mirror of
https://github.com/zoriya/Bomberman.git
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211 lines
8.6 KiB
C++
211 lines
8.6 KiB
C++
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#include <memory>
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#include <Wal.hpp>
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#include "Runner.hpp"
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#include <map>
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#include "Component/Music/MusicComponent.hpp"
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#include "Component/Sound/SoundComponent.hpp"
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#include "Component/Controllable/ControllableComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "Component/Keyboard/KeyboardComponent.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "Component/Button/ButtonComponent.hpp"
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#include "Drawables/2D/Text.hpp"
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#include "System/Renderer/RenderSystem.hpp"
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namespace RAY2D = RAY::Drawables::Drawables2D;
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namespace BBM
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{
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std::shared_ptr<WAL::Scene> Runner::loadSettingsMenuScene()
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{
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auto scene = std::make_shared<WAL::Scene>();
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static const std::map<SoundComponent::SoundIndex, std::string> sounds = {
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{SoundComponent::JUMP, "assets/sounds/click.ogg"}
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};
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addMenuControl(*scene);
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scene->addEntity("Control entity")
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.addComponent<MusicComponent>("assets/musics/music_title.ogg")
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.addComponent<SoundComponent>(sounds);
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scene->addEntity("background")
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.addComponent<PositionComponent>()
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/plain_menu_background.png");
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scene->addEntity("logo")
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.addComponent<PositionComponent>(1920 / 3, 180, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/logo_small.png");
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auto &music = scene->addEntity("music text")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Music Volume", 70, RAY::Vector2(), BLACK)
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &musicUp = scene->addEntity("music up button")
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.addComponent<PositionComponent>(1920 / 1.5, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
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.addComponent<MusicComponent>("assets/musics/music_title.ogg")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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auto &component = entity.getComponent<MusicComponent>();
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component.turnUpVolume();
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus_hovered.png");
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});
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auto &musicDown = scene->addEntity("music down button")
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.addComponent<PositionComponent>(1920 / 3, 1080 - 540, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
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.addComponent<MusicComponent>("assets/musics/music_title.ogg")
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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auto &component = entity.getComponent<MusicComponent>();
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component.turnDownVolume();
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus_hovered.png");
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});
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auto &sound = scene->addEntity("sound text")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Sound Volume", 70, RAY::Vector2(), BLACK)
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.addComponent<OnClickComponent>()
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &soundUp = scene->addEntity("sound up button")
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.addComponent<PositionComponent>(1920 / 1.5, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_plus.png")
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.addComponent<SoundComponent>(sounds)
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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auto &component = entity.getComponent<SoundComponent>();
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component.turnUpVolume();
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_plus_hovered.png");
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});
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auto &soundDown = scene->addEntity("sound down button")
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.addComponent<PositionComponent>(1920 / 3, 1080 - 360, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_minus.png")
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.addComponent<SoundComponent>(sounds)
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus.png");
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})
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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auto &component = entity.getComponent<SoundComponent>();
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component.turnDownVolume();
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_minus_hovered.png");
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});
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auto &debug = scene->addEntity("debug text")
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.addComponent<PositionComponent>(1920 / 2.5, 1080 - 180, 0)
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.addComponent<Drawable2DComponent, RAY2D::Text>("Debug Mode: Off", 70, RAY::Vector2(), BLACK)
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &wal)
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{
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RAY2D::Text *text = dynamic_cast<RAY2D::Text *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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if (text->getString().find("Off") != std::string::npos) {
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text->setText("Debug Mode: On");
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wal.getSystem<RenderSystem>().setDebug(true);
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} else {
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text->setText("Debug Mode: Off");
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wal.getSystem<RenderSystem>().setDebug(false);
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}
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(BLACK);
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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entity.getComponent<Drawable2DComponent>().drawable->setColor(ORANGE);
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});
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auto &back = scene->addEntity("back to menu")
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.addComponent<PositionComponent>(10, 1080 - 85, 0)
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.addComponent<Drawable2DComponent, RAY::Texture>("assets/buttons/button_back.png")
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.addComponent<OnClickComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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gameState.nextScene = BBM::GameState::SceneID::MainMenuScene;
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})
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.addComponent<OnIdleComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_back.png");
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})
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.addComponent<OnHoverComponent>([](WAL::Entity &entity, WAL::Wal &)
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{
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RAY::Texture *texture = dynamic_cast<RAY::Texture *>(entity.getComponent<Drawable2DComponent>().drawable.get());
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texture->use("assets/buttons/button_back_hovered.png");
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});
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//needed material
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//music
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//sound
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music.getComponent<OnClickComponent>().setButtonLinks(nullptr, &sound, &musicDown, &musicUp);
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musicDown.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, nullptr, &music);
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musicUp.getComponent<OnClickComponent>().setButtonLinks(&debug, &sound, &music);
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sound.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &soundDown, &soundUp);
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soundDown.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, nullptr, &sound);
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soundUp.getComponent<OnClickComponent>().setButtonLinks(&music, &debug, &sound);
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debug.getComponent<OnClickComponent>().setButtonLinks(&sound, &back, &back);
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back.getComponent<OnClickComponent>().setButtonLinks(&debug, nullptr, nullptr, &debug);
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return scene;
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}
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} |