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https://github.com/zoriya/Bomberman.git
synced 2026-05-27 08:13:18 +00:00
added some ui in resumelobbyscene
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@@ -77,13 +77,13 @@ namespace BBM
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ParserYAML::load(gameScene);
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} catch (std::exception const &err) {
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std::cout << err.what() << std::endl;
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Runner::gameState._loadedScenes[GameState::SceneID::MainMenuScene]->addEntity("Error message parser")
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Runner::gameState._loadedScenes[GameState::SceneID::GameScene]->addEntity("Error message parser")
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.addComponent<PositionComponent>(1920 / 5, 2 * 1080 / 4.25, 0)
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.addComponent<TimerComponent>(3s, [](WAL::Entity &myEntity, WAL::Wal &wal) {
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myEntity.scheduleDeletion();
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})
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.addComponent<Drawable2DComponent, RAY2D::Text>(err.what(), 50, RAY::Vector2(), RED);
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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gameState.nextScene = BBM::GameState::SceneID::GameScene;
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return;
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}
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Runner::gameState._loadedScenes[GameState::SceneID::GameScene] = gameScene;
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@@ -41,6 +41,9 @@ namespace BBM
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/backgrounds/menu.png");
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scene->addEntity("white background")
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.addComponent<PositionComponent>(200, 300, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(Vector2f(), Vector2f(1525, 325), RAY::Color(WHITE).setA(150));
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scene->addEntity("lobby text")
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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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@@ -84,6 +87,25 @@ namespace BBM
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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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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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