Files
Bomberman/sources/Runner/Runner.cpp
2021-06-11 12:15:51 +02:00

797 lines
33 KiB
C++

//
// Created by Zoe Roux on 5/24/21.
//
#include <Wal.hpp>
#include <iostream>
#include "System/Movable/MovableSystem.hpp"
#include "System/Renderer/RenderSystem.hpp"
#include <Model/Model.hpp>
#include <Drawables/3D/Cube.hpp>
#include <Drawables/2D/Rectangle.hpp>
#include <Drawables/2D/Text.hpp>
#include <Audio/Music.hpp>
#include <Audio/Sound.hpp>
#include <Drawables/2D/Rectangle.hpp>
#include <TraceLog.hpp>
#include "System/Keyboard/KeyboardSystem.hpp"
#include "System/Controllable/ControllableSystem.hpp"
#include "Component/Movable/MovableComponent.hpp"
#include "Component/Controllable/ControllableComponent.hpp"
#include "Component/Keyboard/KeyboardComponent.hpp"
#include "System/Gamepad/GamepadSystem.hpp"
#include <System/Collision/CollisionSystem.hpp>
#include "Component/Button/ButtonComponent.hpp"
#include <Component/Movable/MovableComponent.hpp>
#include <Component/Collision/CollisionComponent.hpp>
#include "Component/Renderer/CameraComponent.hpp"
#include "Component/Renderer/Drawable3DComponent.hpp"
#include "Component/Renderer/Drawable2DComponent.hpp"
#include "Runner.hpp"
#include "Models/GameState.hpp"
#include <Model/ModelAnimations.hpp>
#include <System/Timer/TimerSystem.hpp>
#include <System/BombHolder/BombHolderSystem.hpp>
#include <System/Event/EventSystem.hpp>
#include <System/Health/HealthSystem.hpp>
#include <System/Animator/AnimatorSystem.hpp>
#include <Component/Renderer/Drawable2DComponent.hpp>
#include <Component/Animator/AnimatorComponent.hpp>
#include <Component/Tag/TagComponent.hpp>
#include "Component/Animation/AnimationsComponent.hpp"
#include "System/Animation/AnimationsSystem.hpp"
#include "Component/Shaders/ShaderComponent.hpp"
#include "Map/Map.hpp"
#include "System/MenuControllable/MenuControllableSystem.hpp"
#include <Drawables/Texture.hpp>
#include "Component/Music/MusicComponent.hpp"
#include "Component/Sound/SoundComponent.hpp"
#include "System/Sound/PlayerSoundManagerSystem.hpp"
#include "System/Sound/MenuSoundManagerSystem.hpp"
#include "System/Music/MusicSystem.hpp"
#include "System/Lobby/LobbySystem.hpp"
#include "Component/Lobby/LobbyComponent.hpp"
namespace RAY3D = RAY::Drawables::Drawables3D;
namespace RAY2D = RAY::Drawables::Drawables2D;
namespace BBM
{
GameState Runner::gameState;
void Runner::updateState(WAL::Wal &engine, GameState &state)
{
auto &view = engine.getScene()->view<ControllableComponent>();
// You can change the scene here or update the game state based on entities values.
// If you want to keep a scene loaded but not running, store it in the state.loadedScenes.
// If you don't need the scene anymore, remember to remove it from the loadedScene array.
