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https://github.com/zoriya/Bomberman.git
synced 2026-06-04 02:36:31 +00:00
renaming shaderDrawable to shaderDrawable 2d
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@@ -8,6 +8,7 @@
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#include "System/Renderer/RenderSystem.hpp"
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#include <Model/Model.hpp>
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#include <Drawables/3D/Cube.hpp>
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#include <Drawables/2D/Rectangle.hpp>
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#include <TraceLog.hpp>
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#include <System/Keyboard/KeyboardSystem.hpp>
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#include <System/Controllable/ControllableSystem.hpp>
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@@ -24,12 +25,14 @@
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#include <Model/ModelAnimations.hpp>
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#include <Component/Animator/AnimatorComponent.hpp>
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#include <System/Animator/AnimatorSystem.hpp>
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#include <Component/Renderer/Drawable2DComponent.hpp>
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "System/Animation/AnimationsSystem.hpp"
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#include "Component/Shaders/ShaderComponent.hpp"
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#include "Map/Map.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace BBM
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{
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@@ -70,7 +73,7 @@ namespace BBM
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.addComponent<ControllableComponent>()
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.addComponent<AnimatorComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<ShaderComponentModel>("assets/shaders/glsl330/grayscale.fs")
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.addComponent<ShaderComponentModel>("assets/shaders/glsl330/predator.fs")
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
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.addComponent<CollisionComponent>(1)
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.addComponent<MovableComponent>()
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@@ -81,15 +84,16 @@ 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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scene->addEntity("cube")
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/*scene->addEntity("cube")
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.addComponent<PositionComponent>(5, 0, 5)
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.addComponent<ShaderComponentDrawable>("assets/shaders/glsl330/grayscale.fs")
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.addComponent<Drawable3DComponent, RAY3D::Cube>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
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.addComponent<ShaderComponentDrawable2D>("assets/shaders/glsl330/grayscale.fs")
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//.addComponent<Drawable3DComponent, RAY3D::Cube>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(BBM::Vector2f{200,200}, BBM::Vector2f{200, 200}, RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, 3);
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, 3); */
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std::srand(std::time(nullptr));
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//MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
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MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
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return scene;
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}
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