cs381/as6/scene/GameplayScene.cpp

82 lines
2.4 KiB
C++

#include "scene/GameplayScene.hpp"
#include "EnergyBarRaygui.hpp"
#include "scene/DeathScene.hpp"
#include "scene/SceneManager.hpp"
#include <algorithm>
void GameplayScene::Enter() {
entities.clear();
entities.reserve(20);
context = {};
collectedCount = 0;
meterValue = 60.0f;
context.onPlayerDeath = [this]() {
// Inject the collected star count into the queued DeathScene by passing it
// as a constructor argument. SceneManager::QueueSceneChange supports
// forwarding constructor args.
manager.QueueSceneChange<DeathScene>(collectedCount);
};
context.AddCollectiblePickedListener([this](Entity &collectible) {
collectedCount++;
auto transform = collectible.GetComponent<TransformComponent>();
if (!transform || !context.entities) {
return;
}
context.entities->emplace_back(
CreateDebris(transform->get().x - 4.0f, transform->get().y, -22.0f, -36.0f));
context.entities->emplace_back(
CreateDebris(transform->get().x + 4.0f, transform->get().y, 24.0f, -28.0f));
});
context.AddMeterChangedListener([this](float, float newValue) { meterValue = newValue; });
context.worldEntity = entities.emplace_back(CreateWorld()).get();
context.wellEntity = entities.emplace_back(CreateGravityWell()).get();
context.probeEntity = entities.emplace_back(CreateProbe()).get();
entities.emplace_back(CreateStar(900.0f, 230.0f));
entities.emplace_back(CreateNullZone(1280.0f, 120.0f));
context.statsEntity = entities.emplace_back(CreateStats()).get();
if (context.statsEntity) {
auto stats = context.statsEntity->GetComponent<StatsComponent>();
if (stats) {
meterValue = stats->get().value;
}
}
context.entities = &entities;
for (auto &entity : entities) {
if (!entity) {
continue;
}
entity->SetContext(&context);
}
}
void GameplayScene::Exit() { entities.clear(); }
void GameplayScene::Update(float dt) { UpdateAllSystems(entities, dt); }
void GameplayScene::Draw() {
for (auto &entity : entities) {
if (!entity || entity->queuedForFree) {
continue;
}
auto render = entity->GetComponent<RenderComponent>();
if (render) {
render->get().Draw();
}
}
Scene::Draw();
}