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https://github.com/zoriya/Bomberman.git
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388 lines
16 KiB
C++
388 lines
16 KiB
C++
//
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// Created by Tom Augier on 5/26/21.
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// Edited by Benjamin Henry on 5/26/21.
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//
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#include "Component/Collision/CollisionComponent.hpp"
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#include "System/Collision/CollisionSystem.hpp"
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#include "Map.hpp"
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#include <iostream>
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#include <Items/Bonus.hpp>
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#include <Component/Levitate/LevitateComponent.hpp>
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#include <Component/Timer/TimerComponent.hpp>
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#include <Component/Tag/TagComponent.hpp>
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namespace RAY3D = RAY::Drawables::Drawables3D;
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using namespace std::chrono_literals;
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namespace BBM
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{
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void MapGenerator::wallCollided(WAL::Entity &entity,
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const WAL::Entity &wall,
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CollisionComponent::CollidedAxis collidedAxis)
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{
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auto *mov = entity.tryGetComponent<MovableComponent>();
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if (!mov)
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return;
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if (collidedAxis & CollisionComponent::CollidedAxis::X)
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mov->_velocity.x = 0;
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if (collidedAxis & CollisionComponent::CollidedAxis::Y)
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mov->_velocity.y = 0;
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if (collidedAxis & CollisionComponent::CollidedAxis::Z)
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mov->_velocity.z = 0;
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}
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void MapGenerator::wallDestroyed(WAL::Entity &entity, WAL::Wal &wal)
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{
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entity.scheduleDeletion();
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auto &position = entity.getComponent<PositionComponent>().position;
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static std::map<Bonus::BonusType, std::string> map = {
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{Bonus::BonusType::BOMBSTOCK, "assets/items/bombup"},
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{Bonus::BonusType::SPEEDUP, "assets/items/speedup"},
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{Bonus::BonusType::EXPLOSIONINC, "assets/items/fireup"}
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};
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static std::vector<std::function<void (WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis)>> func = {
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&Bonus::BombUpBonus, &Bonus::SpeedUpBonus, &Bonus::ExplosionRangeBonus
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};
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auto bonusType = Bonus::getRandomBonusType();
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if (bonusType == Bonus::BonusType::NOTHING)
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return;
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if (!map.contains(bonusType))
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return;
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wal.getScene()->scheduleNewEntity("Bonus")
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.addComponent<PositionComponent>(position)
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &wal) {
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entity.scheduleDeletion();
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})
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.addComponent<LevitateComponent>(position.y)
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.addComponent<CollisionComponent>([](WAL::Entity &bonus, const WAL::Entity &player, CollisionComponent::CollidedAxis axis) {
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bonus.scheduleDeletion();
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}, func[bonusType - 1], 0.5, .5)
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.addComponent<TimerComponent>(5s, [](WAL::Entity &bonus, WAL::Wal &wal){
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bonus.scheduleDeletion();
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})
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.addComponent<Drawable3DComponent, RAY3D::Model>(map.at(bonusType) + ".obj", false,
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std::make_pair(MAP_DIFFUSE, "assets/items/items.png"));
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}
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const std::string MapGenerator::assetsPath = "./assets/";
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const std::string MapGenerator::wallAssetsPath = MapGenerator::assetsPath + "map/";
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const std::string MapGenerator::imageExtension = ".png";
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const std::string MapGenerator::objExtension = ".obj";
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const std::string MapGenerator::breakableWallPath = MapGenerator::wallAssetsPath + "breakable_wall";
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const std::string MapGenerator::unbreakableWallPath = MapGenerator::wallAssetsPath + "unbreakable_wall";
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const std::string MapGenerator::floorPath = MapGenerator::wallAssetsPath + "floor";
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const std::string MapGenerator::secondFloorPath = MapGenerator::wallAssetsPath + "upper_floor";
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const std::string MapGenerator::stairsPath = MapGenerator::wallAssetsPath + "stairs";
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const std::string MapGenerator::bumperPath = MapGenerator::wallAssetsPath + "bumper";
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const std::string MapGenerator::holePath = MapGenerator::wallAssetsPath + "hole";
