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https://github.com/zoriya/Bomberman.git
synced 2026-05-27 08:13:18 +00:00
add no clip bonus
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@@ -20,14 +20,12 @@ namespace BBM
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std::chrono::nanoseconds speedBonusRate = 15s;
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//! @brief The number of nanosecond before the expiration of a speed bonus.
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std::chrono::nanoseconds nextSpeedBonusRate = speedBonusRate;
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//! @brief The number of seconds before a range bonus expire. This variable is used to reset the nextRangeBonusRate value.
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std::chrono::nanoseconds rangeBonusRate = 10s;
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//! @brief The number of nanosecond before the expiration of a range bonus.
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std::chrono::nanoseconds nextRangeBonusRate = rangeBonusRate;
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//! @brief The number of seconds before a range bonus expire. This variable is used to reset the nextRangeBonusRate value.
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//! @brief The number of seconds before a range bonus expire. This variable is used to reset the nextNoClipBonusRate value.
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std::chrono::nanoseconds noClipBonusRate = 10s;
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//! @brief The number of nanosecond before the expiration of a range bonus.
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//! @brief The number of nanosecond before the expiration of a no clip bonus
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std::chrono::nanoseconds nextNoClipRate = noClipBonusRate;
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//! @brief To know if the player can clip through block
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bool isNoClipOn = false;
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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@@ -28,9 +28,7 @@ namespace BBM {
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auto *playerBonus = player.tryGetComponent<PlayerBonusComponent>();
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if (!bombHolder || !playerBonus)
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return;
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if (bombHolder->explosionRadius <= 6)
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bombHolder->explosionRadius++;
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playerBonus->nextRangeBonusRate = playerBonus->rangeBonusRate;
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bombHolder->explosionRadius++;
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}
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void Bonus::SpeedUpBonus(WAL::Entity &player, const WAL::Entity &bonus, CollisionComponent::CollidedAxis axis)
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@@ -53,6 +51,7 @@ namespace BBM {
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if (!playerBonus)
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return;
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playerBonus->nextNoClipRate = playerBonus->nextSpeedBonusRate;
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playerBonus->isNoClipOn = true;
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}
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Bonus::BonusType Bonus::getRandomBonusType()
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+8
-4
@@ -12,7 +12,7 @@
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#include "Component/Movable/MovableComponent.hpp"
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#include <Component/Timer/TimerComponent.hpp>
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#include <Component/Tag/TagComponent.hpp>
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#include <Component/P/TagComponent.hpp>
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#include "Component/Bonus/PlayerBonusComponent.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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using namespace std::chrono_literals;
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@@ -24,9 +24,12 @@ namespace BBM
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CollisionComponent::CollidedAxis collidedAxis)
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{
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auto *mov = entity.tryGetComponent<MovableComponent>();
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auto *playerBonus = entity.tryGetComponent<Pl
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auto *playerBonus = entity.tryGetComponent<PlayerBonusComponent>();
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if (!mov)
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return;
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if (playerBonus && playerBonus->isNoClipOn)
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return;
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if (collidedAxis & CollisionComponent::CollidedAxis::X)
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mov->_velocity.x = 0;
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if (collidedAxis & CollisionComponent::CollidedAxis::Y)
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@@ -42,10 +45,11 @@ namespace BBM
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static std::map<Bonus::BonusType, std::string> map = {
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{Bonus::BonusType::BOMBSTOCK, "assets/items/bombup"},
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{Bonus::BonusType::SPEEDUP, "assets/items/speedup"},
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{Bonus::BonusType::EXPLOSIONINC, "assets/items/fireup"}
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{Bonus::BonusType::EXPLOSIONINC, "assets/items/fireup"},
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{Bonus::BonusType::NOCLIP, "assets/items/wallpass"}
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};
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static std::vector<std::function<void (WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis)>> func = {
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&Bonus::BombUpBonus, &Bonus::SpeedUpBonus, &Bonus::ExplosionRangeBonus
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&Bonus::BombUpBonus, &Bonus::SpeedUpBonus, &Bonus::ExplosionRangeBonus, &Bonus::NoClipBonus
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};
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auto bonusType = Bonus::getRandomBonusType();
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@@ -23,13 +23,10 @@ namespace BBM
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playerBonus.nextSpeedBonusRate = playerBonus.speedBonusRate;
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controllable.speed = 0.25f;
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}
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playerBonus.nextRangeBonusRate -= dtime;
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if (playerBonus.nextRangeBonusRate <= 0ns) {
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playerBonus.nextRangeBonusRate = playerBonus.rangeBonusRate;
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holder.explosionRadius = 3;
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}
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playerBonus.nextNoClipRate -= dtime;
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if (playerBonus.nextNoClipRate <= 0ns)
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if (playerBonus.nextNoClipRate <= 0ns) {
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playerBonus.nextNoClipRate = playerBonus.noClipBonusRate;
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playerBonus.isNoClipOn = false;
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}
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}
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}
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