mirror of
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142 lines
4.9 KiB
C++
142 lines
4.9 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/RenderSystem.hpp"
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#include <Drawables/2D/Rectangle.hpp>
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#include <TraceLog.hpp>
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#include "System/Keyboard/KeyboardSystem.hpp"
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#include "System/Controllable/ControllableSystem.hpp"
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#include "System/Gamepad/GamepadSystem.hpp"
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#include <System/Collision/CollisionSystem.hpp>
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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#include <System/Timer/TimerSystem.hpp>
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#include <System/BombHolder/BombHolderSystem.hpp>
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#include <System/Event/EventSystem.hpp>
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#include <System/Health/HealthSystem.hpp>
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#include <System/Animator/AnimatorSystem.hpp>
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#include <Component/Tag/TagComponent.hpp>
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#include <System/IntroAnimation/IntroAnimationSystem.hpp>
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#include <System/Levitate/LevitateSystem.hpp>
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#include <System/Bonus/PlayerBonusSystem.hpp>
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#include "System/Animation/AnimationsSystem.hpp"
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#include "Map/Map.hpp"
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#include "System/MenuControllable/MenuControllableSystem.hpp"
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#include <System/Bomb/BombSystem.hpp>
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#include "System/Sound/PlayerSoundManagerSystem.hpp"
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#include "System/Sound/MenuSoundManagerSystem.hpp"
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#include "System/Gravity/GravitySystem.hpp"
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#include "System/BumperTimer/BumperTimerSystem.hpp"
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#include "System/Music/MusicSystem.hpp"
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#include "System/Lobby/LobbySystem.hpp"
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#include "Component/Lobby/LobbyComponent.hpp"
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namespace BBM
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{
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GameState Runner::gameState;
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void Runner::updateState(WAL::Wal &engine, GameState &state)
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{
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auto &view = engine.getScene()->view<ControllableComponent>();
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if (RAY::Window::getInstance().shouldClose())
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engine.shouldClose = true;
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if (gameState.currentScene == GameState::SceneID::GameScene || gameState.currentScene == GameState::SceneID::SplashScreen) {
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for (auto &[_, component]: engine.getScene()->view<ControllableComponent>()) {
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if (component.pause && gameState.currentScene == GameState::SceneID::GameScene) {
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gameState.nextScene = GameState::SceneID::PauseMenuScene;
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break;
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} else if (gameState.currentScene == GameState::SceneID::SplashScreen && component.jump) {
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gameState.nextScene = GameState::SceneID::TitleScreenScene;
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break;
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}
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}
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}
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if (gameState.nextScene == gameState.currentScene)
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return;
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gameState._loadedScenes[gameState.currentScene] = engine.getScene();
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engine.changeScene(gameState._loadedScenes[gameState.nextScene]);
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gameState.currentScene = gameState.nextScene;
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}
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void Runner::addSystems(WAL::Wal &wal)
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{
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wal.addSystem<TimerSystem>()
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.addSystem<KeyboardSystem>()
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.addSystem<GamepadSystem>()
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.addSystem<LobbySystem>()
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.addSystem<MenuControllableSystem>()
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.addSystem<ControllableSystem>()
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.addSystem<BombHolderSystem>()
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.addSystem<EventSystem>()
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.addSystem<HealthSystem>()
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.addSystem<CollisionSystem>()
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.addSystem<LevitateSystem>()
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.addSystem<PlayerBonusSystem>()
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.addSystem<MovableSystem>()
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.addSystem<BombSystem>()
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.addSystem<PlayerSoundManagerSystem>()
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.addSystem<MenuSoundManagerSystem>()
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.addSystem<IntroAnimationSystem>()
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.addSystem<GravitySystem>()
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.addSystem<BumperTimerSystem>()
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.addSystem<MusicSystem>();
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}
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void Runner::enableRaylib(WAL::Wal &wal)
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{
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RAY::TraceLog::setLevel(LOG_WARNING);
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RAY::Window &window = RAY::Window::getInstance(1920, 1080, "Bomberman");
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wal.addSystem<AnimationsSystem>()
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.addSystem<AnimatorSystem>()
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.addSystem<RenderSystem>(window);
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}
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void Runner::addMenuControl(WAL::Scene &scene)
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{
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scene.addEntity("Keyboard default control")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>();
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scene.addEntity("Keyboard second control")
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.addComponent<ControllableComponent>()
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.addComponent<KeyboardComponent>(ControllableComponent::Layout::KEYBOARD_1);
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for (int i = 0; i < 4; i++) {
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scene.addEntity("Gamepad controller")
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.addComponent<ControllableComponent>()
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.addComponent<GamepadComponent>(i);
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}
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}
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void Runner::loadScenes()
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{
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gameState._loadedScenes[GameState::SceneID::MainMenuScene] = loadMainMenuScene();
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gameState._loadedScenes[GameState::SceneID::SettingsScene] = loadSettingsMenuScene();
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gameState._loadedScenes[GameState::SceneID::PauseMenuScene] = loadPauseMenuScene();
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gameState._loadedScenes[GameState::SceneID::TitleScreenScene] = loadTitleScreenScene();
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gameState._loadedScenes[GameState::SceneID::CreditScene] = loadCreditScene();
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gameState._loadedScenes[GameState::SceneID::SplashScreen] = loadSplashScreenScene();
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gameState._loadedScenes[GameState::SceneID::LobbyScene] = loadLobbyScene();
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}
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int Runner::run()
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{
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std::srand(std::time(nullptr));
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WAL::Wal wal;
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Runner::addSystems(wal);
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Runner::enableRaylib(wal);
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Runner::loadScenes();
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wal.changeScene(Runner::gameState._loadedScenes[GameState::SceneID::SplashScreen]);
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try {
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wal.run<GameState>(Runner::updateState, Runner::gameState);
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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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} |