mirror of
https://github.com/zoriya/Bomberman.git
synced 2025-12-21 13:55:10 +00:00
split runner file: remove unnecessary includes
This commit is contained in:
@@ -117,7 +117,10 @@ set(SOURCES
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sources/System/IntroAnimation/IntroAnimationSystem.cpp
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sources/System/IntroAnimation/IntroAnimationSystem.cpp
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sources/Runner/SplashScreenScene.cpp
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sources/Runner/SplashScreenScene.cpp
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sources/Runner/TitleScreenScene.cpp
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sources/Runner/TitleScreenScene.cpp
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sources/Runner/MainMenuScene.cpp
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sources/Runner/GameScene.cpp
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sources/Runner/GameScene.cpp
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sources/Runner/PauseMenuScene.cpp
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sources/Runner/SettingsMenuScene.cpp
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sources/Runner/CreditScene.cpp
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sources/Runner/CreditScene.cpp
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)
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)
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add_executable(bomberman
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add_executable(bomberman
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119
sources/Runner/MainMenuScene.cpp
Normal file
119
sources/Runner/MainMenuScene.cpp
Normal file
@@ -0,0 +1,119 @@
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#include <memory>
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#include <Wal.hpp>
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#include "Runner.hpp"
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#include <map>
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#include "Component/Music/MusicComponent.hpp"
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#include "Component/Sound/SoundComponent.hpp"
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#include "Component/Controllable/ControllableComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "Component/Keyboard/KeyboardComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Button/ButtonComponent.hpp"
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#include "Drawables/2D/Text.hpp"
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace BBM
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{
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std::shared_ptr<WAL::Scene> Runner::loadMainMenuScene()
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{
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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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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("Control entity")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<MusicComponent>("assets/musics/music_title.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("logo")
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.addComponent<PositionComponent>(1920 / 3, 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
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auto &play = scene->addEntity("play button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 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 &)
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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_new_game.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_new_game_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::GameScene;
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});
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auto &settings = scene->addEntity("settings button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
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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_settings.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_settings_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
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});
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auto &exit = scene->addEntity("exit button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
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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_exit.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_exit_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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wal.shouldClose = true;
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});
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auto &credits = scene->addEntity("credit button")
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.addComponent<PositionComponent>(1920 - 100, 1080 - 30, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Credits", 20, RAY::Vector2(), BLACK)
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, 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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text->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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RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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text->setColor(ORANGE);
