mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-25 15:39:50 +00:00
added ia to parser
This commit is contained in:
@@ -87,6 +87,7 @@ namespace BBM {
|
||||
auto *bombHolder = entity.tryGetComponent<BombHolderComponent>();
|
||||
auto *model = entity.tryGetComponent<Drawable3DComponent>();
|
||||
auto *speed = entity.tryGetComponent<SpeedComponent>();
|
||||
auto *controllable = entity.tryGetComponent<ControllableComponent>();
|
||||
auto name = entity.getName();
|
||||
|
||||
if (!position || !bombHolder || !model || !speed)
|
||||
@@ -97,6 +98,7 @@ namespace BBM {
|
||||
_player << "max_bomb: " << std::to_string(bombHolder->maxBombCount) << std::endl << " ";
|
||||
_player << "explosion_radius: " << std::to_string(bombHolder->explosionRadius) << std::endl << " ";
|
||||
_player << "speed: " << std::to_string(speed->speed) << std::endl << " ";
|
||||
_player << "ia: " << (controllable->layout == ControllableComponent::AI ? "true" : "false") << std::endl << " ";
|
||||
_player << "position: [" << std::to_string(position->getX()) << "," << std::to_string(position->getY()) << "," << std::to_string(position->getZ()) << "]";
|
||||
}
|
||||
|
||||
@@ -177,8 +179,8 @@ namespace BBM {
|
||||
});
|
||||
|
||||
if ((tmpAssets.find("red.png") == std::string::npos && tmpAssets.find("blue.png") == std::string::npos &&
|
||||
tmpAssets.find("green.png") == std::string::npos && tmpAssets.find("yellow.png") == std::string::npos &&
|
||||
tmpAssets.find("ai.png") == std::string::npos) || !std::filesystem::exists(tmpAssets)) {
|
||||
tmpAssets.find("green.png") == std::string::npos && tmpAssets.find("yellow.png") == std::string::npos)
|
||||
|| !std::filesystem::exists(tmpAssets)) {
|
||||
throw (ParserError("One asset is invalid."));
|
||||
}
|
||||
auto start = tmpAssets.find_last_of('/') + 1;
|
||||
@@ -194,7 +196,14 @@ namespace BBM {
|
||||
auto &ready = resumeScene->addEntity("ready")
|
||||
.addComponent<PositionComponent>(224 * (countPlayer + 1) + 200 * countPlayer, 1080 / 3, 0)
|
||||
.addComponent<Drawable2DComponent, RAY::Texture>();
|
||||
playerLogo.addComponent<ResumeLobbyComponent>(countPlayer, ready, playerTile, colors.at(colorStr));
|
||||
auto *lobby = playerLogo.addComponent<ResumeLobbyComponent>(countPlayer, ready, playerTile, colors.at(colorStr)).tryGetComponent<ResumeLobbyComponent>();
|
||||
if (node.getProperty("ia") == "true") {
|
||||
auto *texture = dynamic_cast<RAY::Texture *>(ready.getComponent<Drawable2DComponent>().drawable.get());
|
||||
lobby->ready = true;
|
||||
lobby->layout = ControllableComponent::AI;
|
||||
if (texture)
|
||||
texture->use("assets/player/icons/ai.png");
|
||||
}
|
||||
}
|
||||
|
||||
void ParserYAML::_loadPlayers(std::shared_ptr<WAL::Scene> scene, Node &node)
|
||||
|
||||
Reference in New Issue
Block a user