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https://github.com/zoriya/Bomberman.git
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zoe has to smile !
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@@ -12,7 +12,9 @@ namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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void MapGenerator::wallCollide(WAL::Entity &entity, const WAL::Entity &wall, int collidedAxis)
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void MapGenerator::wallCollide(WAL::Entity &entity,
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const WAL::Entity &wall,
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CollisionComponent::CollidedAxis collidedAxis)
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{
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auto *mov = entity.tryGetComponent<MovableComponent>();
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@@ -49,8 +51,11 @@ namespace BBM
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if (!(i % 2) && !(j % 2)) {
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(i, 0, j)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePng));
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj,
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std::make_pair(MAP_DIFFUSE, unbreakablePng));
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}
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}
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}
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@@ -63,25 +68,33 @@ namespace BBM
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scene->addEntity("Bottom Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Upper Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Left Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1, 0, height / 2))
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(1, 1, height + 1));
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scene->addEntity("Right Wall")
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.addComponent<PositionComponent>(Vector3f(-1, 0, height / 2))
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(1, 1, height + 1));
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@@ -97,7 +110,7 @@ namespace BBM
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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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.addComponent<PositionComponent>(Vector3f(i, -1, j))
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj,
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj,
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std::make_pair(MAP_DIFFUSE, floorPng));
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}
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}
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@@ -131,7 +144,9 @@ namespace BBM
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scene->addEntity("Breakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<HealthComponent>(1)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(breakableObj, std::make_pair(MAP_DIFFUSE, breakablePng));
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}
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@@ -142,7 +157,7 @@ namespace BBM
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(coords))
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//.addComponent<CollisionComponent>(1)
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, std::make_pair(MAP_DIFFUSE, floorPng));
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}
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@@ -164,7 +179,9 @@ namespace BBM
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scene->addEntity("Unbreakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, 0.25, .75)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollide, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
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std::make_pair(MAP_DIFFUSE, UnbreakablePng));
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}
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@@ -183,7 +200,8 @@ namespace BBM
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if (coords.y == 0)
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(holeObj, std::make_pair(MAP_DIFFUSE, holePng));
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else
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(secondFloorObj, std::make_pair(MAP_DIFFUSE, secondFloorPng));
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(secondFloorObj,
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std::make_pair(MAP_DIFFUSE, secondFloorPng));
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/*.addComponent<CollisionComponent>([](WAL::Entity &other, const WAL::Entity &entity) {
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if (other.hasComponent<HealthComponent>()) {
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auto &health = other.getComponent<HealthComponent>();
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@@ -215,7 +233,7 @@ namespace BBM
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scene->addEntity("Stairs Block")
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.addComponent<PositionComponent>(coords)
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//.addComponent<CollisionComponent>(1)
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(stairsObj, std::make_pair(MAP_DIFFUSE, stairsPng));
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}
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@@ -328,7 +346,7 @@ namespace BBM
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return (map);
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}
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void MapGenerator::loadMap(int width, int height, MapBlock map, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::loadMap(int width, int height, MapBlock map, const std::shared_ptr<WAL::Scene> &scene)
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{
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generateWall(width, height, scene);
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generateFloor(map, width, height, scene);
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