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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gameState.nextScene = BBM::GameState::SceneID::CreditScene;
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});
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play.getComponent<OnClickComponent>().setButtonLinks(nullptr, &settings);
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settings.getComponent<OnClickComponent>().setButtonLinks(&play, &exit);
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exit.getComponent<OnClickComponent>().setButtonLinks(&settings, &credits, nullptr, &credits);
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credits.getComponent<OnClickComponent>().setButtonLinks(&exit, nullptr, &exit);
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return scene;
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}
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}
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101
sources/Runner/PauseMenuScene.cpp
Normal file
101
sources/Runner/PauseMenuScene.cpp
Normal file
@@ -0,0 +1,101 @@
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#include <memory>
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#include <Wal.hpp>
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#include "Runner.hpp"
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#include <map>
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#include "Component/Music/MusicComponent.hpp"
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#include "Component/Sound/SoundComponent.hpp"
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#include "Component/Controllable/ControllableComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "Component/Keyboard/KeyboardComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Button/ButtonComponent.hpp"
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#include "Drawables/2D/Text.hpp"
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace BBM
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{
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std::shared_ptr<WAL::Scene> Runner::loadPauseMenuScene()
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{
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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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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("Control entity")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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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("pause text")
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.addComponent<PositionComponent>(1920 / 2.5, 180, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("PAUSE", 120, RAY::Vector2(), ORANGE);
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auto &play = scene->addEntity("play button")
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.addComponent<PositionComponent>(1920 / 6.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
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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_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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texture->use("assets/buttons/button_back_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::GameScene;
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});
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auto &settings = scene->addEntity("settings button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
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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_settings.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_settings_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
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});
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auto &exit = scene->addEntity("exit button")
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.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
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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_exit.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_exit_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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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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});
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//needed material
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//music
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play.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, nullptr, &settings);
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settings.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, &play, &exit);
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exit.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, &settings, nullptr);
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return scene;
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}
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}
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@@ -11,16 +11,8 @@
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#include <TraceLog.hpp>
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#include <TraceLog.hpp>
