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scene->addEntity("Stairs Block")
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.addComponent<PositionComponent>(coords)
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/stairs_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs_block.png"));
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/stairs.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs.png"));
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}
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bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int, int>, BlockType> map, int x, int y, int z, BlockType blockType)
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@@ -145,36 +152,49 @@ namespace BBM
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MapGenerator::BlockType MapGenerator::getRandomBlockType()
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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 > 0.95)
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return HOLE;
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if (rnd > 0.10)
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if (rnd > 0.25)
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return BREAKABLE;
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return NOTHING;
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return NOTHING;
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}
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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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std::cout << "Height rnd" << rnd << std::endl;
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if (rnd > 0.60) {
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for (int i = 0; i < width; i++) {
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std::cout << "Up border" << std::endl;
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for (int i = 0; i < width + 1; i++) {
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map[std::make_tuple(i, 1, height)] = map[std::make_tuple(i, 0, height)];
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map[std::make_tuple(i, 0, height)] = FLOOR;
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map[std::make_tuple(i, 1, 0)] = map[std::make_tuple(i, 0, 0)];
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map[std::make_tuple(i, 0, 0)] = FLOOR;
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}
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for (int j = 0; j < height; j++) {
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map[std::make_tuple(width, 1, j)] = map[std::make_tuple(width, 0, j)];
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map[std::make_tuple(width, 0, j)] = FLOOR;
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}
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map[std::make_tuple(0, 0, height - 1)] = STAIRS;
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map[std::make_tuple(0, 0, 1)] = STAIRS;
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map[std::make_tuple(width, 0, height - 1)] = STAIRS;
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map[std::make_tuple(width, 0, 1)] = STAIRS;
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map[std::make_tuple(width / 2, -1, height - 1)] = BUMPER;
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map[std::make_tuple(width / 2, -1, 1)] = BUMPER;
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}
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if (rnd > 0.30) {
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for (int i = width - width/4; i < width + width/4 + 1; i++) {
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for (int j = height - height/4; j < height + height/4 + 1; j++) {
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std::cout << "Up center" << std::endl;
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for (int i = width / 2 - width / 4; i < width / 2 + width / 4 + 1; i++) {
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for (int j = height / 2 - height/4; j < height / 2 + height / 4 + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] == FLOOR)
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continue;
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map[std::make_tuple(i, 1, j)] = map[std::make_tuple(i, 0, j)];
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map[std::make_tuple(i, 0, j)] = FLOOR;
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}
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}
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map[std::make_tuple(width / 2 - width / 8, 0, height / 2 + height / 4 + 1)] = STAIRS;
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map[std::make_tuple(width / 2 + width / 8, 0, height / 2 - height / 4 - 1)] = STAIRS;
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map[std::make_tuple(width / 2 - width / 4 - 1, 0, height / 2 - height / 8)] = STAIRS;
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map[std::make_tuple(width / 2 + width / 4 + 1, 0, height / 2 + height / 8)] = STAIRS;
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}
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return map;
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}
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@@ -195,44 +215,39 @@ namespace BBM
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width = width % 2 ? width + 1 : width;
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height = height % 2 ? height + 1 : height;
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for (int i = 0; i < width; i++) {
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for (int i = 0; i < width; i++)
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for (int j = 0; j < height; j++)
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map[std::make_tuple(i, 0, j)] = NOTHING;
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}
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map = createSpawner(map, width, height);
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] == SPAWNER)
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continue;
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if (isCloseToBlockType(map, i , 0, j, SPAWNER))
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if (isCloseToBlockType(map, i , 0, j, SPAWNER)) {
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map[std::make_tuple(i, 0, j)] = NOTHING;
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else
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} else {
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map[std::make_tuple(i, 0, j)] = getRandomBlockType();
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}
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if (map[std::make_tuple(i, 0, j)] == UNBREAKABLE && isCloseToBlockType(map, i, 0, j, UNBREAKABLE))
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map[std::make_tuple(i, 0, j)] = BREAKABLE;
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}
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}
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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for (int i = 0; i < width + 1; i++)
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for (int j = 0; j < height + 1; j++)
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if (!((i + 1) % 2) && !((j + 1) % 2))
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map[std::make_tuple(i, 0, j)] = UNBREAKABLE;
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}
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}
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map = createHeight(map, width, height);
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return (map);
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}
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void MapGenerator::loadMap(int width, int height, std::map<std::tuple<int, int, int>,
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BlockType> map, std::shared_ptr<WAL::Scene> scene)
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{
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void MapGenerator::loadMap(int width, int height, MapBlock map, std::shared_ptr<WAL::Scene> scene)
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{
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generateWall(width, height, scene);
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generateFloor(width, height, scene);
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for (int x = 0; x < width + 1; x++) {
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for (int z = 0; z < height + 1; z++) {
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generateFloor(map, width, height, scene);
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for (int x = 0; x < width + 1; x++)
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for (int z = 0; z < height + 1; z++)
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for (int y = 0; y < 1 + 1; y++)
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createElement(Vector3f(x, y, z), scene, map[std::make_tuple(x, y, z)]);
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}
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}
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}
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} // namespace BBM
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+1
-1
@@ -68,7 +68,7 @@ namespace BBM
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//! @param height Height of the map
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//! @param scene Scene where the map is instanced
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//! @brief Generate the floor of the map
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static void generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene);
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static void generateFloor(MapBlock map, int width, int height, std::shared_ptr<WAL::Scene> scene);
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//! @param coords coords of the element
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//! @param scene Scene where the map is instanced
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@@ -75,7 +75,7 @@ namespace BBM
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.addComponent<KeyboardComponent>()
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.addComponent<MovableComponent>();
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scene->addEntity("camera")
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.addComponent<PositionComponent>(8, 20, 7)
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.addComponent<PositionComponent>(8, 15, -15)
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.addComponent<CameraComponent>(Vector3f(8, 0, 8));
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std::srand(std::time(NULL));
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MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
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