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https://github.com/zoriya/Bomberman.git
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135 lines
5.3 KiB
C++
135 lines
5.3 KiB
C++
#include <memory>
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#include <Wal.hpp>
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#include "Runner.hpp"
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#include <map>
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#include "Component/Tag/TagComponent.hpp"
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#include <Component/Bonus/PlayerBonusComponent.hpp>
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#include "Component/Music/MusicComponent.hpp"
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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/Timer/TimerComponent.hpp"
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#include "Component/Animator/AnimatorComponent.hpp"
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "Component/Health/HealthComponent.hpp"
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Component/Collision/CollisionComponent.hpp"
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#include "Component/Movable/MovableComponent.hpp"
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#include "Component/BombHolder/BombHolderComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Component/Shaders/Items/AlphaCtxShaderComponent.hpp"
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#include "Component/Speed/SpeedComponent.hpp"
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#include <Drawables/Image.hpp>
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#include "Component/Shaders/ShaderComponent.hpp"
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#include "Component/Gravity/GravityComponent.hpp"
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#include "Component/BumperTimer/BumperTimerComponent.hpp"
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#include "Model/Model.hpp"
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#include "Map/Map.hpp"
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#include "Component/Score/ScoreComponent.hpp"
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace BBM
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{
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std::shared_ptr<WAL::Scene> Runner::loadGameScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("camera")
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.addComponent<PositionComponent>(8, 0, -5)
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.addComponent<CameraComponent>(Vector3f(8, 0, 8));
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scene->addEntity("background image")
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/map/breakable_wall.obj", true, std::make_pair(MAP_DIFFUSE, "assets/backgrounds/game.png"), Vector3f(50, 1, 50))
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.addComponent<PositionComponent>(5, -2, 0);
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scene->addEntity("background image")
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/map/breakable_wall.obj", true, std::make_pair(MAP_DIFFUSE, "assets/backgrounds/gameWall.png"), Vector3f(50, 1, 50), -90, Vector3f(), Vector3f(1, 0, 0))
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.addComponent<PositionComponent>(5, 14, 22);
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addMenuControl(*scene);
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return scene;
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}
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WAL::Entity &Runner::createPlayer(WAL::Scene &scene)
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{
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std::map<SoundComponent::SoundIndex, std::string> soundPath ={
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{SoundComponent::BOMB, "assets/sounds/jump.wav"},
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{SoundComponent::MOVE, "assets/sounds/move.ogg"},
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{SoundComponent::BOMB, "assets/sounds/bomb_drop.ogg"},
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//{SoundComponent::DEATH, "assets/sounds/death.ogg"}
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};
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return scene.addEntity("Player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true, std::nullopt, Vector3f(.75, .75, .75))
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.addComponent<ScoreComponent>()
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.addComponent<AnimatorComponent>()
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.addComponent<GravityComponent>()
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.addComponent<BumperTimerComponent>()
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.addComponent<ControllableComponent>(true)
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.addComponent<TagComponent<BlowablePass>>()
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.addComponent<TagComponent<Player>>()
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.addComponent<SpeedComponent>()
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.addComponent<AnimationsComponent>("assets/player/player.iqm", 3)
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.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.6, 2, .6})
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.addComponent<MovableComponent>()
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.addComponent<AlphaVarShaderComponent>()
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.addComponent<ShaderComponentModel>("assets/shaders/alpha.fs", "", [](WAL::Entity &myEntity, WAL::Wal &, std::chrono::nanoseconds dtime) {
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auto &ctx = myEntity.getComponent<AlphaVarShaderComponent>();
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ctx.clock += dtime;
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if (duration_cast<std::chrono::milliseconds>(ctx.clock).count() <= 10)
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return;
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ctx.clock = 0ns;
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auto &bonus = myEntity.getComponent<PlayerBonusComponent>();
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auto &shader = myEntity.getComponent<ShaderComponentModel>();
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if (!bonus.isNoClipOn) {
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ctx.alpha = ctx.maxAlpha;
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shader.shader.setShaderUniformVar("alpha", ctx.alpha);
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return;
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}
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auto nbMilliSec = duration_cast<std::chrono::milliseconds>(bonus.nextNoClipRate).count();
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if (nbMilliSec > 1500) {
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ctx.step = ctx.initalStepValue;
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} else if (nbMilliSec > 1000) {
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ctx.step = 0.15;
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} else if (nbMilliSec > 200) {
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ctx.step = 0.30;
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} else {
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ctx.step = 0.5;
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}
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ctx.alpha += static_cast<float>(ctx.step * ctx.balance);
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if (ctx.alpha <= ctx.minAlpha) {
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ctx.balance = 1;
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}
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if (ctx.alpha >= ctx.maxAlpha) {
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ctx.balance = -1;
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}
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shader.shader.setShaderUniformVar("alpha", ctx.alpha);
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}, true)
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.addComponent<SoundComponent>(soundPath)
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.addComponent<MusicComponent>("assets/musics/music_battle.ogg")
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.addComponent<BombHolderComponent>()
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.addComponent<PlayerBonusComponent>()
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &) {
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auto &animation = entity.getComponent<AnimationsComponent>();
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animation.setAnimIndex(5);
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if (entity.hasComponent<AnimatorComponent>())
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entity.removeComponent<AnimatorComponent>();
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if (entity.hasComponent<TimerComponent>())
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return;
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entity.getComponent<ControllableComponent>().disable();
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entity.addComponent<TimerComponent>(1s, [](WAL::Entity &ent, WAL::Wal &) {
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if (!ent.hasComponent<SoundComponent>())
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return;
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ent.removeComponent<SoundComponent>();
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ent.removeComponent<HealthComponent>();
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ent.removeComponent<CollisionComponent>();
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ent.removeComponent<PositionComponent>();
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});
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});
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}
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} |