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const std::string MapGenerator::secondFloorHolePath = MapGenerator::secondFloorPath + "_hole";
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void MapGenerator::generateUnbreakableBlock(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string unbreakableObj = unbreakableWallPath + objExtension;
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static const std::string unbreakablePng = unbreakableWallPath + imageExtension;
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (!(i % 2) && !(j % 2)) {
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(i, 0, j)
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.addComponent<TagComponent<Blowable>>()
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, false,
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std::make_pair(MAP_DIFFUSE, unbreakablePng));
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}
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}
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}
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}
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void MapGenerator::generateWall(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string unbreakableObj = unbreakableWallPath + objExtension;
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static const std::string unbreakablePnj = unbreakableWallPath + imageExtension;
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scene->addEntity("Bottom Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
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.addComponent<TagComponent<Blowable>>()
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, Vector3f(-(width + 1) / 2 , 0.25, 0.25), Vector3f(width + 1, 2, 0.75))
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, false,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Upper Wall")
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.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
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.addComponent<TagComponent<Blowable>>()
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, Vector3f(-(width + 1) / 2 , 0.25, 0.25), Vector3f(width + 1, 2, 0.75))
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, false,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(width + 3, 1, 1));
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scene->addEntity("Left Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1, 0, height / 2))
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.addComponent<TagComponent<Blowable>>()
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, Vector3f(0.25, 0.25, -(height + 1) / 2 ), Vector3f(0.75, 2, height + 1))
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, false,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(1, 1, height + 1));
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scene->addEntity("Right Wall")
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.addComponent<PositionComponent>(Vector3f(-1, 0, height / 2))
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, Vector3f(0.25, 0.25, -(height + 1) / 2 ), Vector3f(0.75, 2, height + 1))
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.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, false,
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std::make_pair(MAP_DIFFUSE, unbreakablePnj),
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RAY::Vector3(1, 1, height + 1));
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}
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void MapGenerator::generateFloor(MapBlock map, int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string floorObj = floorPath + objExtension;
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static const std::string floorPng = floorPath + imageExtension;
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] != HOLE && map[std::make_tuple(i, -1, j)] != BUMPER)
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(Vector3f(i, -1, j))
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, false,
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std::make_pair(MAP_DIFFUSE, floorPng));
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}
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}
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}
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void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
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{
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std::map<BlockType, MapElem> elements = {
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{BREAKABLE, &createBreakable},
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{UNBREAKABLE, &createUnbreakable},
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{HOLE, &createHole},
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{FLOOR, &createFloor},
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{BUMPER, &createBumper},
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{UPPERFLOOR, &createUpperFloor},
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};
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if (blockType == NOTHING || blockType == SPAWNER)
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return;
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auto element = elements.at(blockType);
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element(coords, std::move(scene));
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}
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void MapGenerator::createBreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string breakableObj = breakableWallPath + objExtension;
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static const std::string breakablePng = breakableWallPath + imageExtension;
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scene->addEntity("Breakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<TagComponent<Blowable>>()
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.addComponent<HealthComponent>(1, &MapGenerator::wallDestroyed)
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(breakableObj, false, std::make_pair(MAP_DIFFUSE, breakablePng));
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}
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void MapGenerator::createFloor(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string floorObj = floorPath + objExtension;
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static const std::string floorPng = floorPath + imageExtension;
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(coords))
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//.addComponent<CollisionComponent>(1)
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, false, std::make_pair(MAP_DIFFUSE, floorPng));
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}
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void MapGenerator::createUpperFloor(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string floorObj = secondFloorPath + objExtension;
