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505 lines
20 KiB
C++
505 lines
20 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 <Drawables/2D/Text.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/Button/ButtonComponent.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/Renderer/CameraComponent.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.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/Animator/AnimatorComponent.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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#include "System/MenuControllable/MenuControllableSystem.hpp"
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#include <Drawables/Texture.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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GameState Runner::gameState;
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void Runner::updateState(WAL::Wal &engine, GameState &state)
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{
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auto &view = engine.scene->view<ControllableComponent>();
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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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if (gameState.currentScene == GameState::SceneID::GameScene) {
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for (auto &[_, component]: view) {
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if (component.pause) {
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gameState.nextScene = GameState::SceneID::PauseMenuScene;
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break;
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}
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}
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}
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if (gameState.nextScene == gameState.currentScene)
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return;
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gameState._loadedScenes[gameState.currentScene] = engine.scene;
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engine.scene = gameState._loadedScenes[gameState.nextScene];
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}
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void Runner::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<MenuControllableSystem>()
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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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}
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void Runner::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(1920, 1080, "Bomberman");
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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> Runner::loadTitleScreenScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("control")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>();
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
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scene->addEntity("logo")
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.addComponent<PositionComponent>(320, 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_big.png");
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scene->addEntity("text_prompt")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 130, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Press space", 70, RAY::Vector2(), ORANGE)
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.addComponent<OnIdleComponent>()
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.addComponent<OnHoverComponent>()
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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});
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//needed material
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//music
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//sound
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return scene;
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}
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std::shared_ptr<WAL::Scene> Runner::loadMainMenuScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("Control entity")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>();
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
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scene->addEntity("logo")
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.addComponent<PositionComponent>(1920 / 3, 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
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auto &play = scene->addEntity("play button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_new_game.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_new_game_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::GameScene;
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});
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auto &settings = scene->addEntity("settings button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
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});
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auto &exit = scene->addEntity("exit button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_exit.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_exit_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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wal.shouldClose = true;
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});
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play.getComponent<OnClickComponent>().setButtonLinks(&exit, &settings);
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settings.getComponent<OnClickComponent>().setButtonLinks(&play, &exit);
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exit.getComponent<OnClickComponent>().setButtonLinks(&settings, &play);
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//needed material
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//music
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//sound
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return scene;
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}
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std::shared_ptr<WAL::Scene> Runner::loadPauseMenuScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("Control entity")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>();
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
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scene->addEntity("logo")
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.addComponent<PositionComponent>(1920 / 3, 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
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auto &play = scene->addEntity("play button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_back.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_back_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::GameScene;
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});
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auto &settings = scene->addEntity("settings button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_settings_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
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});