if (RAY::Window::getInstance().shouldClose())
engine.shouldClose = true;
if (gameState.currentScene == GameState::SceneID::GameScene) {
for (auto &[_, component]: view) {
if (component.pause) {
gameState.nextScene = GameState::SceneID::PauseMenuScene;
break;
}
}
}
if (gameState.nextScene == gameState.currentScene)
return;
gameState._loadedScenes[gameState.currentScene] = engine.getScene();
engine.changeScene(gameState._loadedScenes[gameState.nextScene]);
gameState.currentScene = gameState.nextScene;
}
void Runner::addSystems(WAL::Wal &wal)
{
wal.addSystem<TimerSystem>()
.addSystem<KeyboardSystem>()
.addSystem<GamepadSystem>()
.addSystem<MenuControllableSystem>()
.addSystem<ControllableSystem>()
.addSystem<BombHolderSystem>()
.addSystem<EventSystem>()
.addSystem<HealthSystem>()
.addSystem<CollisionSystem>()
.addSystem<MovableSystem>()
.addSystem<PlayerSoundManagerSystem>()
.addSystem<MenuSoundManagerSystem>()
.addSystem<LobbySystem>()
.addSystem<MusicSystem>();
}
void Runner::enableRaylib(WAL::Wal &wal)
{
RAY::TraceLog::setLevel(LOG_WARNING);
RAY::Window &window = RAY::Window::getInstance(1920, 1080, "Bomberman");
wal.addSystem<AnimationsSystem>()
.addSystem<AnimatorSystem>()
.addSystem<RenderSystem>(window);
}
std::shared_ptr<WAL::Scene> Runner::loadTitleScreenScene()
{
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
};
auto scene = std::make_shared<WAL::Scene>();
addMenuControl(*scene);
scene->addEntity("control")
.addComponent<SoundComponent>(sounds)
.addComponent<MusicComponent>("assets/musics/music_title.ogg");
scene->addEntity("background")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
scene->addEntity("logo")
.addComponent<PositionComponent>(320, 180, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_big.png");
scene->addEntity("text_prompt")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 130, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Press space", 70, RAY::Vector2(), BLACK)
.addComponent<OnIdleComponent>()
.addComponent<OnHoverComponent>()
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
});
return scene;
}
std::shared_ptr<WAL::Scene> Runner::loadMainMenuScene()
{
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
};
auto scene = std::make_shared<WAL::Scene>();
addMenuControl(*scene);
scene->addEntity("Control entity")
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
.addComponent<SoundComponent>(sounds);
scene->addEntity("background")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
scene->addEntity("logo")
.addComponent<PositionComponent>(1920 / 3, 180, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
auto &play = scene->addEntity("play button")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_new_game.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_new_game_hovered.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::LobbyScene;
});
auto &settings = scene->addEntity("settings button")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_settings.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_settings_hovered.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
});
auto &exit = scene->addEntity("exit button")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_exit.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_exit_hovered.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
{
wal.shouldClose = true;
});
auto &credits = scene->addEntity("credit button")
.addComponent<PositionComponent>(1920 - 100, 1080 - 30, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Credits", 20, RAY::Vector2(), BLACK)
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
text->setColor(BLACK);
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
text->setColor(ORANGE);
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
{
gameState.nextScene = BBM::GameState::SceneID::CreditScene;
});
play.getComponent<OnClickComponent>().setButtonLinks(nullptr, &settings);
settings.getComponent<OnClickComponent>().setButtonLinks(&play, &exit);
exit.getComponent<OnClickComponent>().setButtonLinks(&settings, &credits, nullptr, &credits);
credits.getComponent<OnClickComponent>().setButtonLinks(&exit, nullptr, &exit);
return scene;
}
std::shared_ptr<WAL::Scene> Runner::loadLobbyScene()
{
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
};
auto scene = std::make_shared<WAL::Scene>();
addMenuControl(*scene);
scene->addEntity("Control entity")
.addComponent<MusicComponent>("assets/musics/music_player_select.ogg")
.addComponent<SoundComponent>(sounds);
scene->addEntity("background")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
scene->addEntity("lobby text")
.addComponent<PositionComponent>(1920 / 2.75, 100, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Get Ready", 120, RAY::Vector2(), ORANGE);