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static const std::string floorPng = secondFloorPath + imageExtension;
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scene->addEntity("Upper Floor")
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.addComponent<PositionComponent>(Vector3f(coords))
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.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, false, std::make_pair(MAP_DIFFUSE, floorPng));
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}
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void MapGenerator::createUnbreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string UnbreakableObj = unbreakableWallPath + objExtension;
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static const std::string UnbreakablePng = unbreakableWallPath + imageExtension;
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scene->addEntity("Unbreakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<TagComponent<Blowable>>()
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.addComponent<CollisionComponent>(
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollisionComponent::CollidedAxis>(),
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&MapGenerator::wallCollided, 0.25, .75)
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.addComponent<Drawable3DComponent, RAY3D::Model>(UnbreakableObj, false,
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std::make_pair(MAP_DIFFUSE, UnbreakablePng));
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}
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void MapGenerator::createHole(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string holeObj = holePath + objExtension;
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static const std::string holePng = holePath + imageExtension;
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static const std::string secondFloorObj = secondFloorHolePath + objExtension;
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static const std::string secondFloorPng = secondFloorHolePath + imageExtension;
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WAL::Entity &holeEntity = scene->addEntity("Hole Block");
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holeEntity.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z));
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if (coords.y == 0)
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(holeObj, false, std::make_pair(MAP_DIFFUSE, holePng));
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else
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holeEntity.addComponent<Drawable3DComponent, RAY3D::Model>(secondFloorObj, false,
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std::make_pair(MAP_DIFFUSE, secondFloorPng));
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/*.addComponent<CollisionComponent>([](WAL::Entity &other, const WAL::Entity &entity) {
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if (other.hasComponent<HealthComponent>()) {
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auto &health = other.getComponent<HealthComponent>();
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health.takeDmg(health.getHealthPoint());
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}
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}, [](WAL::Entity &other, const WAL::Entity &entity){}); */
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}
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void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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static const std::string bumperObj = bumperPath + objExtension;
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static const std::string bumperPng = bumperPath + imageExtension;
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scene->addEntity("Bumper Block")
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.addComponent<PositionComponent>(Vector3f(coords.x, coords.y, coords.z))
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.addComponent<Drawable3DComponent, RAY3D::Model>(bumperObj, false, std::make_pair(MAP_DIFFUSE, bumperPng));
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/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
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if (other.hasComponent<MovableComponent>()) {
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auto &movable = other.getComponent<MovableComponent>();
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movable.addForce(Vector3f(0, 5, 0));
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}
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}); */
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}
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bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int, int>, BlockType> map, int x, int y, int z,
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BlockType blockType)
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{
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return (map[std::make_tuple(x - 1, y, z)] == blockType ||
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map[std::make_tuple(x + 1, y, z)] == blockType ||
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map[std::make_tuple(x, y, z + 1)] == blockType ||
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map[std::make_tuple(x, y, z - 1)] == blockType);
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}
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MapGenerator::BlockType MapGenerator::getRandomBlockType()
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{
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double rnd = static_cast<double>(std::rand()) / RAND_MAX;
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if (rnd > 0.95)
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return HOLE;
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if (rnd > 0.25)
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return BREAKABLE;
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return NOTHING;
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}
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MapGenerator::MapBlock MapGenerator::createHeight(MapBlock map, int width, int height)
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{
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double rnd = static_cast<double>(std::rand()) / RAND_MAX;
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if (rnd > 0.60) {
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for (int i = 0; i < width + 1; i++) {
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map[std::make_tuple(i, 1, height)] = map[std::make_tuple(i, 0, height)];
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map[std::make_tuple(i, 0, height)] = UPPERFLOOR;
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map[std::make_tuple(i, 1, 0)] = map[std::make_tuple(i, 0, 0)];
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map[std::make_tuple(i, 0, 0)] = UPPERFLOOR;