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#include "System/Keyboard/KeyboardSystem.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/Controllable/ControllableSystem.hpp"
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#include "Component/Movable/MovableComponent.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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#include "System/Gamepad/GamepadSystem.hpp"
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#include <System/Collision/CollisionSystem.hpp>
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#include <System/Collision/CollisionSystem.hpp>
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#include "Component/Button/ButtonComponent.hpp"
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#include <Component/Collision/CollisionComponent.hpp>
|
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#include "Component/Renderer/CameraComponent.hpp"
|
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Runner.hpp"
|
#include "Runner.hpp"
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#include "Models/GameState.hpp"
|
#include "Models/GameState.hpp"
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#include <Model/ModelAnimations.hpp>
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#include <Model/ModelAnimations.hpp>
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@@ -29,22 +21,14 @@
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#include <System/Event/EventSystem.hpp>
|
#include <System/Event/EventSystem.hpp>
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#include <System/Health/HealthSystem.hpp>
|
#include <System/Health/HealthSystem.hpp>
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#include <System/Animator/AnimatorSystem.hpp>
|
#include <System/Animator/AnimatorSystem.hpp>
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#include <Component/Animator/AnimatorComponent.hpp>
|
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#include <Component/IntroAnimation/IntroAnimationComponent.hpp>
|
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#include <System/IntroAnimation/IntroAnimationSystem.hpp>
|
#include <System/IntroAnimation/IntroAnimationSystem.hpp>
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#include <System/Levitate/LevitateSystem.hpp>
|
#include <System/Levitate/LevitateSystem.hpp>
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#include <System/Bonus/PlayerBonusSystem.hpp>
|
#include <System/Bonus/PlayerBonusSystem.hpp>
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#include <Component/Bonus/PlayerBonusComponent.hpp>
|
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#include <Component/Tag/TagComponent.hpp>
|
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#include "Component/Animation/AnimationsComponent.hpp"
|
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||||||
#include "System/Animation/AnimationsSystem.hpp"
|
#include "System/Animation/AnimationsSystem.hpp"
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#include "Component/Shaders/ShaderComponent.hpp"
|
|
||||||
#include "Map/Map.hpp"
|
#include "Map/Map.hpp"
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#include "System/MenuControllable/MenuControllableSystem.hpp"
|
#include "System/MenuControllable/MenuControllableSystem.hpp"
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||||||
#include <Drawables/Texture.hpp>
|
#include <Drawables/Texture.hpp>
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#include <System/Bomb/BombSystem.hpp>
|
#include <System/Bomb/BombSystem.hpp>
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#include "Component/Music/MusicComponent.hpp"
|
|
||||||
#include "Component/Sound/SoundComponent.hpp"
|
|
||||||
#include "System/Sound/PlayerSoundManagerSystem.hpp"
|
#include "System/Sound/PlayerSoundManagerSystem.hpp"
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||||||
#include "System/Sound/MenuSoundManagerSystem.hpp"
|
#include "System/Sound/MenuSoundManagerSystem.hpp"
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#include "System/Music/MusicSystem.hpp"
|
#include "System/Music/MusicSystem.hpp"
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@@ -108,383 +92,6 @@ namespace BBM
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|||||||
.addSystem<RenderSystem>(window);
|
.addSystem<RenderSystem>(window);
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}
|
}
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||||||
|
|
||||||
std::shared_ptr<WAL::Scene> Runner::loadMainMenuScene()
|
|
||||||
{
|
|
||||||
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
|
|
||||||
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
|
|
||||||
};
|
|
||||||
auto scene = std::make_shared<WAL::Scene>();
|
|
||||||
|
|
||||||
scene->addEntity("Control entity")
|
|
||||||
.addComponent<ControllableComponent>()
|
|
||||||
.addComponent<KeyboardComponent>()
|
|
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.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
|
||||||
.addComponent<SoundComponent>(sounds);
|
|
||||||
scene->addEntity("background")
|
|
||||||
.addComponent<PositionComponent>()
|
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||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
|
|
||||||
scene->addEntity("logo")
|
|
||||||
.addComponent<PositionComponent>(1920 / 3, 180, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
|
|
||||||
auto &play = scene->addEntity("play button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_new_game.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_new_game_hovered.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
