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CApplication.cpp
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////////////////////////////////////////////////////////////
//
// MIT License
//
// DonerComponents Asteroids Example
// Copyright(c) 2018 Donerkebap13
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
////////////////////////////////////////////////////////////
#include <application/CApplication.h>
#include <components/CCompMoveStraightLine.h>
#include <components/CCompShoot.h>
#include <components/CCompShipMovement.h>
#include <components/CCompBoundariesChecker.h>
#include <components/CCompPlayerBoundariesChecker.h>
#include <components/CCompAsteroidSpawner.h>
#include <components/CCompSpin.h>
#include <components/CCompShipMovement.h>
#include <components/CCompBulletCollider.h>
#include <components/CCompAsteroidSplitter.h>
#include <donercomponents/CDonerComponentsSystems.h>
#include <donercomponents/gameObject/CGameObjectParser.h>
#include <donercomponents/tags/CTagsManager.h>
CApplication::CApplication()
{
}
CApplication::~CApplication()
{
}
bool CApplication::InitProject()
{
DonerComponents::CGameObjectParser parser;
DonerComponents::CDonerComponentsSystems::Get()->GetTagsManager()->ParseTagsFromFile("res/common/tags.json");
// Prefabs
parser.ParsePrefabFromFile("res/common/prefabs/player.json");
parser.ParsePrefabFromFile("res/common/prefabs/bullet.json");
parser.ParsePrefabFromFile("res/common/prefabs/asteroid_big.json");
parser.ParsePrefabFromFile("res/common/prefabs/asteroid_med.json");
parser.ParsePrefabFromFile("res/common/prefabs/asteroid_small.json");
parser.ParseSceneFromFile("res/common/scenes/main.json");
return true;
}
void CApplication::RegisterComponentsProject()
{
ADD_COMPONENT_FACTORY("move_straight_line", CCompMoveStraightLine, 4096);
ADD_COMPONENT_FACTORY("shoot", CCompShoot, 2);
ADD_COMPONENT_FACTORY("ship_movement", CCompShipMovement, 2);
ADD_COMPONENT_FACTORY("boundaries_checker", CCompBoundariesChecker, 4096);
ADD_COMPONENT_FACTORY("player_boundaries_checker", CCompPlayerBoundariesChecker, 2);
ADD_COMPONENT_FACTORY("asteroid_spawner", CCompAsteroidSpawner, 2);
ADD_COMPONENT_FACTORY("spin", CCompSpin, 2048);
ADD_COMPONENT_FACTORY("bullet_collider", CCompBulletCollider, 2048);
ADD_COMPONENT_FACTORY("asteroid_splitter", CCompAsteroidSplitter, 2048);
}