Files
Bomberman/sources/System/Renderer/CameraSystem.cpp
T
Clément Le Bihan 41e1becdeb fixing small issues
2021-06-18 20:08:34 +02:00

90 lines
3.2 KiB
C++

//
// Created by Tom Augier on 05/06/2021
//
#include "CameraSystem.hpp"
#include "Entity/Entity.hpp"
#include "Component/Tag/TagComponent.hpp"
#include "Component/Timer/TimerComponent.hpp"
#include "Runner/Runner.hpp"
#include "Component/Renderer/Drawable2DComponent.hpp"
#include "Drawables/2D/Text.hpp"
namespace RAY2D = RAY::Drawables::Drawables2D;
namespace BBM
{
CameraSystem::CameraSystem(WAL::Wal &wal)
: System(wal)
{}
bool CameraSystem::introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity)
{
auto &pos = entity.get<PositionComponent>();
static Vector3f posTarget(8, 25, 7);
if (hasEnded)
return true;
if (pos.position.distance(posTarget) < 4) {
hasEnded = true;
this->_wal.getScene()->scheduleNewEntity("white background")
.addComponent<PositionComponent>(1920 / 2 - 2 * 30 - 20, 28, 0)
.addComponent<Drawable2DComponent, RAY2D::Rectangle>(Vector2f(), Vector2f(150, 60), RAY::Color(BLACK).setA(150));
this->_wal.getScene()->scheduleNewEntity("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<TagComponent<Timer>>()
.addComponent<Drawable2DComponent, RAY2D::Text>("", 60, RAY::Vector2(), ORANGE);
for (WAL::Entity &player : this->_wal.getScene()->view<TagComponent<Player>>())
player.getComponent<ControllableComponent>().disabled = false;
return true;
}
pos.position += (posTarget - pos.position) / 100;
return false;
}
void CameraSystem::onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity,
std::chrono::nanoseconds dtime)
{
if (Runner::gameState.currentScene != GameState::GameScene || !introAnimation(entity))
return;
auto &pos = entity.get<PositionComponent>();
auto &cam = entity.get<CameraComponent>();
Vector3f newCameraPos = Vector3f(-1, -1, -1);
std::vector<Vector3f> playerPos;
float maxDist = 0;
float lowerXDist = 0;
float lowerZDist = 0;
for (auto &[player, position, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Player>>()) {
if (!player.hasComponent<ControllableComponent>())
player.addComponent<ControllableComponent>();
playerPos.emplace_back(position.position);
}
if (playerPos.size() == 1)
newCameraPos = playerPos[0];
for (size_t i = 0; i < playerPos.size(); i++)
for (size_t j = 0; j < playerPos.size(); j++) {
if (maxDist < playerPos[i].distance(playerPos[j])) {
maxDist = playerPos[i].distance(playerPos[j]);
newCameraPos = (playerPos[i] + playerPos[j]) / 2;
}
if (lowerXDist < std::abs((playerPos[i].x - playerPos[j].x)))
lowerXDist = std::abs((playerPos[i].x - playerPos[j].x));
if (lowerZDist < std::abs((playerPos[i].z - playerPos[j].z)))
lowerZDist = std::abs((playerPos[i].z - playerPos[j].z));
}
maxDist += (lowerXDist + lowerZDist) / 2;
if (maxDist < 14)
maxDist = 14;
if (maxDist > 25)
maxDist = 25;
cam.target += (newCameraPos.abs() - pos.position.abs()) / 10;
newCameraPos.y = maxDist;
newCameraPos.z -= 1;
pos.position += (newCameraPos.abs() - pos.position.abs()) / 10;
}
}