gameState.nextScene = BBM::GameState::SceneID::GameScene;
|
|
||||||
});
|
|
||||||
auto &settings = scene->addEntity("settings button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_settings.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_settings_hovered.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
|
|
||||||
});
|
|
||||||
auto &exit = scene->addEntity("exit button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_exit.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_exit_hovered.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
|
|
||||||
{
|
|
||||||
wal.shouldClose = true;
|
|
||||||
});
|
|
||||||
auto &credits = scene->addEntity("credit button")
|
|
||||||
.addComponent<PositionComponent>(1920 - 100, 1080 - 30, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY2D::Text>("Credits", 20, RAY::Vector2(), BLACK)
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
text->setColor(BLACK);
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
text->setColor(ORANGE);
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
|
|
||||||
{
|
|
||||||
gameState.nextScene = BBM::GameState::SceneID::CreditScene;
|
|
||||||
});
|
|
||||||
play.getComponent<OnClickComponent>().setButtonLinks(nullptr, &settings);
|
|
||||||
settings.getComponent<OnClickComponent>().setButtonLinks(&play, &exit);
|
|
||||||
exit.getComponent<OnClickComponent>().setButtonLinks(&settings, &credits, nullptr, &credits);
|
|
||||||
credits.getComponent<OnClickComponent>().setButtonLinks(&exit, nullptr, &exit);
|
|
||||||
return scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<WAL::Scene> Runner::loadPauseMenuScene()
|
|
||||||
{
|
|
||||||
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
|
|
||||||
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
|
|
||||||
};
|
|
||||||
auto scene = std::make_shared<WAL::Scene>();
|
|
||||||
|
|
||||||
scene->addEntity("Control entity")
|
|
||||||
.addComponent<ControllableComponent>()
|
|
||||||
.addComponent<KeyboardComponent>()
|
|
||||||
.addComponent<MusicComponent>("assets/musics/music_player_select.ogg")
|
|
||||||
.addComponent<SoundComponent>(sounds);
|
|
||||||
scene->addEntity("background")
|
|
||||||
.addComponent<PositionComponent>()
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
|
|
||||||
scene->addEntity("pause text")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 180, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY2D::Text>("PAUSE", 120, RAY::Vector2(), ORANGE);
|
|
||||||
auto &play = scene->addEntity("play button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 6.5, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *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());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_back_hovered.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
gameState.nextScene = BBM::GameState::SceneID::GameScene;
|
|
||||||
});
|
|
||||||
auto &settings = scene->addEntity("settings button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_settings.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_settings_hovered.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
|
|
||||||
});
|
|
||||||
auto &exit = scene->addEntity("exit button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_exit.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_exit_hovered.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
|
|
||||||
{
|
|
||||||
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
|
|
||||||
});
|
|
||||||
//needed material
|
|
||||||
//music
|
|
||||||
play.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, nullptr, &settings);
|
|
||||||
settings.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, &play, &exit);
|
|
||||||
exit.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, &settings, nullptr);
|
|
||||||
return scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<WAL::Scene> Runner::loadSettingsMenuScene()
|
|
||||||
{
|
|
||||||
auto scene = std::make_shared<WAL::Scene>();
|
|
||||||
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
|
|
||||||
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
|
|
||||||
};
|
|
||||||
|
|
||||||
scene->addEntity("Control entity")
|
|
||||||
.addComponent<ControllableComponent>()
|
|
||||||
.addComponent<KeyboardComponent>()
|
|
||||||
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
|
||||||
.addComponent<SoundComponent>(sounds);
|
|
||||||
scene->addEntity("background")
|
|
||||||
.addComponent<PositionComponent>()
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
|
|
||||||
scene->addEntity("logo")
|
|
||||||
.addComponent<PositionComponent>(1920 / 3, 180, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
|
|
||||||
auto &music = scene->addEntity("music text")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY2D::Text>("Music Volume", 70, RAY::Vector2(), BLACK)
|
|
||||||
.addComponent<OnClickComponent>()
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
|
|
||||||
});
|
|
||||||
|
|
||||||
auto &musicUp = scene->addEntity("music up button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 540, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
|
|
||||||
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_plus.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
auto &component = entity.getComponent<MusicComponent>();
|
|
||||||
|
|
||||||
component.turnUpVolume();
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_plus_hovered.png");
|
|
||||||
});
|
|
||||||
|
|
||||||
