mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-12 05:10:37 +00:00
add ui on game
This commit is contained in:
@@ -134,8 +134,15 @@ set(SOURCES
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sources/Runner/PauseMenuScene.cpp
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sources/Runner/SettingsMenuScene.cpp
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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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sources/Runner/HowToPlayScene.cpp
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sources/Runner/ScoreScene.cpp
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)
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add_executable(bomberman
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sources/main.cpp
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After Width: | Height: | Size: 42 KiB |
@@ -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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@@ -0,0 +1,16 @@
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#include "ScoreComponent.hpp"
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namespace BBM
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{
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ScoreComponent::ScoreComponent(WAL::Entity &entity)
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: Component(entity),
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aliveTime(std::chrono::nanoseconds::zero())
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{}
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WAL::Component *ScoreComponent::clone(WAL::Entity &entity) const
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{
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return new ScoreComponent(entity);
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}
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} // namespace WAL
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@@ -0,0 +1,28 @@
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#pragma once
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#include "Component/Component.hpp"
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#include <chrono>
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namespace BBM
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{
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//! @brief A basic position component
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class ScoreComponent : public WAL::Component
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{
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public:
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//! @brief the score of the player
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std::chrono::nanoseconds aliveTime;
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief Create a new ScoreComponent linked to a specific entity
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explicit ScoreComponent(WAL::Entity &entity);
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//! @brief A position component is copy constructable
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ScoreComponent(const ScoreComponent &) = default;
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//! @brief A default destructor
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~ScoreComponent() override = default;
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//! @brief A position component is not assignable
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ScoreComponent &operator=(const ScoreComponent &) = delete;
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};
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} // namespace WAL
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@@ -27,6 +27,7 @@ namespace BBM
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TitleScreenScene,
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CreditScene,
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HowToPlayScene,
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ScoreScene,
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};
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@@ -17,14 +17,18 @@
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#include "Component/Shaders/ShaderComponent.hpp"
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#include "Component/Tag/TagComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Button/ButtonComponent.hpp"
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#include "Drawables/2D/Text.hpp"
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#include "Drawables/Texture.hpp"
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#include "Component/Gravity/GravityComponent.hpp"
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#include "Component/BumperTimer/BumperTimerComponent.hpp"
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#include "Component/Timer/TimerComponent.hpp"
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#include "Model/Model.hpp"
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#include "Map/Map.hpp"
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#include "Component/Score/ScoreComponent.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace BBM
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{
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@@ -34,6 +38,10 @@ namespace BBM
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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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scene->addEntity("Timer")
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.addComponent<TimerComponent>(std::chrono::seconds(60), [](WAL::Entity &, WAL::Wal &) {
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Runner::gameState.nextScene = GameState::ScoreScene;
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});
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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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@@ -47,10 +55,11 @@ namespace BBM
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//{SoundComponent::DEATH, "assets/sounds/death.ogg"}
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};
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auto &player = scene.addEntity("player")
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return scene.addEntity("player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true)
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.addComponent<ControllableComponent>()
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.addComponent<ScoreComponent>()
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.addComponent<AnimatorComponent>()
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.addComponent<GravityComponent>()
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.addComponent<BumperTimerComponent>()
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@@ -67,11 +76,5 @@ namespace BBM
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auto &animation = entity.getComponent<AnimationsComponent>();
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animation.setAnimIndex(5);
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});
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RAY3D::Model *model = dynamic_cast<RAY3D::Model *>(player.getComponent<Drawable3DComponent>().drawable.get());
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//std::string texturePath = model->get
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auto &player = scene.addEntity("player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true)
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return player;
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}
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}
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@@ -34,6 +34,8 @@
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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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namespace BBM
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@@ -58,6 +60,8 @@ namespace BBM
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}
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if (gameState.nextScene == gameState.currentScene)
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return;
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if (gameState.nextScene == GameState::SceneID::ScoreScene)
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gameState._loadedScenes[GameState::SceneID::ScoreScene] = Runner::loadScoreScene(*engine.getScene());
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gameState._loadedScenes[gameState.currentScene] = engine.getScene();
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engine.changeScene(gameState._loadedScenes[gameState.nextScene]);
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gameState.currentScene = gameState.nextScene;
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@@ -84,6 +88,8 @@ namespace BBM
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.addSystem<IntroAnimationSystem>()
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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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@@ -61,6 +61,10 @@ namespace BBM
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//! @brief load how to play screen
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static std::shared_ptr<WAL::Scene> loadHowToPlayScene();
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//! @brief load all data related to score scene screen
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//! @param gameScene scene containing players (to know the scores)
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static std::shared_ptr<WAL::Scene> loadScoreScene(WAL::Scene &gameScene);
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//! @brief loads all scenes in the game state
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static void loadScenes();
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@@ -0,0 +1,93 @@
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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 "Component/Button/ButtonComponent.hpp"
