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https://github.com/zoriya/Bomberman.git
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runner with the collision system
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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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