mirror of
https://github.com/zoriya/Bomberman.git
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merge develop
This commit is contained in:
+50
-23
@@ -9,10 +9,13 @@
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#include <Model/Model.hpp>
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#include <Drawables/3D/Cube.hpp>
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#include <TraceLog.hpp>
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#include <System/Keyboard/KeyboardSystem.hpp>
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#include <System/Controllable/ControllableSystem.hpp>
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#include "System/Keyboard/KeyboardSystem.hpp"
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#include "System/Controllable/ControllableSystem.hpp"
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#include "Component/Movable/MovableComponent.hpp"
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#include "Component/Controllable/ControllableComponent.hpp"
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#include "Component/Keyboard/KeyboardComponent.hpp"
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#include "System/Gamepad/GamepadSystem.hpp"
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#include <System/Collision/CollisionSystem.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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#include <Component/IAControllable/IAControllableComponent.hpp>
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@@ -23,10 +26,21 @@
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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#include <Model/ModelAnimations.hpp>
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#include <System/Timer/TimerSystem.hpp>
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#include <System/BombHolder/BombHolderSystem.hpp>
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#include <System/Event/EventSystem.hpp>
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#include <System/Health/HealthSystem.hpp>
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#include <System/Animator/AnimatorSystem.hpp>
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#include <Component/Animator/AnimatorComponent.hpp>
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#include <Component/Tag/TagComponent.hpp>
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "System/Animation/AnimationsSystem.hpp"
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#include "Map/Map.hpp"
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#include "System/IAControllable/IAControllableSystem.hpp"
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#include "Component/Music/MusicComponent.hpp"
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#include "Component/Sound/SoundComponent.hpp"
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#include "System/Sound/PlayerSoundManagerSystem.hpp"
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#include "System/Music/MusicSystem.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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@@ -44,12 +58,18 @@ namespace BBM
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void addSystems(WAL::Wal &wal)
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{
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wal.addSystem<KeyboardSystem>()
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wal.addSystem<TimerSystem>()
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.addSystem<KeyboardSystem>()
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.addSystem<GamepadSystem>()
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.addSystem<IAControllableSystem>()
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.addSystem<ControllableSystem>()
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.addSystem<BombHolderSystem>()
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.addSystem<EventSystem>()
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.addSystem<HealthSystem>()
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.addSystem<CollisionSystem>()
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.addSystem<MovableSystem>();
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.addSystem<MovableSystem>()
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.addSystem<PlayerSoundManagerSystem>()
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.addSystem<MusicSystem>();
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}
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void enableRaylib(WAL::Wal &wal)
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@@ -57,41 +77,48 @@ namespace BBM
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RAY::TraceLog::setLevel(LOG_WARNING);
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RAY::Window &window = RAY::Window::getInstance(600, 400, "Bomberman", FLAG_WINDOW_RESIZABLE);
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wal.addSystem<AnimationsSystem>()
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.addSystem<AnimatorSystem>()
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.addSystem<RenderSystem>(window);
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}
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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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std::map<SoundComponent::SoundIndex, std::string> soundPath ={
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{SoundComponent::JUMP, "assets/sounds/jump.wav"},
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{SoundComponent::MOVE, "assets/sounds/move.ogg"},
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{SoundComponent::BOMB, "assets/sounds/bomb_drop.ogg"},
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//{SoundComponent::DEATH, "assets/sounds/death.ogg"}
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};
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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<AnimatorComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 1)
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.addComponent<CollisionComponent>(2)
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.addComponent<TagComponent<Blowable>>()
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//.addComponent<GamepadComponent>(0)
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
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.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.75, 2, .75})
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.addComponent<MovableComponent>()
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.addComponent<IAControllableComponent>("./ai_scripts/john.lua");
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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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}, 3);
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.addComponent<SoundComponent>(soundPath)
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.addComponent<BombHolderComponent>()
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity) {
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auto &animation = entity.getComponent<AnimationsComponent>();
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animation.setAnimIndex(5);
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});
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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("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::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, 3);
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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(0, 0, 0), Vector3f(3, 3, 3), RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &, int>(), &MapGenerator::wallCollide, -1, 3);*/
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std::srand(std::time(nullptr));
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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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