auto &musicDown = scene->addEntity("music down button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 3, 1080 - 540, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
|
|
||||||
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_minus.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
auto &component = entity.getComponent<MusicComponent>();
|
|
||||||
|
|
||||||
component.turnDownVolume();
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_minus_hovered.png");
|
|
||||||
});
|
|
||||||
|
|
||||||
auto &sound = scene->addEntity("sound text")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY2D::Text>("Sound Volume", 70, RAY::Vector2(), BLACK)
|
|
||||||
.addComponent<OnClickComponent>()
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
|
|
||||||
});
|
|
||||||
|
|
||||||
auto &soundUp = scene->addEntity("sound up button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
|
|
||||||
.addComponent<SoundComponent>(sounds)
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
auto &component = entity.getComponent<SoundComponent>();
|
|
||||||
|
|
||||||
component.turnUpVolume();
|
|
||||||
})
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_plus.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_plus_hovered.png");
|
|
||||||
});
|
|
||||||
|
|
||||||
auto &soundDown = scene->addEntity("sound down button")
|
|
||||||
.addComponent<PositionComponent>(1920 / 3, 1080 - 360, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
|
|
||||||
.addComponent<SoundComponent>(sounds)
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_minus.png");
|
|
||||||
})
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
auto &component = entity.getComponent<SoundComponent>();
|
|
||||||
|
|
||||||
component.turnDownVolume();
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_minus_hovered.png");
|
|
||||||
});
|
|
||||||
|
|
||||||
auto &debug = scene->addEntity("debug text")
|
|
||||||
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY2D::Text>("Debug Mode: Off", 70, RAY::Vector2(), BLACK)
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
|
|
||||||
{
|
|
||||||
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
||||||
|
|
||||||
if (text->getString().find("Off") != std::string::npos) {
|
|
||||||
text->setText("Debug Mode: On");
|
|
||||||
wal.getSystem<RenderSystem>().setDebug(true);
|
|
||||||
} else {
|
|
||||||
text->setText("Debug Mode: Off");
|
|
||||||
wal.getSystem<RenderSystem>().setDebug(false);
|
|
||||||
}
|
|
||||||
})
|
|
||||||
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
|
|
||||||
})
|
|
||||||
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
||||||
{
|
|
||||||
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
|
|
||||||
});
|
|
||||||
auto &back = scene->addEntity("back to menu")
|
|
||||||
.addComponent<PositionComponent>(10, 1080 - 85, 0)
|
|
||||||
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
|
|
||||||
.addComponent<OnClickComponent>([](WAL::Entity &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());
|
|
||||||
|
|
||||||
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());
|
|
||||||
|
|
||||||
texture->use("assets/buttons/button_back_hovered.png");
|
|
||||||
});
|
|
||||||
//needed material
|
|
||||||
//music
|
|
||||||
//sound
|
|
||||||
|
|
||||||
music.getComponent<OnClickComponent>().setButtonLinks(nullptr, &sound, &musicDown, &musicUp);
|
|
||||||
musicDown.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, nullptr, &music);
|
|
||||||
musicUp.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, &music);
|
|
||||||
sound.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &soundDown, &soundUp);
|
|
||||||
soundDown.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, nullptr, &sound);
|
|
||||||
soundUp.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &sound);
|
|
||||||
debug.getComponent<OnClickComponent>().setButtonLinks(&sound, &back, &back);
|
|
||||||
back.getComponent<OnClickComponent>().setButtonLinks(&debug, nullptr, nullptr, &debug);
|
|
||||||
return scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Runner::loadScenes()
|
void Runner::loadScenes()
|
||||||
{
|
{
|
||||||
gameState._loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
|
gameState._loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
|
||||||
|
|||||||
212
sources/Runner/SettingsMenuScene.cpp
Normal file
212
sources/Runner/SettingsMenuScene.cpp
Normal file
@@ -0,0 +1,212 @@
|
|||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include <Wal.hpp>
|
||||||
|
#include "Runner.hpp"
|
||||||
|
#include <map>
|
||||||
|
#include "Component/Music/MusicComponent.hpp"
|
||||||
|
#include "Component/Sound/SoundComponent.hpp"
|
||||||
|
#include "Component/Controllable/ControllableComponent.hpp"
|
||||||
|
#include "Component/Position/PositionComponent.hpp"
|
||||||
|
#include "Component/Keyboard/KeyboardComponent.hpp"
|
||||||
|
#include "Component/Renderer/Drawable2DComponent.hpp"
|
||||||
|
#include "Component/Button/ButtonComponent.hpp"
|
||||||
|
#include "Drawables/2D/Text.hpp"
|
||||||
|
#include "System/Renderer/RenderSystem.hpp"
|
||||||
|
|
||||||
|
namespace RAY2D = RAY::Drawables::Drawables2D;
|
||||||
|
|
||||||
|
namespace BBM
|
||||||
|
{
|
||||||
|
std::shared_ptr<WAL::Scene> Runner::loadSettingsMenuScene()
|
||||||
|
{
|
||||||
|
auto scene = std::make_shared<WAL::Scene>();
|
||||||
|
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
|
||||||
|
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
|
||||||
|
};
|
||||||
|
|
||||||
|
scene->addEntity("Control entity")
|
