mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-01 17:55:48 +00:00
sorting scores
This commit is contained in:
@@ -136,6 +136,8 @@ set(SOURCES
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sources/Runner/CreditScene.cpp
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sources/Component/Score/ScoreComponent.cpp
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sources/Component/Score/ScoreComponent.hpp
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sources/System/Score/ScoreSystem.cpp
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sources/System/Score/ScoreSystem.hpp
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sources/System/EndCondition/EndConditionSystem.hpp
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sources/System/EndCondition/EndConditionSystem.cpp
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sources/Runner/LobbyScene.cpp
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@@ -42,6 +42,11 @@ namespace RAY {
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return *this;
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}
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const std::string &Texture::getResourcePath() const
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{
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return this->_resourcePath;
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}
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Texture::operator ::Texture() const
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{
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return *this->_texture;
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@@ -44,6 +44,9 @@ namespace RAY
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//! @brief Load texture from file, lets one use one entity for multiple files
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Texture &use(const std::string &filename);
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//! @return path of loaded texture
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const std::string &getResourcePath() const;
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protected:
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private:
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//! @brief Texture, really, that's just it...
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@@ -61,6 +61,11 @@ namespace RAY::Drawables::Drawables3D
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return true;
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}
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Texture &Model::getTextureByMaterial(MaterialType materialType)
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{
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return this->_textureList[materialType];
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}
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Model::operator ::Model() const
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{
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return *this->_model;
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@@ -90,6 +90,10 @@ namespace RAY::Drawables::Drawables3D {
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//! @brief Draw model's wires on window
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void drawWiresOn(RAY::Window &) override;
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//! @param materialType type of material
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//! @return texture
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Texture &getTextureByMaterial(MaterialType materialType);
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private:
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//! @brief Raw data from raylib
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std::shared_ptr<::Model> _model;
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@@ -34,6 +34,7 @@
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#include "System/BumperTimer/BumperTimerSystem.hpp"
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#include "System/Music/MusicSystem.hpp"
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#include "System/Lobby/LobbySystem.hpp"
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#include "System/Score/ScoreSystem.hpp"
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#include "System/EndCondition/EndConditionSystem.hpp"
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#include "Component/Lobby/LobbyComponent.hpp"
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@@ -88,6 +89,7 @@ namespace BBM
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.addSystem<GravitySystem>()
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.addSystem<BumperTimerSystem>()
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.addSystem<EndConditionSystem>()
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.addSystem<ScoreSystem>()
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.addSystem<MusicSystem>();
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}
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@@ -6,22 +6,44 @@
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#include "Component/Music/MusicComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Component/Sound/SoundComponent.hpp"
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#include "Drawables/Texture.hpp"
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#include "Drawables/2D/Text.hpp"
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#include "Component/Score/ScoreComponent.hpp"
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#include "Model/Model.hpp"
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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std::shared_ptr<WAL::Scene> Runner::loadScoreScene(WAL::Scene &gameScene)
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{
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auto scene = std::make_shared<WAL::Scene>();
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std::vector<std::string> playersIconPath;
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std::vector<std::reference_wrapper<WAL::Entity>>players;
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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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static const std::vector<RAY::Color> tilesColor = {
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GOLD, GRAY, BROWN, PURPLE
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};
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static const std::vector<std::string> rankName = {
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"1st", "2nd", "3rd", "4th"
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};
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for (auto &[entity, score, drawable]: gameScene.view<ScoreComponent, Drawable3DComponent>())
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players.push_back(entity);
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std::sort(players.begin(), players.end(), [](WAL::Entity &entityA, WAL::Entity &entityB) {
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return entityA.getComponent<ScoreComponent>().aliveTime > entityB.getComponent<ScoreComponent>().aliveTime;
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});
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for (auto &entity: players) {
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RAY3D::Model *model = dynamic_cast<RAY3D::Model *>(entity.get().getComponent<Drawable3DComponent>().drawable.get());
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std::string path = model->getTextureByMaterial(MAP_DIFFUSE).getResourcePath();
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playersIconPath.push_back(path.replace(path.find("textures"), std::string("textures").size(), "icons"));
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}
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addMenuControl(*scene);
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scene->addEntity("Audio ressources")
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@@ -30,13 +52,22 @@ namespace BBM
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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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for (int i = 0; i < 4; i++) {
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scene->addEntity("scene title text")
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.addComponent<PositionComponent>(1920 / 3.25, 100, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("GAME OVER", 120, RAY::Vector2(), ORANGE);
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scene->addEntity("scene title text")
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.addComponent<PositionComponent>(1920 / 2.37, 250, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("CONGRATS", 50, RAY::Vector2(), ORANGE);
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for (int i = 0; i < players.size(); i++) {
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auto &playerTile = scene->addEntity("player tile")
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.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 2.5, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(224 * (i + 1) + 200 * i, 1080 / 3), RAY::Vector2(200, 200),tilesColor[i]);
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auto &playerRank = scene->addEntity("player rank name")
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.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 2.75, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>(rankName[i], 30, RAY::Vector2(224 * (i + 1) + 200 * i, 1080 / 3), tilesColor[i]);
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auto &player = scene->addEntity("player")
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.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 2.5, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/player/icons/none.png");
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.addComponent<Drawable2DComponent, RAY::Texture>(playersIconPath[i]);
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}
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scene->addEntity("back to main menu")
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.addComponent<PositionComponent>(10, 1080 - 85, 0)
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