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https://github.com/zoriya/Bomberman.git
synced 2026-05-24 15:18:34 +00:00
cleaning missing infos
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@@ -154,7 +154,7 @@ namespace BBM
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auto &aiLess = scene->addEntity("AI-")
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.addComponent<PositionComponent>(1920 / 1.75, 2.10 * 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>(false, "assets/buttons/cpu_remove.png")
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/cpu_remove.png")
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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wal.getSystem<LobbySystem>().removeAI();
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@@ -173,7 +173,7 @@ namespace BBM
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for (int i = 0; i < 4; i++) {
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auto &playerTile = scene->addEntity("player tile")
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.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(false, RAY::Vector2(224 * (i + 1) + 200 * i, 1080 / 3), RAY::Vector2(200, 200), RAY::Color(0, 0, 0, 0));
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(224 * (i + 1) + 200 * i, 1080 / 3), RAY::Vector2(200, 200), RAY::Color(0, 0, 0, 0));
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auto &player = scene->addEntity("player")
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.addComponent<PositionComponent>(224 * (i + 1) + 200 * i, 1080 / 3, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/player/icons/none.png");
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@@ -73,7 +73,7 @@ namespace BBM
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});
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auto &exit = scene->addEntity("exit button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>(false, "assets/buttons/button_exit.png")
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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@@ -27,19 +27,19 @@ namespace BBM
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RAY2D::Text *text = nullptr;
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static auto &rayText = scene->addEntity("raylibtext Rectangle")
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.addComponent<PositionComponent>(1920 / 2 - 44, 1080 / 2 + 48, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>(false, "", 50, RAY::Vector2(), BLACK);
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.addComponent<Drawable2DComponent, RAY2D::Text>("", 50, RAY::Vector2(), BLACK);
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static auto &bottomRectangle = scene->addEntity("bottom Rectangle")
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.addComponent<PositionComponent>(1920 / 2 - 128, 1080 / 2 - 128, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(false, logoPos, RAY::Vector2(16, 16), BLACK);
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(logoPos, RAY::Vector2(16, 16), BLACK);
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static auto &leftRectangle = scene->addEntity("left Rectangle")
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.addComponent<PositionComponent>(1920 / 2 - 128, 1080 / 2 - 128, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(false, logoPos, RAY::Vector2(16, 16), BLACK);
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(logoPos, RAY::Vector2(16, 16), BLACK);
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static auto &rightRectangle = scene->addEntity("right Rectangle")
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.addComponent<PositionComponent>(1920 / 2 - 128, 1080 / 2 - 128, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(false, logoPos, RAY::Vector2(16, 16), BLACK);
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(logoPos, RAY::Vector2(16, 16), BLACK);
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static auto &topRectangle = scene->addEntity("top Rectangle")
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.addComponent<PositionComponent>(1920 / 2 - 128, 1080 / 2 - 128, 0)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(false, logoPos, RAY::Vector2(16, 16), BLACK);
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(logoPos, RAY::Vector2(16, 16), BLACK);
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static short letterCounter = 0;
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switch (component.currentStep)
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