||||||
|
.addComponent<ControllableComponent>()
|
||||||
|
.addComponent<KeyboardComponent>()
|
||||||
|
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
||||||
|
.addComponent<SoundComponent>(sounds);
|
||||||
|
scene->addEntity("background")
|
||||||
|
.addComponent<PositionComponent>()
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
|
||||||
|
scene->addEntity("logo")
|
||||||
|
.addComponent<PositionComponent>(1920 / 3, 180, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
|
||||||
|
auto &music = scene->addEntity("music text")
|
||||||
|
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY2D::Text>("Music Volume", 70, RAY::Vector2(), BLACK)
|
||||||
|
.addComponent<OnClickComponent>()
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
|
||||||
|
});
|
||||||
|
|
||||||
|
auto &musicUp = scene->addEntity("music up button")
|
||||||
|
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 540, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
|
||||||
|
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_plus.png");
|
||||||
|
})
|
||||||
|
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
auto &component = entity.getComponent<MusicComponent>();
|
||||||
|
|
||||||
|
component.turnUpVolume();
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_plus_hovered.png");
|
||||||
|
});
|
||||||
|
|
||||||
|
auto &musicDown = scene->addEntity("music down button")
|
||||||
|
.addComponent<PositionComponent>(1920 / 3, 1080 - 540, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
|
||||||
|
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_minus.png");
|
||||||
|
})
|
||||||
|
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
auto &component = entity.getComponent<MusicComponent>();
|
||||||
|
|
||||||
|
component.turnDownVolume();
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_minus_hovered.png");
|
||||||
|
});
|
||||||
|
|
||||||
|
auto &sound = scene->addEntity("sound text")
|
||||||
|
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY2D::Text>("Sound Volume", 70, RAY::Vector2(), BLACK)
|
||||||
|
.addComponent<OnClickComponent>()
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
|
||||||
|
});
|
||||||
|
|
||||||
|
auto &soundUp = scene->addEntity("sound up button")
|
||||||
|
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
|
||||||
|
.addComponent<SoundComponent>(sounds)
|
||||||
|
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
auto &component = entity.getComponent<SoundComponent>();
|
||||||
|
|
||||||
|
component.turnUpVolume();
|
||||||
|
})
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_plus.png");
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_plus_hovered.png");
|
||||||
|
});
|
||||||
|
|
||||||
|
auto &soundDown = scene->addEntity("sound down button")
|
||||||
|
.addComponent<PositionComponent>(1920 / 3, 1080 - 360, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
|
||||||
|
.addComponent<SoundComponent>(sounds)
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_minus.png");
|
||||||
|
})
|
||||||
|
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
auto &component = entity.getComponent<SoundComponent>();
|
||||||
|
|
||||||
|
component.turnDownVolume();
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_minus_hovered.png");
|
||||||
|
});
|
||||||
|
|
||||||
|
auto &debug = scene->addEntity("debug text")
|
||||||
|
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY2D::Text>("Debug Mode: Off", 70, RAY::Vector2(), BLACK)
|
||||||
|
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
|
||||||
|
{
|
||||||
|
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
||||||
|
|
||||||
|
if (text->getString().find("Off") != std::string::npos) {
|
||||||
|
text->setText("Debug Mode: On");
|
||||||
|
wal.getSystem<RenderSystem>().setDebug(true);
|
||||||
|
} else {
|
||||||
|
text->setText("Debug Mode: Off");
|
||||||
|
wal.getSystem<RenderSystem>().setDebug(false);
|
||||||
|
}
|
||||||
|
})
|
||||||
|
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
|
||||||
|
})
|
||||||
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
||||||
|
{
|
||||||
|
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
|
||||||
|
});
|
||||||
|
auto &back = scene->addEntity("back to menu")
|
||||||
|
.addComponent<PositionComponent>(10, 1080 - 85, 0)
|
||||||
|
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
|
||||||
|
.addComponent<OnClickComponent>([](WAL::Entity &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());
|
||||||
|
|
||||||
|
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());
|
||||||
|
|
||||||
|
texture->use("assets/buttons/button_back_hovered.png");
|
||||||
|
});
|
||||||
|
//needed material
|
||||||
|
//music
|
||||||
|
//sound
|
||||||
|
|
||||||
|
music.getComponent<OnClickComponent>().setButtonLinks(nullptr, &sound, &musicDown, &musicUp);
|
||||||
|
musicDown.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, nullptr, &music);
|
||||||
|
musicUp.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, &music);
|
||||||
|
sound.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &soundDown, &soundUp);
|
||||||
|
soundDown.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, nullptr, &sound);
|
||||||
|
soundUp.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &sound);
|
||||||
|
debug.getComponent<OnClickComponent>().setButtonLinks(&sound, &back, &back);
|
||||||
|
back.getComponent<OnClickComponent>().setButtonLinks(&debug, nullptr, nullptr, &debug);
|
||||||
|
return scene;
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user