Handling draws

This commit is contained in:
Zoe Roux
2021-06-18 15:50:08 +02:00
parent 97b4a5fe0a
commit 508fa89a8a
+18 -15
View File
@@ -33,20 +33,21 @@ namespace BBM
"1st", "2nd", "3rd", "4th"
};
for (auto &[entity, score, drawable]: gameScene.view<ScoreComponent, Drawable3DComponent>())
players.push_back(entity);
for (WAL::Entity &entity: gameScene.view<ScoreComponent, Drawable3DComponent>())
players.emplace_back(entity);
std::sort(players.begin(), players.end(), [](WAL::Entity &entityA, WAL::Entity &entityB) {
return entityA.getComponent<ScoreComponent>().aliveTime > entityB.getComponent<ScoreComponent>().aliveTime;
});
auto bestTime = players.front().get().getComponent<ScoreComponent>().aliveTime;
for (auto &entity: players) {
RAY3D::Model *model = dynamic_cast<RAY3D::Model *>(entity.get().getComponent<Drawable3DComponent>().drawable.get());
for (auto &entity : players) {
auto *model = dynamic_cast<RAY3D::Model *>(entity.get().getComponent<Drawable3DComponent>().drawable.get());
std::string path = model->getTextureByMaterial(MAP_DIFFUSE).getResourcePath();
playersIconPath.push_back(path.replace(path.find("textures"), std::string("textures").size(), "icons"));
}
addMenuControl(*scene, sounds);
scene->addEntity("Audio ressources")
scene->addEntity("Audio resources")
.addComponent<MusicComponent>("assets/musics/music_result.ogg")
.addComponent<SoundComponent>(sounds);
scene->addEntity("background")
@@ -58,34 +59,36 @@ namespace BBM
scene->addEntity("scene title text")
.addComponent<PositionComponent>(1920 / 2.37, 250, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("CONGRATS", 50, RAY::Vector2(), ORANGE);
for (size_t i = 0; i < players.size(); i++) {
for (std::size_t i = 0; i < players.size(); i++) {
std::size_t place = i;
if (players[i].get().getComponent<ScoreComponent>().aliveTime == bestTime)
place = 0;
scene->addEntity("player tile")
.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 2.5, 0)
.addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(224 * (i + 1) + 200 * i, 1080 / 3),
RAY::Vector2(200, 200), tilesColor[i]);
RAY::Vector2(200, 200), tilesColor[place]);
scene->addEntity("player rank name")
.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 2.75, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>(rankName[i], 30,
.addComponent<Drawable2DComponent, RAY2D::Text>(rankName[place], 30,
RAY::Vector2(224 * (i + 1) + 200 * i, 1080 / 3),
tilesColor[i]);
tilesColor[place]);
scene->addEntity("player")
.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 2.5, 0)
.addComponent<Drawable2DComponent, RAY::Texture>(playersIconPath[i]);
.addComponent<Drawable2DComponent, RAY::Texture>(playersIconPath[place]);
}
scene->addEntity("back to main menu")
.addComponent<PositionComponent>(10, 1080 - 85, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &) {
.addComponent<OnClickComponent>([](WAL::Entity &, WAL::Wal &) {
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &) {
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
auto *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_back.png");
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &) {
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
auto *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_back_hovered.png");
});
return scene;