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}
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map[std::make_tuple(0, -1, height - 1)] = BUMPER;
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map[std::make_tuple(0, -1, 1)] = BUMPER;
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map[std::make_tuple(width, -1, height - 1)] = BUMPER;
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map[std::make_tuple(width, -1, 1)] = BUMPER;
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map[std::make_tuple(width / 2, -1, height - 1)] = BUMPER;
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map[std::make_tuple(width / 2, -1, 1)] = BUMPER;
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}
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if (rnd > 0.30) {
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for (int i = width / 2 - width / 4; i < width / 2 + width / 4 + 1; i++) {
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for (int j = height / 2 - height / 4; j < height / 2 + height / 4 + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] == FLOOR)
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continue;
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map[std::make_tuple(i, 1, j)] = map[std::make_tuple(i, 0, j)];
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map[std::make_tuple(i, 0, j)] = UPPERFLOOR;
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}
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}
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map[std::make_tuple(width / 2 - width / 8, -1, height / 2 + height / 4 + 1)] = BUMPER;
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map[std::make_tuple(width / 2 + width / 8, -1, height / 2 - height / 4 - 1)] = BUMPER;
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map[std::make_tuple(width / 2 - width / 4 - 1, -1, height / 2 - height / 8)] = BUMPER;
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map[std::make_tuple(width / 2 + width / 4 + 1, -1, height / 2 + height / 8)] = BUMPER;
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}
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return map;
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}
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MapGenerator::MapBlock MapGenerator::createSpawner(MapBlock map, int width, int height)
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{
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map[std::make_tuple(0, 0, 0)] = SPAWNER;
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map[std::make_tuple(width, 0, 0)] = SPAWNER;
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map[std::make_tuple(0, 0, height)] = SPAWNER;
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map[std::make_tuple(width, 0, height)] = SPAWNER;
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return map;
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}
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MapGenerator::MapBlock MapGenerator::cleanBreakable(MapBlock map, int width, int height)
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{
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for (int i = 0; i < width + 1; i++)
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for (int j = 0; j < height; j++) {
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if (map[std::make_tuple(i, 0, j)] == BREAKABLE && map[std::make_tuple(i, -1, j)] == BUMPER)
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map[std::make_tuple(i, 0, j)] = NOTHING;
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}
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return (map);
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}
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MapGenerator::MapBlock MapGenerator::createMap(int width, int height)
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{
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MapBlock map;
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width = width % 2 ? width + 1 : width;
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height = height % 2 ? height + 1 : height;
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for (int i = 0; i < width; i++)
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for (int j = 0; j < height; j++)
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map[std::make_tuple(i, 0, j)] = NOTHING;
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map = createSpawner(map, width, height);
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, 0, j)] == SPAWNER)
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continue;
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if (isCloseToBlockType(map, i, 0, j, SPAWNER)) {
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map[std::make_tuple(i, 0, j)] = NOTHING;
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} else {
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map[std::make_tuple(i, 0, j)] = getRandomBlockType();
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}
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if (map[std::make_tuple(i, 0, j)] == UNBREAKABLE && isCloseToBlockType(map, i, 0, j, UNBREAKABLE))
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map[std::make_tuple(i, 0, j)] = BREAKABLE;
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}
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}
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for (int i = 0; i < width + 1; i++)
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for (int j = 0; j < height + 1; j++)
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if (!((i + 1) % 2) && !((j + 1) % 2))
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map[std::make_tuple(i, 0, j)] = UNBREAKABLE;
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map = createHeight(map, width, height);
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map = cleanBreakable(map, width, height);
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return (map);
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}
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void MapGenerator::loadMap(int width, int height, MapBlock map, const std::shared_ptr<WAL::Scene> &scene)
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{
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generateWall(width, height, scene);
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generateFloor(map, width, height, scene);
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for (int x = 0; x < width + 1; x++)
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for (int z = 0; z < height + 1; z++)
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for (int y = -1; y < 1 + 1; y++)
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createElement(Vector3f(x, y, z), scene, map[std::make_tuple(x, y, z)]);
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}
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} // namespace BBM
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