#include #include #include "Runner.hpp" #include #include "Component/Music/MusicComponent.hpp" #include "Component/Sound/SoundComponent.hpp" #include "Component/Controllable/ControllableComponent.hpp" #include "Component/Position/PositionComponent.hpp" #include "Component/Keyboard/KeyboardComponent.hpp" #include "Component/Renderer/Drawable2DComponent.hpp" #include "Component/Button/ButtonComponent.hpp" #include "Drawables/2D/Text.hpp" namespace RAY2D = RAY::Drawables::Drawables2D; namespace BBM { std::shared_ptr Runner::loadMainMenuScene() { static const std::map sounds = { {SoundComponent::JUMP, "assets/sounds/click.ogg"} }; auto scene = std::make_shared(); scene->addEntity("Control entity") .addComponent() .addComponent() .addComponent("assets/musics/music_title.ogg") .addComponent(sounds); scene->addEntity("background") .addComponent() .addComponent("assets/plain_menu_background.png"); scene->addEntity("logo") .addComponent(1920 / 3, 180, 0) .addComponent("assets/logo_small.png"); auto &play = scene->addEntity("play button") .addComponent(1920 / 2.5, 1080 - 540, 0) .addComponent("assets/buttons/button_new_game.png") .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY::Texture *texture = dynamic_cast(entity.getComponent().drawable.get()); texture->use("assets/buttons/button_new_game.png"); }) .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY::Texture *texture = dynamic_cast(entity.getComponent().drawable.get()); texture->use("assets/buttons/button_new_game_hovered.png"); }) .addComponent([](WAL::Entity &entity, WAL::Wal &) { gameState.nextScene = BBM::GameState::SceneID::GameScene; }); auto &settings = scene->addEntity("settings button") .addComponent(1920 / 2.5, 1080 - 360, 0) .addComponent("assets/buttons/button_settings.png") .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY::Texture *texture = dynamic_cast(entity.getComponent().drawable.get()); texture->use("assets/buttons/button_settings.png"); }) .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY::Texture *texture = dynamic_cast(entity.getComponent().drawable.get()); texture->use("assets/buttons/button_settings_hovered.png"); }) .addComponent([](WAL::Entity &entity, WAL::Wal &) { gameState.nextScene = BBM::GameState::SceneID::SettingsScene; }); auto &exit = scene->addEntity("exit button") .addComponent(1920 / 2.5, 1080 - 180, 0) .addComponent("assets/buttons/button_exit.png") .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY::Texture *texture = dynamic_cast(entity.getComponent().drawable.get()); texture->use("assets/buttons/button_exit.png"); }) .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY::Texture *texture = dynamic_cast(entity.getComponent().drawable.get()); texture->use("assets/buttons/button_exit_hovered.png"); }) .addComponent([](WAL::Entity &entity, WAL::Wal &wal) { wal.shouldClose = true; }); auto &credits = scene->addEntity("credit button") .addComponent(1920 - 100, 1080 - 30, 0) .addComponent("Credits", 20, RAY::Vector2(), BLACK) .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY2D::Text *text = dynamic_cast(entity.getComponent().drawable.get()); text->setColor(BLACK); }) .addComponent([](WAL::Entity &entity, WAL::Wal &) { RAY2D::Text *text = dynamic_cast(entity.getComponent().drawable.get()); text->setColor(ORANGE); }) .addComponent([](WAL::Entity &entity, WAL::Wal &wal) { gameState.nextScene = BBM::GameState::SceneID::CreditScene; }); play.getComponent().setButtonLinks(nullptr, &settings); settings.getComponent().setButtonLinks(&play, &exit); exit.getComponent().setButtonLinks(&settings, &credits, nullptr, &credits); credits.getComponent().setButtonLinks(&exit, nullptr, &exit); return scene; } }