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149 lines
5.5 KiB
C++
149 lines
5.5 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/RenderSystem.hpp"
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#include <Model/Model.hpp>
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#include <Drawables/3D/Cube.hpp>
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#include <Drawables/2D/Rectangle.hpp>
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#include <TraceLog.hpp>
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#include "System/Keyboard/KeyboardSystem.hpp"
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#include "System/Controllable/ControllableSystem.hpp"
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#include "Component/Movable/MovableComponent.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 <System/Collision/CollisionSystem.hpp>
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#include <Component/Collision/CollisionComponent.hpp>
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.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 <System/Timer/TimerSystem.hpp>
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#include <System/BombHolder/BombHolderSystem.hpp>
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#include <System/Event/EventSystem.hpp>
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#include <System/Health/HealthSystem.hpp>
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#include <System/Animator/AnimatorSystem.hpp>
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#include <Component/Renderer/Drawable2DComponent.hpp>
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#include <Component/Animator/AnimatorComponent.hpp>
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#include <Component/Tag/TagComponent.hpp>
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "System/Animation/AnimationsSystem.hpp"
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#include "Component/Shaders/ShaderComponent.hpp"
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#include "Map/Map.hpp"
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#include "Component/Music/MusicComponent.hpp"
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#include "Component/Sound/SoundComponent.hpp"
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#include "System/Sound/PlayerSoundManagerSystem.hpp"
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#include "System/Music/MusicSystem.hpp"
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#include "Component/Gravity/GravityComponent.hpp"
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#include "System/Gravity/GravitySystem.hpp"
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#include "Component/BumperTimer/BumperTimerComponent.hpp"
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#include "System/BumperTimer/BumperTimerSystem.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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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<TimerSystem>()
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.addSystem<KeyboardSystem>()
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.addSystem<GamepadSystem>()
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.addSystem<ControllableSystem>()
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.addSystem<BombHolderSystem>()
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.addSystem<EventSystem>()
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.addSystem<HealthSystem>()
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.addSystem<CollisionSystem>()
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.addSystem<MovableSystem>()
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.addSystem<GravitySystem>()
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.addSystem<BumperTimerSystem>()
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.addSystem<PlayerSoundManagerSystem>()
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.addSystem<MusicSystem>();
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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<AnimationsSystem>()
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.addSystem<AnimatorSystem>()
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.addSystem<RenderSystem>(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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std::map<SoundComponent::SoundIndex, std::string> soundPath ={
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{SoundComponent::JUMP, "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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scene->addEntity("player")
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.addComponent<PositionComponent>(0, 1.01, 0)
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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<AnimatorComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<ShaderComponentModel>("assets/shaders/glsl330/predator.fs")
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.addComponent<TagComponent<Blowable>>()
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//.addComponent<GamepadComponent>(0)
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
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.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.75, 2, .75})
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.addComponent<MovableComponent>()
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.addComponent<SoundComponent>(soundPath)
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.addComponent<GravityComponent>()
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.addComponent<BombHolderComponent>()
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.addComponent<BumperTimerComponent>()
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity) {
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auto &animation = entity.getComponent<AnimationsComponent>();
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animation.setAnimIndex(5);
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});
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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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/*scene->addEntity("cube")
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.addComponent<PositionComponent>(5, 0, 5)
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.addComponent<ShaderComponentDrawable2D>("assets/shaders/glsl330/grayscale.fs")
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//.addComponent<Drawable3DComponent, RAY3D::Cube>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
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.addComponent<Drawable2DComponent, RAY2D::Rectangle>(BBM::Vector2f{200,200}, BBM::Vector2f{200, 200}, RED)
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, 3); */
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std::srand(std::time(nullptr));
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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.changeScene(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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} |