auto &play = scene->addEntity("play button")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_new_game.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_new_game.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_new_game_hovered.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState._loadedScenes[GameState::SceneID::GameScene] = loadGameScene();
gameState.nextScene = BBM::GameState::SceneID::GameScene;
});
auto &back = scene->addEntity("back to menu")
.addComponent<PositionComponent>(10, 1080 - 85, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
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");
});
auto &lavaOption = scene->addEntity("lava option text")
.addComponent<PositionComponent>(1920 / 6, 2 * 1080 / 3, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Lava: Off", 70, RAY::Vector2(), BLACK)
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
{
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
if (text->getString().find("Off") != std::string::npos) {
text->setText("Lava: On");
//do
} else {
text->setText("Lava: Off");
//do
}
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
});
auto &heightOption = scene->addEntity("Height option text")
.addComponent<PositionComponent>(1920 / 1.75, 2 * 1080 / 3, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("2nd Level: Off", 70, RAY::Vector2(), BLACK)
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
{
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
if (text->getString().find("Off") != std::string::npos) {
text->setText("2nd Level: On");
//do
} else {
text->setText("2nd Level: Off");
//do
}
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
});
// auto &p1tile = scene->addEntity("player1 tile")
// .addComponent<PositionComponent>(224, 1080 / 3, 0)
// .addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(), RAY::Vector2(200, 200), WHITE);
auto &p1 = scene->addEntity("player1")
.addComponent<PositionComponent>(224, 1080 / 3, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/player/icons/none.png")
.addComponent<LobbyComponent>(0);
// auto &p2tile = scene->addEntity("player2 tile")
// .addComponent<PositionComponent>(2 * 224 + 200, 1080 / 3, 0)
// .addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(), RAY::Vector2(200, 200), WHITE);
auto &p2 = scene->addEntity("player2")
.addComponent<PositionComponent>(2 * 224 + 200, 1080 / 3, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/player/icons/none.png")
.addComponent<LobbyComponent>(1);
// auto &p3tile = scene->addEntity("player3 tile")
// .addComponent<PositionComponent>(3 * 224 + 2 * 200, 1080 / 3, 0)
// .addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(), RAY::Vector2(200, 200), WHITE);
auto &p3 = scene->addEntity("player3")
.addComponent<PositionComponent>(3 * 224 + 2 * 200, 1080 / 3, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/player/icons/none.png")
.addComponent<LobbyComponent>(2);
// auto &p4tile = scene->addEntity("player4 tile")
// .addComponent<PositionComponent>(4 * 224 + 3 * 200, 1080 / 3, 0)
// .addComponent<Drawable2DComponent, RAY2D::Rectangle>(RAY::Vector2(), RAY::Vector2(200, 200), WHITE);
auto &p4 = scene->addEntity("player4")
.addComponent<PositionComponent>(4 * 224 + 3 * 200, 1080 / 3, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/player/icons/none.png")
.addComponent<LobbyComponent>(3);
scene->addEntity("camera")
.addComponent<PositionComponent>(8, 20, 7)
.addComponent<CameraComponent>(Vector3f(8, 0, 8));
//pX
//p1.getComponent<Drawable2DComponent>().drawable = std::make_shared<RAY::Texture>("assets/player/icvalid_selection_icon.png");
//to do
// quand no player is reaydy, the play button should be diasbled
//The other non-ready players shoudl be IAs
play.getComponent<OnClickComponent>().setButtonLinks(&lavaOption, &back, &back, nullptr);
back.getComponent<OnClickComponent>().setButtonLinks(&play, nullptr, nullptr, &play);
lavaOption.getComponent<OnClickComponent>().setButtonLinks(nullptr, &play, nullptr, &heightOption);
heightOption.getComponent<OnClickComponent>().setButtonLinks(nullptr, &play, &lavaOption, nullptr);
return scene;
}
std::shared_ptr<WAL::Scene> Runner::loadPauseMenuScene()
{
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
};
auto scene = std::make_shared<WAL::Scene>();
addMenuControl(*scene);
scene->addEntity("Control entity")
.addComponent<MusicComponent>("assets/musics/music_player_select.ogg")
.addComponent<SoundComponent>(sounds);
scene->addEntity("background")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
scene->addEntity("pause text")
.addComponent<PositionComponent>(1920 / 2.5, 180, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("PAUSE", 120, RAY::Vector2(), ORANGE);
