clion coding style refactor

This commit is contained in:
Clément Le Bihan
2021-06-06 12:09:37 +02:00
parent 638cdaa58c
commit d6992701df
+63 -51
View File
@@ -8,7 +8,7 @@
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace BBM
{
{
const std::string MapGenerator::assetsPath = "./assets/";
const std::string MapGenerator::wallAssetsPath = MapGenerator::assetsPath + "map/";
const std::string MapGenerator::imageExtension = ".png";
@@ -31,8 +31,9 @@ namespace BBM
if (!(i % 2) && !(j % 2)) {
scene->addEntity("Unbreakable Wall")
.addComponent<PositionComponent>(Vector3f(i, 0, j))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePng));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
std::make_pair(MAP_DIFFUSE, UnbreakablePng));
}
}
}
@@ -45,24 +46,32 @@ namespace BBM
scene->addEntity("Bottom Wall")
.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj), RAY::Vector3(width + 3, 1, 1));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
std::make_pair(MAP_DIFFUSE, UnbreakablePnj),
RAY::Vector3(width + 3, 1, 1));
scene->addEntity("Upper Wall")
.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj), RAY::Vector3(width + 3, 1, 1));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
std::make_pair(MAP_DIFFUSE, UnbreakablePnj),
RAY::Vector3(width + 3, 1, 1));
scene->addEntity("Left Wall")
.addComponent<PositionComponent>(Vector3f(width + 1, 0, height / 2))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj), RAY::Vector3(1, 1, height + 1));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
std::make_pair(MAP_DIFFUSE, UnbreakablePnj),
RAY::Vector3(1, 1, height + 1));
scene->addEntity("Right Wall")
.addComponent<PositionComponent>(Vector3f(-1, 0, height / 2))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj), RAY::Vector3(1, 1, height + 1));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
std::make_pair(MAP_DIFFUSE, UnbreakablePnj),
RAY::Vector3(1, 1, height + 1));
}
void MapGenerator::generateFloor(MapBlock map, int width, int height, std::shared_ptr<WAL::Scene> scene)
{
{
static const std::string floorObj = floorPath + objExtension;
static const std::string floorPng = floorPath + imageExtension;
@@ -71,8 +80,9 @@ namespace BBM
if (map[std::make_tuple(i, 0, j)] != HOLE && map[std::make_tuple(i, -1, j)] != BUMPER)
scene->addEntity("Unbreakable Wall")
.addComponent<PositionComponent>(Vector3f(i, -1, j))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, std::make_pair(MAP_DIFFUSE, floorPng));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj,
std::make_pair(MAP_DIFFUSE, floorPng));
}
}
}
@@ -80,13 +90,13 @@ namespace BBM
void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
{
std::map<BlockType, MapElem> elements = {
{BREAKABLE, &createBreakable},
{BREAKABLE, &createBreakable},
{UNBREAKABLE, &createUnbreakable},
{HOLE, &createHole},
{FLOOR, &createFloor},
{BUMPER, &createBumper},
{STAIRS, &createStairs},
{UPPERFLOOR, &createUpperFloor},
{HOLE, &createHole},
{FLOOR, &createFloor},
{BUMPER, &createBumper},
{STAIRS, &createStairs},
{UPPERFLOOR, &createUpperFloor},
};
try {
@@ -105,7 +115,7 @@ namespace BBM
scene->addEntity("Breakable Block")
.addComponent<PositionComponent>(coords)
.addComponent<HealthComponent>(1)
//.addComponent<CollisionComponent>(1)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(breakableObj, std::make_pair(MAP_DIFFUSE, breakablePng));
}
@@ -116,7 +126,7 @@ namespace BBM
scene->addEntity("Floor")
.addComponent<PositionComponent>(Vector3f(coords))
//.addComponent<CollisionComponent>(1)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, std::make_pair(MAP_DIFFUSE, floorPng));
}
@@ -127,7 +137,7 @@ namespace BBM
scene->addEntity("Upper Floor")
.addComponent<PositionComponent>(Vector3f(coords))
//.addComponent<CollisionComponent>(1)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, std::make_pair(MAP_DIFFUSE, floorPng));
}
@@ -139,8 +149,9 @@ namespace BBM
scene->addEntity("Unbreakable Block")
.addComponent<PositionComponent>(coords)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePng));
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj,
std::make_pair(MAP_DIFFUSE, UnbreakablePng));
}
