Files
Bomberman/sources/Runner/GameScene.cpp
T
2021-06-16 17:37:23 +02:00

81 lines
3.2 KiB
C++

#include <memory>
#include <Wal.hpp>
#include "Runner.hpp"
#include <map>
#include <Component/Bonus/PlayerBonusComponent.hpp>
#include "Component/Music/MusicComponent.hpp"
#include "Component/Sound/SoundComponent.hpp"
#include "Component/Controllable/ControllableComponent.hpp"
#include "Component/Position/PositionComponent.hpp"
#include "Component/Animator/AnimatorComponent.hpp"
#include "Component/Animation/AnimationsComponent.hpp"
#include "Component/Health/HealthComponent.hpp"
#include "Component/Renderer/CameraComponent.hpp"
#include "Component/Collision/CollisionComponent.hpp"
#include "Component/Movable/MovableComponent.hpp"
#include "Component/BombHolder/BombHolderComponent.hpp"
#include "Component/Tag/TagComponent.hpp"
#include "Component/Renderer/Drawable3DComponent.hpp"
#include "Component/Renderer/Drawable2DComponent.hpp"
#include "Component/Button/ButtonComponent.hpp"
#include "Drawables/Texture.hpp"
#include "Component/Gravity/GravityComponent.hpp"
#include "Component/BumperTimer/BumperTimerComponent.hpp"
#include "Component/Timer/TimerComponent.hpp"
#include "Model/Model.hpp"
#include "Map/Map.hpp"
#include "Component/Score/ScoreComponent.hpp"
#include "Drawables/2D/Text.hpp"
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace RAY2D = RAY::Drawables::Drawables2D;
namespace BBM
{
std::shared_ptr<WAL::Scene> Runner::loadGameScene()
{
auto scene = std::make_shared<WAL::Scene>();
scene->addEntity("camera")
.addComponent<PositionComponent>(8, 20, 7)
.addComponent<CameraComponent>(Vector3f(8, 0, 8));
scene->addEntity("Timer")
.addComponent<TimerComponent>(std::chrono::minutes (3), [](WAL::Entity &, WAL::Wal &) {
Runner::gameState.nextScene = GameState::ScoreScene;
})
.addComponent<PositionComponent>(1920 / 2 - 2 * 30, 30, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("", 60, RAY::Vector2(), ORANGE);
MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16, hasHeights), scene);
return scene;
}
WAL::Entity &Runner::createPlayer(WAL::Scene &scene)
{
std::map<SoundComponent::SoundIndex, std::string> soundPath ={
{SoundComponent::JUMP, "assets/sounds/jump.wav"},
{SoundComponent::MOVE, "assets/sounds/move.ogg"},
{SoundComponent::BOMB, "assets/sounds/bomb_drop.ogg"},
//{SoundComponent::DEATH, "assets/sounds/death.ogg"}
};
return scene.addEntity("player")
.addComponent<PositionComponent>()
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true)
.addComponent<ControllableComponent>()
.addComponent<ScoreComponent>()
.addComponent<AnimatorComponent>()
.addComponent<GravityComponent>()
.addComponent<BumperTimerComponent>()
.addComponent<TagComponent<BlowablePass>>()
.addComponent<AnimationsComponent>("assets/player/player.iqm", 3)
.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.75, 2, .75})
.addComponent<MovableComponent>()
.addComponent<SoundComponent>(soundPath)
.addComponent<MusicComponent>("assets/musics/music_battle.ogg")
.addComponent<BombHolderComponent>()
.addComponent<PlayerBonusComponent>()
.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &) {
auto &animation = entity.getComponent<AnimationsComponent>();
animation.setAnimIndex(5);
});
}
}