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65 lines
1.6 KiB
C++
65 lines
1.6 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 <Drawables/2D/Rectangle.hpp>
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#include <Models/Vector2.hpp>
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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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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}
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void enableRaylib(WAL::Wal &wal)
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{
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RAY::Window &window = RAY::Window::getInstance(600, 400, "Bomberman", FLAG_WINDOW_RESIZABLE);
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// wal.addSystem<>(); 3D elements here
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wal.addSystem<Render2DScreenSystem>(window)
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.addSystem<Renderer2DSystem<RAY::Drawables::Drawables2D::Rectangle>>();
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wal.addSystem<RenderScreenSystem>(window);
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}
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WAL::Scene loadGameScene()
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{
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WAL::Scene scene;
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scene.addEntity("cube")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent<RAY::Drawables::Drawables2D::Rectangle>>(Vector2f(), Vector2f(1, 1), RED);
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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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wal.addSystem<MovableSystem>();
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enableRaylib(wal);
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WAL::Scene scene = loadGameScene();
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wal.scene = scene;
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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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} |