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Merge branch 'develop' of github.com:AnonymusRaccoon/Bomberman into find_bg
# Conflicts: # CMakeLists.txt # sources/Runner/GameScene.cpp
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@@ -59,39 +59,55 @@ namespace BBM
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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if (Runner::gameState.currentScene != GameState::LobbyScene
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|| !LobbySystem::playersAreReady(*wal.getScene()))
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|| !LobbySystem::playersAreReady(*wal.getScene()))
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return;
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LobbySystem::switchToGame(wal);
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})
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.addComponent<TagComponent<"PlayButton">>();
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auto &back = scene->addEntity("back to menu")
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.addComponent<PositionComponent>(10, 1080 - 85, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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wal.getSystem<LobbySystem>().unloadLobby();
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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auto *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_back.png");
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texture->use("assets/buttons/button_back.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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auto *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_back_hovered.png");
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});
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auto &howToPlay = scene->addEntity("to to play")
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.addComponent<PositionComponent>(1920 - 10 - 75, 1080 - 85, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_htp.png")
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::HowToPlayScene;
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_htp.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_htp_hovered.png");
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});
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auto &lavaOption = scene->addEntity("lava option text")
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.addComponent<PositionComponent>(1920 / 6, 1.85 * 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Lava: Off", 70, RAY::Vector2(), BLACK)
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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auto *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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if (text->getString().find("Off") != std::string::npos) {
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text->setText("Lava: On");
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@@ -186,7 +202,8 @@ namespace BBM
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scene->addEntity("camera")
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.addComponent<PositionComponent>(8, 20, 7)
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.addComponent<CameraComponent>(Vector3f(8, 0, 8));
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play.getComponent<OnClickComponent>().setButtonLinks(&heightOption, &back, &back, nullptr);
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play.getComponent<OnClickComponent>().setButtonLinks(&lavaOption, &back, &back, &howToPlay);
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howToPlay.getComponent<OnClickComponent>().setButtonLinks(&play, nullptr, &play);
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back.getComponent<OnClickComponent>().setButtonLinks(&play, nullptr, nullptr, &play);
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lavaOption.getComponent<OnClickComponent>().setButtonLinks(nullptr, &heightOption, nullptr, &aiMore);
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heightOption.getComponent<OnClickComponent>().setButtonLinks(&lavaOption, &play, nullptr, &aiLess);
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