void MapGenerator::createHole(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
@@ -151,28 +162,28 @@ namespace BBM
scene->addEntity("Hole Block")
.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z))
.addComponent<Drawable3DComponent, RAY3D::Model>(holeObj, std::make_pair(MAP_DIFFUSE, holePng));
/*.addComponent<CollisionComponent>([](WAL::Entity &other, const WAL::Entity &entity) {
if (other.hasComponent<HealthComponent>()) {
auto &health = other.getComponent<HealthComponent>();
health.takeDmg(health.getHealthPoint());
}
}, [](WAL::Entity &other, const WAL::Entity &entity){}); */
/*.addComponent<CollisionComponent>([](WAL::Entity &other, const WAL::Entity &entity) {
if (other.hasComponent<HealthComponent>()) {
auto &health = other.getComponent<HealthComponent>();
health.takeDmg(health.getHealthPoint());
}
}, [](WAL::Entity &other, const WAL::Entity &entity){}); */
}
void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
{
static const std::string bumperObj = bumperPath + objExtension;
static const std::string bumperPng = bumperPath + imageExtension;
scene->addEntity("Bumper Block")
.addComponent<PositionComponent>(Vector3f(coords.x, coords.y, coords.z))
.addComponent<Drawable3DComponent, RAY3D::Model>(bumperObj, std::make_pair(MAP_DIFFUSE, bumperPng));
/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
if (other.hasComponent<MovableComponent>()) {
auto &movable = other.getComponent<MovableComponent>();
movable.addForce(Vector3f(0, 5, 0));
}
}); */
/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
if (other.hasComponent<MovableComponent>()) {
auto &movable = other.getComponent<MovableComponent>();
movable.addForce(Vector3f(0, 5, 0));
}
}); */
}
void MapGenerator::createStairs(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
@@ -182,32 +193,33 @@ namespace BBM
scene->addEntity("Stairs Block")
.addComponent<PositionComponent>(coords)
//.addComponent<CollisionComponent>(1)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(stairsObj, std::make_pair(MAP_DIFFUSE, stairsPng));
}
bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int, int>, BlockType> map, int x, int y, int z, BlockType blockType)
bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int, int>, BlockType> map, int x, int y, int z,
BlockType blockType)
{
return (map[std::make_tuple(x - 1, y, z)] == blockType ||
map[std::make_tuple(x + 1, y, z)] == blockType ||
map[std::make_tuple(x, y, z + 1)] == blockType ||
map[std::make_tuple(x, y, z - 1)] == blockType);
map[std::make_tuple(x + 1, y, z)] == blockType ||
map[std::make_tuple(x, y, z + 1)] == blockType ||
map[std::make_tuple(x, y, z - 1)] == blockType);
}
MapGenerator::BlockType MapGenerator::getRandomBlockType()
{
double rnd = static_cast<double>(std::rand())/RAND_MAX;
{
double rnd = static_cast<double>(std::rand()) / RAND_MAX;
if (rnd > 0.95)
return HOLE;
if (rnd > 0.25)
return BREAKABLE;
return NOTHING;
return NOTHING;
}
MapGenerator::MapBlock MapGenerator::createHeight(MapBlock map, int width, int height)
{
double rnd = static_cast<double>(std::rand())/RAND_MAX;
double rnd = static_cast<double>(std::rand()) / RAND_MAX;
if (rnd > 0.60) {
for (int i = 0; i < width + 1; i++) {
@@ -225,7 +237,7 @@ namespace BBM
}
if (rnd > 0.30) {
for (int i = width / 2 - width / 4; i < width / 2 + width / 4 + 1; i++) {
for (int j = height / 2 - height/4; j < height / 2 + height / 4 + 1; j++) {
for (int j = height / 2 - height / 4; j < height / 2 + height / 4 + 1; j++) {
if (map[std::make_tuple(i, 0, j)] == FLOOR)
continue;
map[std::make_tuple(i, 1, j)] = map[std::make_tuple(i, 0, j)];
@@ -276,7 +288,7 @@ namespace BBM
for (int j = 0; j < height + 1; j++) {
if (map[std::make_tuple(i, 0, j)] == SPAWNER)
continue;
if (isCloseToBlockType(map, i , 0, j, SPAWNER)) {
if (isCloseToBlockType(map, i, 0, j, SPAWNER)) {
map[std::make_tuple(i, 0, j)] = NOTHING;
} else {
map[std::make_tuple(i, 0, j)] = getRandomBlockType();
@@ -295,7 +307,7 @@ namespace BBM
}
void MapGenerator::loadMap(int width, int height, MapBlock map, std::shared_ptr<WAL::Scene> scene)
{
{
generateWall(width, height, scene);
generateFloor(map, width, height, scene);
for (int x = 0; x < width + 1; x++)