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https://github.com/zoriya/Bomberman.git
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Adding a restart timer when resuming the game
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@@ -3,6 +3,10 @@
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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 <System/Renderer/CameraSystem.hpp>
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#include "Component/Health/HealthComponent.hpp"
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#include "Component/Timer/TimerComponent.hpp"
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#include "Component/Tag/TagComponent.hpp"
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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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@@ -41,18 +45,39 @@ namespace BBM
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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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auto *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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auto *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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.addComponent<OnClickComponent>([](WAL::Entity &, WAL::Wal &)
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{
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auto &gameScene = gameState.loadedScenes[BBM::GameState::SceneID::GameScene];
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for (auto &[entity, controller, _] : gameScene->view<ControllableComponent, HealthComponent>()) {
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controller.disabled = true;
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controller.pause = false;
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controller.bomb = false;
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}
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for (auto &[_, timer] : gameScene->view<TimerComponent>())
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timer.disabled = true;
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gameScene->scheduleNewEntity("Restart timer")
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.addComponent<TimerComponent>(std::chrono::seconds(3), [gameScene](WAL::Entity &entity, WAL::Wal &) {
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for (auto &[_, controller, health] : gameScene->view<ControllableComponent, HealthComponent>()) {
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if (health.getHealthPoint() > 0)
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controller.disabled = false;
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}
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for (auto &[_, timer] : gameScene->view<TimerComponent>())
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timer.disabled = false;
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entity.scheduleDeletion();
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})
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.addComponent<PositionComponent>(1920 / 2 - 2 * 30, 1080 / 2, 0)
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.addComponent<TagComponent<"Timer">>()
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.addComponent<Drawable2DComponent, RAY2D::Text>("", 60, RAY::Vector2(), ORANGE);
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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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@@ -79,18 +104,19 @@ namespace BBM
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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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auto *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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auto *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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.addComponent<OnClickComponent>([](WAL::Entity &, WAL::Wal &wal)
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{
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wal.getSystem<CameraSystem>().hasEnded = false;
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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});
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//needed material
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