mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-03 10:26:29 +00:00
menu scene first step
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@@ -60,6 +60,8 @@ set(SOURCES
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sources/Component/Collision/CollisionComponent.hpp
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sources/System/Collision/CollisionSystem.hpp
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sources/System/Collision/CollisionSystem.cpp
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sources/Component/Button/ButtonComponent.cpp
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sources/Component/Button/ButtonComponent.hpp
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)
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add_executable(bomberman
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@@ -22,4 +22,12 @@ namespace BBM
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onHover(hoverCallback),
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onClick(clickCallback)
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{ }
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ButtonComponent::ButtonComponent(WAL::Entity &entity, std::function<void()> idleCallback,
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std::function<void()> hoverCallback, std::function<void()> clickCallback)
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: WAL::Component(entity),
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onIdle(idleCallback),
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onHover(hoverCallback),
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onClick(clickCallback)
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{ }
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}
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@@ -31,6 +31,10 @@ namespace BBM
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//! @brief Constructor with the 3 callback
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ButtonComponent(WAL::Entity &entity, WAL::Callback<> idleCallback, WAL::Callback<> hoverCallback, WAL::Callback<> clickCallback);
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//! @brief Constructor with the 3 std functions
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ButtonComponent(WAL::Entity &entity, std::function<void()> idleCallback, std::function<void()> hoverCallback, std::function<void()> clickCallback);
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//! @brief A Controllable component is copy constructable.
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ButtonComponent(const ButtonComponent &) = default;
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//! @brief default destructor
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+32
-21
@@ -16,6 +16,7 @@
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#include <System/Keyboard/KeyboardSystem.hpp>
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#include <System/Controllable/ControllableSystem.hpp>
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#include <System/Collision/CollisionSystem.hpp>
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#include "Component/Button/ButtonComponent.hpp"
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#include <Component/Movable/MovableComponent.hpp>
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#include <Component/Collision/CollisionComponent.hpp>
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#include <Component/Controllable/ControllableComponent.hpp>
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@@ -67,31 +68,41 @@ namespace BBM
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std::shared_ptr<WAL::Scene> loadGameScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/player/player.iqm", std::make_pair(MAP_DIFFUSE, "assets/player/blue.png"))
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>(2)
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.addComponent<MovableComponent>();
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scene->addEntity("cube")
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.addComponent<PositionComponent>(-5, 0, -5)
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.addComponent<Drawable3DComponent<RAY3D::Cube>>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>([](WAL::Entity &, const WAL::Entity &){},
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[](WAL::Entity &actual, const WAL::Entity &) {
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try {
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auto &mov = actual.getComponent<MovableComponent>();
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mov.resetVelocity();
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} catch (std::exception &e) { };
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}, 3);
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scene->addEntity("first button")
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.addComponent<ButtonComponent>(
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[]() {
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},
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[]() {
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},
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[]() {
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}
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)
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.addComponent<PositionComponent>(40, 100, 0)
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.addComponent<Drawable2DComponent<RAY2D::Rectangle>>(0, 0, 50, 50, RED);
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scene->addEntity("second button")
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.addComponent<ButtonComponent>(
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[]() {
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},
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[]() {
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},
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[]() {
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}
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)
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.addComponent<PositionComponent>(40, 200, 0)
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.addComponent<Drawable2DComponent<RAY2D::Rectangle>>(0, 0, 50, 50, RED);
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scene->addEntity("camera")
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.addComponent<PositionComponent>(8, 20, 7)
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.addComponent<CameraComponent>(Vector3f(8, 0, 8));
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std::srand(std::time(NULL));
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MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
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return scene;
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}
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