mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-27 08:13:18 +00:00
fix indentation
This commit is contained in:
@@ -18,64 +18,64 @@ namespace BBM
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std::shared_ptr<WAL::Scene> Runner::loadHowToPlayScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
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static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
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{SoundComponent::JUMP, "assets/sounds/click.ogg"}
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};
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addMenuControl(*scene);
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addMenuControl(*scene);
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scene->addEntity("Control entity")
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.addComponent<MusicComponent>("assets/musics/music_player_select.ogg")
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.addComponent<SoundComponent>(sounds);
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
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scene->addEntity("scene title text")
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scene->addEntity("scene title text")
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.addComponent<PositionComponent>(1920 / 3, 100, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("How To Play?", 120, RAY::Vector2(), ORANGE);
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scene->addEntity("select text")
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scene->addEntity("select text")
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.addComponent<PositionComponent>(1920 / 8, 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Select:", 60, RAY::Vector2(), ORANGE);
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scene->addEntity("select")
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scene->addEntity("select")
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.addComponent<PositionComponent>(1920 / 7, 1080 / 2.5, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Space/A Button", 35, RAY::Vector2(), BLACK);
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scene->addEntity("change skin text")
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scene->addEntity("change skin text")
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.addComponent<PositionComponent>(1920 / 8, 1080 / 2, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Change Skin/Drop Bomb:", 60, RAY::Vector2(), ORANGE);
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scene->addEntity("change skin")
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scene->addEntity("change skin")
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.addComponent<PositionComponent>(1920 / 7, 1080 / 1.75, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("E/B Button", 35, RAY::Vector2(), BLACK);
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scene->addEntity("move text")
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scene->addEntity("move text")
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.addComponent<PositionComponent>(1920 / 1.75, 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Move:", 60, RAY::Vector2(), ORANGE);
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scene->addEntity("move")
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scene->addEntity("move")
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.addComponent<PositionComponent>(1920 / 1.75, 1080 / 2.5, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Q-Z-S-D/Arrow/Joystick", 35, RAY::Vector2(), BLACK);
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scene->addEntity("back text")
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scene->addEntity("back text")
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.addComponent<PositionComponent>(1920 / 1.75, 1080 / 2, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Back/Pause:", 60, RAY::Vector2(), ORANGE);
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scene->addEntity("back")
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scene->addEntity("back")
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.addComponent<PositionComponent>(1920 / 1.75, 1080 / 1.75, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Esc / Controller's Home button:", 35, RAY::Vector2(), BLACK);
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auto &back = scene->addEntity("back to menu")
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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 &)
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{
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gameState.nextScene = BBM::GameState::SceneID::LobbyScene;
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gameState.nextScene = BBM::GameState::SceneID::LobbyScene;
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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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{
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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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RAY::Texture *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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return scene;
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}
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});
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return scene;
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}
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}
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@@ -44,63 +44,63 @@ namespace BBM
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.addComponent<PositionComponent>(1920 / 2.75, 100, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Get Ready", 120, RAY::Vector2(), ORANGE);
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auto &play = scene->addEntity("play button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::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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texture->use("assets/buttons/button_new_game.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::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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texture->use("assets/buttons/button_new_game_hovered.png");
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})
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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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return;
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LobbySystem::switchToGame(wal);
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})
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.addComponent<TagComponent<"PlayButton">>();
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::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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texture->use("assets/buttons/button_new_game.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::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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texture->use("assets/buttons/button_new_game_hovered.png");
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})
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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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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 &)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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})
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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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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{
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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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})
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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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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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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_back_hovered.png");
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});
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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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{
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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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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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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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@@ -108,49 +108,49 @@ namespace BBM
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.addComponent<PositionComponent>(1920 / 6, 2 * 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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RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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{
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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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//do
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} else {
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text->setText("Lava: Off");
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//do
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}
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})
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if (text->getString().find("Off") != std::string::npos) {
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text->setText("Lava: On");
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//do
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} else {
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text->setText("Lava: Off");
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//do
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}
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &heightOption = scene->addEntity("Height option text")
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.addComponent<PositionComponent>(1920 / 1.75, 2 * 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("2nd Level: 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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RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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{
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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("2nd Level: On");
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//do
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} else {
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text->setText("2nd Level: Off");
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//do
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}
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})
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if (text->getString().find("Off") != std::string::npos) {
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text->setText("2nd Level: On");
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//do
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} else {
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text->setText("2nd Level: Off");
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//do
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}
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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for (int i = 0; i < 4; i++) {
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auto &playerTile = scene->addEntity("player tile")
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