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118 lines
3.8 KiB
C++
118 lines
3.8 KiB
C++
//
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// Created by Zoe Roux on 5/24/21.
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//
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#include <Wal.hpp>
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#include <iostream>
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#include <System/Movable/MovableSystem.hpp>
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#include <System/Renderer/RenderScreenSystem.hpp>
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#include <System/Renderer/Render2DScreenSystem.hpp>
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#include <System/Renderer/Renderer2DSystem.hpp>
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#include <Model/Model.hpp>
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#include <Drawables/2D/Rectangle.hpp>
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#include <Drawables/3D/Cube.hpp>
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#include <TraceLog.hpp>
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#include <System/Renderer/Renderer3DSystem.hpp>
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#include <System/Keyboard/KeyboardSystem.hpp>
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#include <System/Controllable/ControllableSystem.hpp>
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#include <System/Collision/CollisionSystem.hpp>
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#include <Component/Movable/MovableComponent.hpp>
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#include <Component/Collision/CollisionComponent.hpp>
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#include <Component/Controllable/ControllableComponent.hpp>
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#include <Component/Keyboard/KeyboardComponent.hpp>
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#include <System/Gamepad/GamepadSystem.hpp>
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#include "Models/Vector2.hpp"
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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#include <Model/ModelAnimations.hpp>
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "System/Animation/AnimationsSystem.hpp"
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#include "Map/Map.hpp"
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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void updateState(WAL::Wal &engine, GameState &state)
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{
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// You can change the scene here or update the game state based on entities values.
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// If you want to keep a scene loaded but not running, store it in the state.loadedScenes.
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// If you don't need the scene anymore, remember to remove it from the loadedScene array.
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if (RAY::Window::getInstance().shouldClose())
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engine.shouldClose = true;
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}
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void addSystems(WAL::Wal &wal)
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{
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wal.addSystem<KeyboardSystem>()
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.addSystem<GamepadSystem>()
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.addSystem<ControllableSystem>()
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.addSystem<CollisionSystem>(wal)
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.addSystem<MovableSystem>();
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}
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void enableRaylib(WAL::Wal &wal)
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{
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RAY::TraceLog::setLevel(LOG_WARNING);
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RAY::Window &window = RAY::Window::getInstance(600, 400, "Bomberman", FLAG_WINDOW_RESIZABLE);
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wal.addSystem<Renderer3DSystem<RAY3D::Model>>();
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wal.addSystem<Renderer3DSystem<RAY3D::Cube>>();
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wal.addSystem<AnimationsSystem>();
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wal.addSystem<Render2DScreenSystem>(window)
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.addSystem<Renderer2DSystem<RAY2D::Rectangle>>();
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wal.addSystem<RenderScreenSystem>(window);
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}
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std::shared_ptr<WAL::Scene> loadGameScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("player")
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.addComponent<PositionComponent>()
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/player/player.iqm", std::make_pair(MAP_DIFFUSE, "assets/player/blue.png"))
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 1)
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.addComponent<CollisionComponent>(2)
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.addComponent<MovableComponent>();
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scene->addEntity("cube")
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.addComponent<PositionComponent>(5, 0, 5)
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.addComponent<Drawable3DComponent<RAY3D::Cube>>(Vector3f(5, 0, 5), Vector3f(3, 3, 3), RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>([](WAL::Entity &, const WAL::Entity &){},
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[](WAL::Entity &actual, const WAL::Entity &) {
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try {
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auto &mov = actual.getComponent<MovableComponent>();
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mov.resetVelocity();
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} catch (std::exception &e) { };
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}, 3);
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scene->addEntity("camera")
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.addComponent<PositionComponent>(8, 20, 7)
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.addComponent<CameraComponent>(Vector3f(8, 0, 8));
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std::srand(std::time(NULL));
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//MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
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return scene;
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}
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int run()
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{
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WAL::Wal wal;
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addSystems(wal);
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enableRaylib(wal);
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wal.scene = loadGameScene();
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try {
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wal.run<GameState>(updateState);
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return 0;
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} catch (const std::exception &ex) {
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std::cerr << ex.what() << std::endl;
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return 1;
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}
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}
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} |