Files
Bomberman/sources/System/Health/HealthSystem.cpp

74 lines
2.8 KiB
C++

//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
//
#include <Component/Position/PositionComponent.hpp>
#include <Component/Renderer/Drawable3DComponent.hpp>
#include <map>
#include <Component/Levitate/LevitateComponent.hpp>
#include "Component/Collision/CollisionComponent.hpp"
#include <Component/Animation/AnimationsComponent.hpp>
#include <Component/Timer/TimerComponent.hpp>
#include "HealthSystem.hpp"
#include "Component/Health/HealthComponent.hpp"
#include "Component/Bonus/BonusComponent.hpp"
#include "Entity/Entity.hpp"
#include "Items/Bonus.hpp"
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace BBM
{
HealthSystem::HealthSystem(WAL::Wal &wal)
: System(wal)
{}
void HealthSystem::_createBonus(Vector3f position, BonusComponent::BonusType bonusType, std::chrono::nanoseconds timer)
{
static std::map<BonusComponent::BonusType, std::string> map = {
{BonusComponent::BonusType::BOMBSTOCK, "assets/items/bombup"},
{BonusComponent::BonusType::SPEEDUP, "assets/items/speedup"},
//{BonusComponent::BonusType::EXPLOSIONINC, "assets/items/explosion"},
{BonusComponent::BonusType::DAMAGEINC, "assets/items/fireup"},
{BonusComponent::BonusType::IGNOREWALLS, "assets/items/wallpass"}
};
static std::vector<std::function<void (WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis)>> func = {
&Bonus::BombUpBonus, &Bonus::SpeedUpBonus, //&Bonus::ExplosionRangeBonus,
&Bonus::DamageIncreasedBonus, &Bonus::IgnoreWallsBonus
};
if (bonusType == BonusComponent::BonusType::NOTHING)
return;
try {
this->_wal.scene->scheduleNewEntity("Bonus")
.addComponent<PositionComponent>(position)
.addComponent<HealthComponent>(1, [](WAL::Entity &entity) {
entity.scheduleDeletion();
})
.addComponent<LevitateComponent>(position.y)
.addComponent<CollisionComponent>([](WAL::Entity &bonus, const WAL::Entity &player, CollisionComponent::CollidedAxis axis) {
bonus.scheduleDeletion();
}, func[bonusType - 1], 0.25, .75)
.addComponent<TimerComponent>(timer, [](WAL::Entity &bonus, WAL::Wal &wal){
bonus.scheduleDeletion();
})
.addComponent<Drawable3DComponent, RAY3D::Model>(map.at(bonusType) + ".obj", std::make_pair(MAP_DIFFUSE, "assets/items/items.png"));
} catch (std::out_of_range const &err) {}
}
void HealthSystem::onFixedUpdate(WAL::ViewEntity<HealthComponent, PositionComponent> &entity)
{
auto &health = entity.get<HealthComponent>();
auto &position = entity.get<PositionComponent>();
if (health.getHealthPoint() == 0) {
if (entity->hasComponent<BonusComponent>() && !entity->shouldDelete()) {
auto &bonus = entity->getComponent<BonusComponent>();
auto bonusType = bonus.getRandomBonusType();
this->_createBonus(position.position, bonusType, bonus.disappearTimer);
}
health.onDeath(entity);
}
}
}