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Fixing windows compilation
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@@ -11,7 +11,6 @@
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#include "Component/Sound/SoundComponent.hpp"
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#include "Component/Controllable/ControllableComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "Component/Keyboard/KeyboardComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Button/ButtonComponent.hpp"
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#include "Drawables/2D/Text.hpp"
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@@ -67,12 +66,12 @@ namespace BBM
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timer.disabled = true;
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gameScene->scheduleNewEntity("Restart timer")
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.addComponent<TimerComponent>(std::chrono::seconds(3), [gameScene](WAL::Entity &entity, WAL::Wal &) {
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for (auto &[_, controller, health] : gameScene->view<ControllableComponent, HealthComponent>()) {
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if (health.getHealthPoint() > 0)
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controller.disabled = false;
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for (auto &view : gameScene->view<ControllableComponent, HealthComponent>()) {
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if (view.get<HealthComponent>().getHealthPoint() > 0)
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view.get<ControllableComponent>().disabled = false;
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}
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for (auto &[_, timer] : gameScene->view<TimerComponent>())
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timer.disabled = false;
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for (auto &view : gameScene->view<TimerComponent>())
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view.get<TimerComponent>().disabled = false;
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entity.scheduleDeletion();
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})
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.addComponent<PositionComponent>(1920 / 2 - 2 * 30, 1080 / 2, 0)
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@@ -85,17 +84,17 @@ namespace BBM
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.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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auto *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings.png");
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})
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.addComponent<OnHoverComponent>([](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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auto *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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.addComponent<OnClickComponent>([](WAL::Entity &, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
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});
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