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https://github.com/zoriya/Bomberman.git
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Merge branch 'develop' of github.com:AnonymusRaccoon/Bomberman into parser
# Conflicts: # sources/Map/Map.cpp # sources/Runner/GameScene.cpp # sources/Runner/PauseMenuScene.cpp # sources/Runner/Runner.cpp # sources/System/Controllable/ControllableSystem.cpp # sources/System/Lobby/LobbySystem.cpp
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@@ -34,14 +34,16 @@ namespace BBM
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//! @brief The X and Z abscis of the movement.
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Vector2f move;
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//! @brief input value to select
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bool select = false;
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//! @brief input value for bomb
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//! @brief input value for secondary inputs.
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bool secondary = false;
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//! @brief input value for bomb and selection
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bool bomb = false;
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//! @brief input value for pause
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bool pause = false;
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//! @brief The layout used for this controllable.
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Layout layout = NONE;
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//! @brief True if buttons should be triggered every frame where the key is down, false if the button should only be triggered once the key is released.
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bool fastClick = false;
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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@@ -22,9 +22,9 @@ namespace BBM
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int _ID;
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public:
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//! @brief jump key
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Button keyJump = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
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Button keySecondary = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
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//! @brief bomb key
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Button keyBomb = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
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Button keyBomb = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
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//! @brief pause key
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Button keyPause = GAMEPAD_BUTTON_MIDDLE;
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//! @brief move right key
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@@ -16,16 +16,16 @@ namespace BBM
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this->keyDown = KEY_S;
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this->keyLeft = KEY_A;
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this->keyRight = KEY_D;
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this->keyJump = KEY_SPACE;
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this->keyBomb = KEY_E;
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this->keyBomb = KEY_SPACE;
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this->keySecondary = KEY_LEFT_CONTROL;
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this->keyPause = KEY_ESCAPE;
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} else {
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this->keyUp = KEY_UP;
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this->keyDown = KEY_DOWN;
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this->keyLeft = KEY_LEFT;
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this->keyRight = KEY_RIGHT;
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this->keyJump = KEY_RIGHT_CONTROL;
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this->keyBomb = KEY_ENTER;
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this->keyBomb = KEY_RIGHT_CONTROL;
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this->keySecondary = KEY_RIGHT_SHIFT;
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this->keyPause = KEY_BACKSPACE;
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}
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}
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@@ -18,7 +18,7 @@ namespace BBM
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{
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public:
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//! @brief jump key
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Key keyJump = KEY_SPACE;
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Key keySecondary = KEY_SPACE;
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//! @brief bomb key
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Key keyBomb = KEY_E;
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//! @brief pause key
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@@ -54,6 +54,7 @@ namespace BBM
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constexpr const char Blowable[] = "Blowable";
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// interact with visual features like camera
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constexpr const char Player[] = "Player";
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constexpr const char Background[] = "Background";
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constexpr const char Unbreakable[] = "Unbreakable";
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constexpr const char Breakable[] = "Breakable";
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constexpr const char Hole[] = "Hole";
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@@ -15,6 +15,9 @@ namespace BBM
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class TimerComponent : public WAL::Component
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{
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public:
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//! @brief Is the ticking of this component disabled?
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bool disabled = false;
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//! @brief The callback to call when the timer ring.
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WAL::Callback<WAL::Entity &, WAL::Wal &> callback;
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//! @brief The ring delay of this timer component.
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