merge develop

This commit is contained in:
Bluub
2021-06-17 12:47:14 +02:00
86 changed files with 2080 additions and 192 deletions
+19 -14
View File
@@ -24,6 +24,7 @@
#include "Runner.hpp"
#include "Models/GameState.hpp"
#include <System/Timer/TimerSystem.hpp>
#include <System/Timer/TimerUISystem.hpp>
#include <System/BombHolder/BombHolderSystem.hpp>
#include <System/Event/EventSystem.hpp>
#include <System/Health/HealthSystem.hpp>
@@ -32,6 +33,9 @@
#include <System/IntroAnimation/IntroAnimationSystem.hpp>
#include <System/Levitate/LevitateSystem.hpp>
#include <System/Bonus/PlayerBonusSystem.hpp>
#include "System/Shaders/ShaderSystem.hpp"
#include "System/Shaders/ShaderDrawable2DSystem.hpp"
#include "System/Shaders/ShaderModelSystem.hpp"
#include "System/Animation/AnimationsSystem.hpp"
#include "Map/Map.hpp"
#include "System/IAControllable/IAControllableSystem.hpp"
@@ -46,6 +50,7 @@
#include "System/Score/ScoreSystem.hpp"
#include "System/EndCondition/EndConditionSystem.hpp"
#include "Component/Lobby/LobbyComponent.hpp"
#include "System/Bonus/BonusUISystem.hpp"
namespace BBM
{
@@ -57,14 +62,11 @@ namespace BBM
auto &view = engine.getScene()->view<ControllableComponent>();
if (RAY::Window::getInstance().shouldClose())
engine.shouldClose = true;
if (gameState.currentScene == GameState::SceneID::GameScene || gameState.currentScene == GameState::SceneID::SplashScreen) {
if (gameState.currentScene == GameState::SceneID::GameScene) {
for (auto &[_, component]: engine.getScene()->view<ControllableComponent>()) {
if (component.pause && gameState.currentScene == GameState::SceneID::GameScene) {
gameState.nextScene = GameState::SceneID::PauseMenuScene;
break;
} else if (gameState.currentScene == GameState::SceneID::SplashScreen && component.select) {
gameState.nextScene = GameState::SceneID::TitleScreenScene;
break;
}
}
}
@@ -80,6 +82,7 @@ namespace BBM
void Runner::addSystems(WAL::Wal &wal)
{
wal.addSystem<TimerSystem>()
.addSystem<TimerUISystem>()
.addSystem<KeyboardSystem>()
.addSystem<GamepadSystem>()
.addSystem<IAControllableSystem>()
@@ -89,6 +92,7 @@ namespace BBM
.addSystem<BombHolderSystem>()
.addSystem<EventSystem>()
.addSystem<HealthSystem>()
.addSystem<BonusUISystem>()
.addSystem<CollisionSystem>()
.addSystem<LevitateSystem>()
.addSystem<PlayerBonusSystem>()
@@ -99,6 +103,9 @@ namespace BBM
.addSystem<IntroAnimationSystem>()
.addSystem<GravitySystem>()
.addSystem<BumperTimerSystem>()
.addSystem<ShaderSystem>()
.addSystem<ShaderModelSystem>()
.addSystem<ShaderDrawable2DSystem>()
.addSystem<EndConditionSystem>()
.addSystem<ScoreSystem>()
.addSystem<MusicSystem>();
@@ -107,23 +114,26 @@ namespace BBM
void Runner::enableRaylib(WAL::Wal &wal)
{
RAY::TraceLog::setLevel(LOG_WARNING);
RAY::Window &window = RAY::Window::getInstance(1920, 1080, "Bomberman");
RAY::Window &window = RAY::Window::getInstance(1920, 1080, "Bomberman", FLAG_WINDOW_RESIZABLE);
wal.addSystem<AnimationsSystem>()
.addSystem<AnimatorSystem>()
.addSystem<RenderSystem>(window);
}
void Runner::addMenuControl(WAL::Scene &scene)
void Runner::addMenuControl(WAL::Scene &scene, const std::map<SoundComponent::SoundIndex, std::string> &sounds)
{
scene.addEntity("Keyboard default control")
.addComponent<ControllableComponent>()
.addComponent<SoundComponent>(sounds)
.addComponent<KeyboardComponent>();
scene.addEntity("Keyboard second control")
.addComponent<ControllableComponent>()
.addComponent<SoundComponent>(sounds)
.addComponent<KeyboardComponent>(ControllableComponent::Layout::KEYBOARD_1);
for (int i = 0; i < 4; i++) {
scene.addEntity("Gamepad controller")
.addComponent<ControllableComponent>()
.addComponent<SoundComponent>(sounds)
.addComponent<GamepadComponent>(i);
}
}
@@ -137,6 +147,7 @@ namespace BBM
gameState._loadedScenes[GameState::SceneID::CreditScene] = loadCreditScene();
gameState._loadedScenes[GameState::SceneID::SplashScreen] = loadSplashScreenScene();
gameState._loadedScenes[GameState::SceneID::LobbyScene] = loadLobbyScene();
gameState._loadedScenes[GameState::SceneID::HowToPlayScene] = loadHowToPlayScene();
}
int Runner::run()
@@ -147,13 +158,7 @@ namespace BBM
Runner::enableRaylib(wal);
Runner::loadScenes();
wal.changeScene(Runner::gameState._loadedScenes[GameState::SceneID::SplashScreen]);
try {
wal.run<GameState>(Runner::updateState, Runner::gameState);
return 0;
} catch (const std::exception &ex) {
std::cerr << ex.what() << std::endl;
return 1;
}
wal.run<GameState>(Runner::updateState, Runner::gameState);
return 0;
}
}