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auto &exit = scene->addEntity("exit button")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_exit.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_exit_hovered.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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});
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//needed material
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//music
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//sound
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play.getComponent<OnClickComponent>().setButtonLinks(&exit, &settings);
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settings.getComponent<OnClickComponent>().setButtonLinks(&play, &exit);
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exit.getComponent<OnClickComponent>().setButtonLinks(&settings, &play);
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return scene;
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}
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std::shared_ptr<WAL::Scene> Runner::loadSettingsMenuScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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scene->addEntity("Control entity")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>();
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
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scene->addEntity("logo")
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.addComponent<PositionComponent>(1920 / 3, 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
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auto &music = scene->addEntity("music text")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Music Volume", 70, RAY::Vector2(), ORANGE)
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &musicUp = scene->addEntity("music up button")
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.addComponent<PositionComponent>(1920 / 3, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus_hovered.png");
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});
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auto &musicDown = scene->addEntity("music down button")
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.addComponent<PositionComponent>(1920 / 1.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus_hovered.png");
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});
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auto &sound = scene->addEntity("sound text")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Sound Volume", 70, RAY::Vector2(), ORANGE)
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &soundUp = scene->addEntity("sound up button")
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.addComponent<PositionComponent>(1920 / 3, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus_hovered.png");
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});
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auto &soundDown = scene->addEntity("sound down button")
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.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus_hovered.png");
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});
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auto &debug = scene->addEntity("debug text")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Debug Mode: Off", 70, RAY::Vector2(), ORANGE)
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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if (text->getString().find("Off") != std::string::npos) {
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text->setText("Debug Mode: On");
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wal.getSystem<RenderSystem>().setDebug(true);
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} else {
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text->setText("Debug Mode: Off");
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wal.getSystem<RenderSystem>().setDebug(false);
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}
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &back = scene->addEntity("back to menu")
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.addComponent<PositionComponent>(10, 1080 - 85, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
|
|
texture->use("assets/buttons/button_back.png");
|
|
})
|
|
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
|
|
{
|
|
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
|
|
|
|
texture->use("assets/buttons/button_back_hovered.png");
|
|
});
|
|
//needed material
|
|
// back button
|
|
// back button asset
|
|
//music
|
|
//sound
|
|
|
|
music.getComponent<OnClickComponent>().setButtonLinks(&back, &sound, &musicUp, &musicDown);
|
|
musicUp.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, nullptr, &music);
|
|
musicDown.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, &music);
|
|
sound.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &soundUp, &soundDown);
|
|
soundUp.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, nullptr, &sound);
|
|
soundDown.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &sound);
|
|
debug.getComponent<OnClickComponent>().setButtonLinks(&sound, &back);
|
|
back.getComponent<OnClickComponent>().setButtonLinks(&debug, &music);
|
|
return scene;
|
|
}
|
|
|
|
std::shared_ptr<WAL::Scene> Runner::loadGameScene()
|
|
{
|
|
auto scene = std::make_shared<WAL::Scene>();
|
|
scene->addEntity("player")
|
|
.addComponent<PositionComponent>()
|
|
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", std::make_pair(MAP_DIFFUSE, "assets/player/blue.png"))
|
|
.addComponent<ControllableComponent>()
|
|
.addComponent<AnimatorComponent>()
|
|
.addComponent<KeyboardComponent>()
|
|
.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
|
|
.addComponent<CollisionComponent>(1)
|
|
.addComponent<MovableComponent>()
|
|
.addComponent<BombHolderComponent>()
|
|
.addComponent<HealthComponent>(1, [](WAL::Entity &entity) {
|
|
auto &animation = entity.getComponent<AnimationsComponent>();
|
|
animation.setAnimIndex(5);
|
|
});
|
|
scene->addEntity("camera")
|
|
.addComponent<PositionComponent>(8, 20, 7)
|
|
.addComponent<CameraComponent>(Vector3f(8, 0, 8));
|
|
// scene->addEntity("cube")
|
|
// .addComponent<PositionComponent>(5, 0, 5)
|
|
// .addComponent<Drawable3DComponent, RAY3D::Cube>(Vector3f(-5, 0, -5), Vector3f(3, 3, 3), RED)
|
|
// .addComponent<ControllableComponent>()
|
|
// .addComponent<KeyboardComponent>()
|
|
// .addComponent<CollisionComponent>(WAL::Callback<WAL::Entity &, const WAL::Entity &>(), &MapGenerator::wallCollide, 3);
|
|
MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
|
|
return scene;
|
|
}
|
|
|
|
void Runner::loadScenes()
|
|
{
|
|
gameState._loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
|
|
gameState._loadedScenes[GameState::SceneID::GameScene] = loadGameScene();
|
|
gameState._loadedScenes[GameState::SceneID::SettingsScene] = loadSettingsMenuScene();
|
|
gameState._loadedScenes[GameState::SceneID::PauseMenuScene] = loadPauseMenuScene();
|
|
gameState._loadedScenes[GameState::SceneID::TitleScreenScene] = loadTitleScreenScene();
|
|
}
|
|
|
|
int Runner::run()
|
|
{
|
|
std::srand(std::time(nullptr));
|
|
WAL::Wal wal;
|
|
Runner::addSystems(wal);
|
|
Runner::enableRaylib(wal);
|
|
Runner::loadScenes();
|
|
wal.scene = Runner::gameState._loadedScenes[GameState::SceneID::TitleScreenScene];
|
|
|
|
try {
|
|
wal.run<GameState>(Runner::updateState, Runner::gameState);
|
|
return 0;
|
|
} catch (const std::exception &ex) {
|
|
std::cerr << ex.what() << std::endl;
|
|
return 1;
|
|
}
|
|
}
|
|
} |