mirror of
https://github.com/zoriya/Bomberman.git
synced 2025-12-20 13:25:10 +00:00
adding red color for collisions boxes
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@@ -39,4 +39,15 @@ namespace RAY::Drawables
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void ADrawable3D::drawWiresOn(RAY::Window &)
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void ADrawable3D::drawWiresOn(RAY::Window &)
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{}
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{}
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const RAY::Color &ADrawable3D::getDebugColor(void) const
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{
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return this->_debugColor;
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}
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ADrawable3D &ADrawable3D::setDebugColor(const Color &debugColor)
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{
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this->_debugColor = debugColor;
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return *this;
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}
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}
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}
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@@ -35,10 +35,16 @@ namespace RAY::Drawables {
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//! @return the color of the ADrawable
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//! @return the color of the ADrawable
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const RAY::Color &getColor(void) const;
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const RAY::Color &getColor(void) const;
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//! @brief set color
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//! @brief set color
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ADrawable3D &setColor(const RAY::Color &color);
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ADrawable3D &setColor(const RAY::Color &color);
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//! @return the debug color of the ADrawable
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const RAY::Color &getDebugColor(void) const;
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//! @brief set the debug color
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ADrawable3D &setDebugColor(const RAY::Color &debugColor);
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//! @return the position of the ADrawable
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//! @return the position of the ADrawable
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virtual const RAY::Vector3 &getPosition(void) const;
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virtual const RAY::Vector3 &getPosition(void) const;
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@@ -165,7 +165,7 @@ namespace BBM
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for (int i = 0; i < width + 1; i++) {
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] != HOLE && map[std::make_tuple(i, -1, j)] != BUMPER)
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if (map[std::make_tuple(i, 0, j)] != HOLE && map[std::make_tuple(i, -1, j)] != BUMPER)
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scene->addEntity("Unbreakable Wall")
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(i, -1, j))
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.addComponent<PositionComponent>(Vector3f(i, -1, j))
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, false,
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, false,
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std::make_pair(MAP_DIFFUSE, floorPng));
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std::make_pair(MAP_DIFFUSE, floorPng));
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@@ -33,6 +33,7 @@ namespace BBM
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//draws hitbox
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//draws hitbox
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if (dimsComponent) {
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if (dimsComponent) {
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RAY::Drawables::Drawables3D::Cube boundingBox(posComponent.position, dimsComponent->bound, WHITE);
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RAY::Drawables::Drawables3D::Cube boundingBox(posComponent.position, dimsComponent->bound, WHITE);
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boundingBox.setDebugColor(RED);
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boundingBox.drawWiresOn(this->_window);
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boundingBox.drawWiresOn(this->_window);
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}
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}
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//draws models contours
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//draws models contours
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@@ -52,11 +53,11 @@ namespace BBM
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if (modelShader)
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if (modelShader)
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modelShader->model->setShader(modelShader->getShader());
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modelShader->model->setShader(modelShader->getShader());
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drawable.drawable->setPosition(pos.position);
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drawable.drawable->setPosition(pos.position);
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if (this->_debugMode)
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this->drawBoundingBox(entity, pos, drawable);
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drawable.drawable->drawOn(this->_window);
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drawable.drawable->drawOn(this->_window);
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if (modelShader)
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if (modelShader)
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modelShader->model->resetShader();
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modelShader->model->resetShader();
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if (this->_debugMode)
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this->drawBoundingBox(entity, pos, drawable);
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}
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}
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this->_window.unuseCamera();
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this->_window.unuseCamera();
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