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merging from develpo
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//
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// Created by Tom Augier on 5/26/21.
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// Edited by Benjamin Henry on 5/26/21.
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//
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#include "Map.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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void MapGenerator::generateUnbreakableBlock(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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std::string unbreakableObj = "assets/wall/unbreakable_wall.obj";
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std::string unbreakablePnj = "assets/wall/unbreakable_wall.png";
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (!(i % 2) && !(j % 2)) {
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(Vector3f(i, 0, j))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj));
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}
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}
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}
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}
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void MapGenerator::generateWall(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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std::string unbreakableObj = "assets/wall/unbreakable_wall.obj";
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std::string unbreakablePnj = "assets/wall/unbreakable_wall.png";
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scene->addEntity("Bottom Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Upper Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Left Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1, 0, (height + 1) / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
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scene->addEntity("Right Wall")
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.addComponent<PositionComponent>(Vector3f(-1, 0, (height + 1) / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
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}
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void MapGenerator::generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(width / 2, -1, height / 2))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"), RAY::Vector3(width + 2, 0, height + 2));
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}
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void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
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{
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std::map<BlockType, MapElem> elements = {
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{BREAKABLE, &createBreakable},
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{UNBREAKABLE, &createUnbreakable},
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{HOLE, &createHole},
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{FLOOR, &createFloor},
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/* {BUMPER, &createBumper},
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{STAIRS, &createStairs} */
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};
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try {
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auto element = elements.at(blockType);
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element(coords, scene);
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} catch (std::exception const &err) {
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return;
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}
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}
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void MapGenerator::createBreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Breakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<HealthComponent>(1)
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
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}
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void MapGenerator::createFloor(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(coords))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"));
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}
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void MapGenerator::createUnbreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Unbreakable Block")
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.addComponent<PositionComponent>(coords)
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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}
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void MapGenerator::createHole(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Hole Block")
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.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z))
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/hole.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/hole.png"));
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/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
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if (other.hasComponent<HealthComponent>()) {
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auto &health = other.getComponent<HealthComponent>();
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health.takeDmg(health.getHealthPoint());
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}
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}); */
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}
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void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Bumper Block")
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.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z))
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/bumper_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper_block.png"));
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/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
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if (other.hasComponent<MovableComponent>()) {
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auto &movable = other.getComponent<MovableComponent>();
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movable.addForce(Vector3f(0, 5, 0));
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}
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} */
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}
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void MapGenerator::createStairs(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Stairs Block")
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.addComponent<PositionComponent>(coords)
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/stairs_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs_block.png"));
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}
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bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int, int>, BlockType> map, int x, int y, int z, BlockType blockType)
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{
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return (map[std::make_tuple(x - 1, y, z)] == blockType ||
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map[std::make_tuple(x + 1, y, z)] == blockType ||
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map[std::make_tuple(x, y, z + 1)] == blockType ||
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map[std::make_tuple(x, y, z - 1)] == blockType);
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}
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MapGenerator::BlockType MapGenerator::getRandomBlockType()
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{
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double rnd = static_cast<double>(std::rand())/RAND_MAX;
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if (rnd > 0.95)
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return HOLE;
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if (rnd > 0.10)
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return BREAKABLE;
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return NOTHING;
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}
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MapGenerator::MapBlock MapGenerator::createHeight(MapBlock map, int width, int height)
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{
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double rnd = static_cast<double>(std::rand())/RAND_MAX;
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if (rnd > 0.60) {
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for (int i = 0; i < width; i++) {
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map[std::make_tuple(i, 1, height)] = map[std::make_tuple(i, 0, height)];
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map[std::make_tuple(i, 0, height)] = FLOOR;
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}
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for (int j = 0; j < height; j++) {
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map[std::make_tuple(width, 1, j)] = map[std::make_tuple(width, 0, j)];
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map[std::make_tuple(width, 0, j)] = FLOOR;
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}
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}
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if (rnd > 0.30) {
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for (int i = width - width/4; i < width + width/4 + 1; i++) {
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for (int j = height - height/4; j < height + height/4 + 1; j++) {
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map[std::make_tuple(i, 1, j)] = map[std::make_tuple(i, 0, j)];
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map[std::make_tuple(i, 0, j)] = FLOOR;
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}
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}
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}
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return map;
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}
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MapGenerator::MapBlock MapGenerator::createSpawner(MapBlock map, int width, int height)
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{
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map[std::make_tuple(0, 0, 0)] = SPAWNER;
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map[std::make_tuple(width, 0, 0)] = SPAWNER;
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map[std::make_tuple(0, 0, height)] = SPAWNER;
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map[std::make_tuple(width, 0, height)] = SPAWNER;
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return map;
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}
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MapGenerator::MapBlock MapGenerator::createMap(int width, int height)
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{
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MapBlock map;
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width = width % 2 ? width + 1 : width;
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height = height % 2 ? height + 1 : height;
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for (int i = 0; i < width; i++) {
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for (int j = 0; j < height; j++)
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map[std::make_tuple(i, 0, j)] = NOTHING;
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}
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map = createSpawner(map, width, height);
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] == SPAWNER)
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continue;
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if (isCloseToBlockType(map, i , 0, j, SPAWNER))
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map[std::make_tuple(i, 0, j)] = NOTHING;
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else
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map[std::make_tuple(i, 0, j)] = getRandomBlockType();
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if (map[std::make_tuple(i, 0, j)] == UNBREAKABLE && isCloseToBlockType(map, i, 0, j, UNBREAKABLE))
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map[std::make_tuple(i, 0, j)] = BREAKABLE;
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}
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}
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (!((i + 1) % 2) && !((j + 1) % 2))
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map[std::make_tuple(i, 0, j)] = UNBREAKABLE;
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}
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}
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map = createHeight(map, width, height);
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return (map);
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}
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void MapGenerator::loadMap(int width, int height, std::map<std::tuple<int, int, int>,
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BlockType> map, std::shared_ptr<WAL::Scene> scene)
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{
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generateWall(width, height, scene);
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generateFloor(width, height, scene);
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for (int x = 0; x < width + 1; x++) {
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for (int z = 0; z < height + 1; z++) {
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for (int y = 0; y < 1 + 1; y++)
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createElement(Vector3f(x, y, z), scene, map[std::make_tuple(x, y, z)]);
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}
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}
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}
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} // namespace BBM
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