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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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.addComponent<MusicComponent>("assets/musics/music_result.ogg")
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.addComponent<SoundComponent>(sounds);
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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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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>(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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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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})
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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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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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texture->use("assets/buttons/button_back_hovered.png");
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});
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return scene;
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}
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}
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@@ -0,0 +1,25 @@
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#include "EndConditionSystem.hpp"
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#include <map>
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#include "Runner/Runner.hpp"
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#include "Component/Score/ScoreComponent.hpp"
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namespace BBM {
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EndConditionSystem::EndConditionSystem(WAL::Wal &wal)
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: System(wal)
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{}
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void EndConditionSystem::onSelfUpdate()
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{
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unsigned int alivePlayersCount = 0;
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auto &view = this->_wal.getScene()->view<ScoreComponent, HealthComponent>();
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if (!view.size())
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return;
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for (auto & [_ , scoreComponent, healthComponent]: view)
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alivePlayersCount += (healthComponent.getHealthPoint() != 0);
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if (alivePlayersCount <= 1)
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Runner::gameState.nextScene = Runner::gameState.ScoreScene;
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}
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}
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@@ -0,0 +1,26 @@
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#pragma once
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#include "System/System.hpp"
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#include "Component/Score/ScoreComponent.hpp"
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#include "Component/Health/HealthComponent.hpp"
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#include "Wal.hpp"
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namespace BBM
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{
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class EndConditionSystem : public WAL::System<ScoreComponent, HealthComponent>
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{
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public:
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//! @inherit
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void onSelfUpdate() override;
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//! @brief ctor
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EndConditionSystem(WAL::Wal &wal);
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//! @brief Default copy ctor
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EndConditionSystem(const EndConditionSystem &) = default;
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//! @brief Default dtor
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~EndConditionSystem() override = default;
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//! @brief A SoundManager screen system can't be assigned.
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EndConditionSystem &operator=(const EndConditionSystem &) = delete;
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};
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}
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@@ -154,8 +154,10 @@ namespace BBM
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int mapWidth = 16;
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int mapHeight = 16;
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int playerCount = 0;
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int playerID = 0;
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for (auto &[_, lobby] : wal.getScene()->view<LobbyComponent>()) {
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playerID++;
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if (lobby.layout == ControllableComponent::NONE)
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continue;
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auto &player = Runner::createPlayer(*scene);
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@@ -165,6 +167,12 @@ namespace BBM
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mapHeight * ((playerCount + 1) % 2));
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auto *model = dynamic_cast<RAY3D::Model *>(player.getComponent<Drawable3DComponent>().drawable.get());
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model->setTextureToMaterial(MAP_DIFFUSE, "assets/player/textures/" + _colors[lobby.color] + ".png");
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std::string texturePath = "assets/player/ui/" + _colors[lobby.color] + ".png";
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int x = (playerID % 2 == 0) ? 1920 - 10 - 320 : 10;
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int y = playerID > 2 ? 1080 - 10 - 248 : 10;
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scene->addEntity("player tile")
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.addComponent<PositionComponent>(x, y, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>(texturePath);
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playerCount++;
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}
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Runner::gameState._loadedScenes[GameState::SceneID::GameScene] = scene;
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@@ -0,0 +1,19 @@
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//
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// Created by Tom Augier on 05/06/2021
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//
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#include "ScoreSystem.hpp"
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#include <map>
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namespace BBM {
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ScoreSystem::ScoreSystem(WAL::Wal &wal)
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: System(wal)
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{}
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void ScoreSystem::onUpdate(WAL::ViewEntity<ScoreComponent, HealthComponent> &entity, std::chrono::nanoseconds dtime)
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{
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if (entity.get<HealthComponent>().getHealthPoint())
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entity.get<ScoreComponent>().aliveTime += dtime;
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}
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}
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@@ -0,0 +1,26 @@
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#pragma once
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#include "System/System.hpp"
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#include "Component/Score/ScoreComponent.hpp"
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#include "Component/Health/HealthComponent.hpp"
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#include "Wal.hpp"
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namespace BBM
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{
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class ScoreSystem : public WAL::System<ScoreComponent, HealthComponent>
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{
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public:
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//! @inherit
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void onUpdate(WAL::ViewEntity<ScoreComponent, HealthComponent> &entity, std::chrono::nanoseconds dtime) override;
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//! @brief ctor
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ScoreSystem(WAL::Wal &wal);
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//! @brief Default copy ctor
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ScoreSystem(const ScoreSystem &) = default;
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//! @brief Default dtor
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~ScoreSystem() override = default;
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//! @brief A SoundManager screen system can't be assigned.
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ScoreSystem &operator=(const ScoreSystem &) = delete;
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};
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}
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Reference in New Issue
Block a user