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https://github.com/zoriya/Bomberman.git
synced 2026-05-29 17:02:11 +00:00
runner with the collision system
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@@ -0,0 +1,12 @@
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0 1 -- 2 3
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false || false
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0 2 -- 1 3
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true
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0 3 -- 1 2
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true
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1 2 -- 0 3
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true
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1 3 -- 0 2
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true
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2 3 -- 0 1
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false
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@@ -10,11 +10,14 @@
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#include <System/Renderer/Renderer2DSystem.hpp>
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#include <Model/Model.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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#include <Component/Movable/MovableComponent.hpp>
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#include <Component/Collision/CollisionComponent.hpp>
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#include <Component/Controllable/ControllableComponent.hpp>
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#include <Component/Keyboard/KeyboardComponent.hpp>
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#include <System/Gamepad/GamepadSystem.hpp>
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@@ -43,6 +46,7 @@ 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<MovableSystem>();
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}
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@@ -52,6 +56,7 @@ namespace BBM
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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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@@ -61,20 +66,30 @@ namespace BBM
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std::shared_ptr<WAL::Scene> loadGameScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("cube")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent<RAY2D::Rectangle>>(Vector2f(), Vector2f(10, 10), RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<MovableComponent>();;
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RAY3D::Cube cube(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED);
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RAY3D::Cube cubePlayer(Vector3f(0, 0, 0), Vector3f(3, 3, 3), GREEN);
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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::Cube>>(cubePlayer)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>(3)
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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>>(cube)
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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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scene->addEntity("camera")
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.addComponent<PositionComponent>(0, 20, -5)
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.addComponent<PositionComponent>(0, 20, -1)
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.addComponent<CameraComponent>();
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return scene;
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}
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@@ -14,6 +14,16 @@ namespace BBM
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{
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}
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bool CollisionSystem::collide(Vector3f minA, Vector3f maxA, Vector3f minB, Vector3f maxB)
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{
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bool overlapX = (minA.x <= maxB.x && maxA.x >= minB.x) || (minB.x <= maxA.x && maxB.x >= minA.x);
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bool overlapY = (minA.y <= maxB.y && maxA.y >= minB.y) || (minB.y <= maxA.y && maxB.y >= minA.y);
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bool overlapZ = (minA.z <= maxB.z && maxA.z >= minB.z) || (minB.z <= maxA.z && maxB.z >= minA.z);
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return (overlapX && overlapY && overlapZ);
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}
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void CollisionSystem::onFixedUpdate(WAL::Entity &entity)
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{
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auto &posA = entity.getComponent<PositionComponent>();
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@@ -29,13 +39,11 @@ namespace BBM
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if (!other.hasComponent(typeid(CollisionComponent)) ||
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!other.hasComponent(typeid(PositionComponent)))
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continue;
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auto colB = entity.getComponent<CollisionComponent>();
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auto colB = other.getComponent<CollisionComponent>();
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auto posB = other.getComponent<PositionComponent>().position;
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Vector3f minB = Vector3f::min(posB, posB + colB.bound);
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Vector3f maxB = Vector3f::max(posB, posB + colB.bound);
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if ((minA.x <= maxB.x && maxA.x >= minB.x) &&
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(minA.y <= maxB.y && maxA.y >= minB.y) &&
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(minA.z <= maxB.z && maxA.z >= minB.z)) {
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if (collide(minA, maxA, minB, maxB)) {
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col.getOnCollide()(entity, other);
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colB.getOnCollided()(entity, other);
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}
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@@ -29,5 +29,8 @@ namespace BBM
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~CollisionSystem() override = default;
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//! @brief A Collision system is assignable.
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CollisionSystem &operator=(const CollisionSystem &) = default;
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//! @brief check AABB collision
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static bool collide(Vector3f minA, Vector3f maxA, Vector3f minB, Vector3f maxB);
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};
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}
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