Handling ready buttons

This commit is contained in:
Zoe Roux
2021-06-14 10:42:50 +02:00
parent a1eb7be98b
commit de579ccda6
3 changed files with 16 additions and 12 deletions
+1
View File
@@ -38,6 +38,7 @@ namespace RAY {
return *this;
this->_texture = this->_texturesCache.fetch(filename);
this->_resourcePath = filename;
this->_dimensions = Vector2(this->_texture->width, this->_texture->height);
return *this;
}
+4 -1
View File
@@ -8,6 +8,7 @@
#include <Entity/Entity.hpp>
#include <Color.hpp>
#include <Component/Controllable/ControllableComponent.hpp>
#include <chrono>
namespace BBM
{
@@ -24,8 +25,10 @@ namespace BBM
bool ready = false;
//! @brief The entity containing the ready display.
WAL::Entity &readyButton;
//! @brief The time of last input that this lobby player has made.
std::chrono::time_point<std::chrono::steady_clock> lastInput;
Component * clone(WAL::Entity &entity) const override;
Component *clone(WAL::Entity &entity) const override;
//! @brief Create a new lobby component.
explicit LobbyComponent(WAL::Entity &entity, int playerID, WAL::Entity &readyButton);
+11 -11
View File
@@ -18,6 +18,11 @@ namespace BBM
void LobbySystem::onUpdate(WAL::ViewEntity<LobbyComponent, Drawable2DComponent> &entity, std::chrono::nanoseconds dtime)
{
auto &lobby = entity.get<LobbyComponent>();
auto lastTick = std::chrono::steady_clock::now();
if (lastTick - lobby.lastInput < std::chrono::milliseconds(150))
return;
if (lobby.layout == ControllableComponent::NONE) {
for (auto &[_, controller] : this->_wal.getScene()->view<ControllableComponent>()) {
if (controller.jump) {
@@ -25,27 +30,22 @@ namespace BBM
return view.get<LobbyComponent>().layout == controller.layout;
}))
return;
lobby.lastInput = lastTick;
lobby.layout = controller.layout;
entity.get<Drawable2DComponent>().drawable = std::make_shared<RAY::Texture>("assets/player/icons/blue.png");
return;
}
}
}
for (auto &[_, controller] : this->_wal.getScene()->view<ControllableComponent>()) {
if (controller.layout == lobby.layout && controller.jump) {
lobby.ready = true;
if (lobby.ready) {
auto *texture = dynamic_cast<RAY::Texture *>(lobby.readyButton.getComponent<Drawable2DComponent>().drawable.get());
if (texture)
texture->use("assets/player/icons/ready.png");
}
lobby.lastInput = lastTick;
auto *texture = dynamic_cast<RAY::Texture *>(lobby.readyButton.getComponent<Drawable2DComponent>().drawable.get());
if (texture)
texture->use("assets/player/icons/ready.png");
}
}
}
//void LobbySystem::updateEntityConnectedUser(WAL::Entity &entity)
//{
// RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
// texture->use("assets/player/icons/blue.png");
//}
}