auto &play = scene->addEntity("play button")
.addComponent<PositionComponent>(1920 / 6.5, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
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");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::GameScene;
});
auto &settings = scene->addEntity("settings button")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_settings.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_settings.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_settings_hovered.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::SettingsScene;
});
auto &exit = scene->addEntity("exit button")
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_exit.png")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_exit.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_exit_hovered.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
{
gameState._loadedScenes[GameState::SceneID::GameScene].reset();
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
});
play.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, nullptr, &settings);
settings.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, &play, &exit);
exit.getComponent<OnClickComponent>().setButtonLinks(nullptr, nullptr, &settings, nullptr);
return scene;
}
std::shared_ptr<WAL::Scene> Runner::loadSettingsMenuScene()
{
auto scene = std::make_shared<WAL::Scene>();
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
};
addMenuControl(*scene);
scene->addEntity("Control entity")
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
.addComponent<SoundComponent>(sounds);
scene->addEntity("background")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
scene->addEntity("logo")
.addComponent<PositionComponent>(1920 / 3, 180, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
auto &music = scene->addEntity("music text")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Music Volume", 70, RAY::Vector2(), BLACK)
.addComponent<OnClickComponent>()
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
});
auto &musicUp = scene->addEntity("music up button")
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 540, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_plus.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
auto &component = entity.getComponent<MusicComponent>();
component.turnUpVolume();
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_plus_hovered.png");
});
auto &musicDown = scene->addEntity("music down button")
.addComponent<PositionComponent>(1920 / 3, 1080 - 540, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_minus.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
auto &component = entity.getComponent<MusicComponent>();
component.turnDownVolume();
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_minus_hovered.png");
});
auto &sound = scene->addEntity("sound text")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Sound Volume", 70, RAY::Vector2(), BLACK)
.addComponent<OnClickComponent>()
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
});
auto &soundUp = scene->addEntity("sound up button")
.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
.addComponent<SoundComponent>(sounds)
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
auto &component = entity.getComponent<SoundComponent>();
component.turnUpVolume();
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_plus.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_plus_hovered.png");
});
auto &soundDown = scene->addEntity("sound down button")
.addComponent<PositionComponent>(1920 / 3, 1080 - 360, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
.addComponent<SoundComponent>(sounds)
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_minus.png");
})
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
auto &component = entity.getComponent<SoundComponent>();
component.turnDownVolume();
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
texture->use("assets/buttons/button_minus_hovered.png");
});
auto &debug = scene->addEntity("debug text")
.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Debug Mode: Off", 70, RAY::Vector2(), BLACK)
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
{
RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
if (text->getString().find("Off") != std::string::npos) {
text->setText("Debug Mode: On");
wal.getSystem<RenderSystem>().setDebug(true);
} else {
text->setText("Debug Mode: Off");
wal.getSystem<RenderSystem>().setDebug(false);
}
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
})
.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
{
entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
});
auto &back = scene->addEntity("back to menu")
