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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
This commit is contained in:
+24
-27
@@ -3,7 +3,6 @@
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//
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#include <Wal.hpp>
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#include <iostream>
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#include "System/Movable/MovableSystem.hpp"
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#include "System/Renderer/RenderSystem.hpp"
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#include <Drawables/2D/Rectangle.hpp>
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@@ -12,15 +11,9 @@
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#include "System/Controllable/ControllableSystem.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/Button/ButtonComponent.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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#include <Component/Keyboard/KeyboardComponent.hpp>
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#include <System/Gamepad/GamepadSystem.hpp>
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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#include <System/Timer/TimerSystem.hpp>
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@@ -37,7 +30,6 @@
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#include "System/Shaders/ShaderDrawable2DSystem.hpp"
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#include "System/Shaders/ShaderModelSystem.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 "System/MenuControllable/MenuControllableSystem.hpp"
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#include <System/Bomb/BombSystem.hpp>
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@@ -52,7 +44,6 @@
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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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#include "System/Bonus/BonusUISystem.hpp"
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namespace BBM
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@@ -68,21 +59,27 @@ namespace BBM
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engine.shouldClose = true;
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if (gameState.currentScene == GameState::SceneID::GameScene) {
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for (auto &[_, component]: engine.getScene()->view<ControllableComponent>()) {
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component.fastClick = true;
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if (component.pause && gameState.currentScene == GameState::SceneID::GameScene) {
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gameState.nextScene = GameState::SceneID::PauseMenuScene;
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break;
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}
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}
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if (gameState.nextScene != GameState::SceneID::GameScene)
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engine.getSystem<CameraSystem>().hasEnded = false;
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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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if (gameState.previousScene == GameState::SceneID::GameScene) {
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for (auto &[_, component]: engine.getScene()->view<ControllableComponent>()) {
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component.fastClick = false;
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}
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}
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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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}
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RAY::Window::getInstance().setVisibleCursor(gameState.nextScene != GameState::SceneID::GameScene);
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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.loadedScenes[gameState.currentScene] = engine.getScene();
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engine.changeScene(gameState.loadedScenes[gameState.nextScene]);
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gameState.previousScene = gameState.currentScene;
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gameState.currentScene = gameState.nextScene;
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}
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@@ -113,10 +110,10 @@ namespace BBM
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.addSystem<ShaderSystem>()
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.addSystem<ShaderModelSystem>()
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.addSystem<ShaderDrawable2DSystem>()
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.addSystem<EndConditionSystem>()
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.addSystem<ScoreSystem>()
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.addSystem<CameraSystem>()
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.addSystem<ResumeLobbySystem>()
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.addSystem<EndConditionSystem>()
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.addSystem<MusicSystem>();
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}
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@@ -153,15 +150,15 @@ namespace BBM
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void Runner::loadScenes()
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{
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gameState._loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
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gameState._loadedScenes[GameState::SceneID::SettingsScene] = loadSettingsMenuScene();
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gameState._loadedScenes[GameState::SceneID::PauseMenuScene] = loadPauseMenuScene();
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gameState._loadedScenes[GameState::SceneID::TitleScreenScene] = loadTitleScreenScene();
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gameState._loadedScenes[GameState::SceneID::CreditScene] = loadCreditScene();
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gameState._loadedScenes[GameState::SceneID::SplashScreen] = loadSplashScreenScene();
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gameState._loadedScenes[GameState::SceneID::LobbyScene] = loadLobbyScene();
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gameState._loadedScenes[GameState::SceneID::ResumeLobbyScene] = loadResumeLobbyScene();
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gameState._loadedScenes[GameState::SceneID::HowToPlayScene] = loadHowToPlayScene();
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gameState.loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
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gameState.loadedScenes[GameState::SceneID::SettingsScene] = loadSettingsMenuScene();
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gameState.loadedScenes[GameState::SceneID::PauseMenuScene] = loadPauseMenuScene();
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gameState.loadedScenes[GameState::SceneID::TitleScreenScene] = loadTitleScreenScene();
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gameState.loadedScenes[GameState::SceneID::CreditScene] = loadCreditScene();
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gameState.loadedScenes[GameState::SceneID::SplashScreen] = loadSplashScreenScene();
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gameState.loadedScenes[GameState::SceneID::LobbyScene] = loadLobbyScene();
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gameState.loadedScenes[GameState::SceneID::ResumeLobbyScene] = loadResumeLobbyScene();
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gameState.loadedScenes[GameState::SceneID::HowToPlayScene] = loadHowToPlayScene();
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}
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int Runner::run()
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@@ -171,9 +168,9 @@ namespace BBM
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Runner::addSystems(wal);
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Runner::enableRaylib(wal);
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Runner::loadScenes();
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wal.changeScene(Runner::gameState._loadedScenes[GameState::SceneID::SplashScreen]);
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wal.changeScene(Runner::gameState.loadedScenes[GameState::SceneID::SplashScreen]);
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wal.run<GameState>(Runner::updateState, Runner::gameState);
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gameState._loadedScenes.clear();
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gameState.loadedScenes.clear();
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return 0;
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}
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}
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