.addComponent<PositionComponent>(10, 1080 - 85, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
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
//music
//sound
music.getComponent<OnClickComponent>().setButtonLinks(nullptr, &sound, &musicDown, &musicUp);
musicDown.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, nullptr, &music);
musicUp.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, &music);
sound.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &soundDown, &soundUp);
soundDown.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, nullptr, &sound);
soundUp.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &sound);
debug.getComponent<OnClickComponent>().setButtonLinks(&sound, &back, &back);
back.getComponent<OnClickComponent>().setButtonLinks(&debug, nullptr, nullptr, &debug);
return scene;
}
std::shared_ptr<WAL::Scene> Runner::loadGameScene()
{
auto scene = std::make_shared<WAL::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"}
};
scene->addEntity("player")
.addComponent<PositionComponent>()
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true, std::make_pair(MAP_DIFFUSE, "assets/player/textures/blue.png"))
.addComponent<ControllableComponent>()
.addComponent<AnimatorComponent>()
.addComponent<KeyboardComponent>()
.addComponent<ShaderComponentModel>("assets/shaders/glsl330/predator.fs")
.addComponent<TagComponent<Blowable>>()
//.addComponent<GamepadComponent>(0)
.addComponent<AnimationsComponent>(RAY::ModelAnimations("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<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));
MapGenerator::loadMap(16, 16, MapGenerator::createMap(16, 16), scene);
return scene;
}
std::shared_ptr<WAL::Scene> Runner::loadCreditScene()
{
auto scene = std::make_shared<WAL::Scene>();
static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
{SoundComponent::JUMP, "assets/sounds/click.ogg"}
};
scene->addEntity("background")
.addComponent<PositionComponent>()
.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
scene->addEntity("Control entity")
.addComponent<MusicComponent>("assets/musics/music_title.ogg")
.addComponent<SoundComponent>(sounds);
auto &raylibLogo = scene->addEntity("raylib logo")
.addComponent<PositionComponent>(1920 / 4, 1080 / 1.75, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/raylib.png");
auto &raylibText = scene->addEntity("raylib text")
.addComponent<PositionComponent>(1920 / 4, 1080 / 2, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Powered by:", 35, RAY::Vector2(), BLACK);
auto &otherRepoText = scene->addEntity("other repo text")
.addComponent<PositionComponent>(1920 / 4, 1080 / 4, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Many Thanks to:", 35, RAY::Vector2(), BLACK);
auto &BriansRepo = scene->addEntity("thx brian")
.addComponent<PositionComponent>(1920 / 3.5, 1080 / 3.5, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Brian Guitteny (and his team)", 35, RAY::Vector2(), BLACK);
auto &team = scene->addEntity("team")
.addComponent<PositionComponent>(1920 / 1.5, 1080 / 3.5, 0)
.addComponent<Drawable2DComponent, RAY2D::Text>("Team:\n Zoe Roux\n Clément Le Bihan\n Arthur Jamet\n Louis Auzuret\n Benjamin Henry\n Tom Augier", 35, RAY::Vector2(), BLACK);
auto &back = scene->addEntity("back to menu")
.addComponent<PositionComponent>(10, 1080 - 85, 0)
.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
{
gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
})
.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
{
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");
});
return scene;
}
void Runner::addMenuControl(WAL::Scene &scene)
{
scene.addEntity("Keyboard default control")
.addComponent<ControllableComponent>()
.addComponent<KeyboardComponent>();
scene.addEntity("Keyboard second control")
.addComponent<ControllableComponent>()
.addComponent<KeyboardComponent>(ControllableComponent::Layout::KEYBOARD_1);
for (int i = 0; i < 4; i++) {
scene.addEntity("Gamepad controller")
.addComponent<ControllableComponent>()
.addComponent<GamepadComponent>(i);
}
}
void Runner::loadScenes()
{
gameState._loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
gameState._loadedScenes[GameState::SceneID::SettingsScene] = loadSettingsMenuScene();
gameState._loadedScenes[GameState::SceneID::PauseMenuScene] = loadPauseMenuScene();
gameState._loadedScenes[GameState::SceneID::TitleScreenScene] = loadTitleScreenScene();
gameState._loadedScenes[GameState::SceneID::CreditScene] = loadCreditScene();
gameState._loadedScenes[GameState::SceneID::LobbyScene] = loadLobbyScene();
}
int Runner::run()
{
std::srand(std::time(nullptr));
WAL::Wal wal;
Runner::addSystems(wal);
Runner::enableRaylib(wal);
Runner::loadScenes();
wal.changeScene(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;
}
}
}