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Add a controllable player ship to Bassteroids
[libs/game.git] / examples / bassteroids / source / bassteroids.cpp
1 #include "bassteroids.h"
2 #include <msp/game/root.h>
3 #include <msp/game/stage.h>
4 #include <msp/game/transform.h>
5 #include <msp/game/transformpropagator.h>
6 #include "controls.h"
7 #include "gamecontroller.h"
8 #include "physics.h"
9 #include "playercontroller.h"
10
11 using namespace Msp;
12
13 Bassteroids::Bassteroids(int, char **):
14         event_observer(director.get_event_bus()),
15         game_stage(director.create_stage()),
16         pf_setup({ .size={ 80, 45 }}),
17         playfield(game_stage.get_root(), pf_setup),
18         cam_setup({ .field_of_view_y=Geometry::Angle<float>::zero(), .size={ 80, 45 }, .near_clip=-30, .far_clip=30, .sequence_name="space.seq" }),
19         cam_entity(game_stage.get_root(), Game::TransformValues()),
20         camera(const_cast<const Game::Owned<Game::Entity> &>(cam_entity), cam_setup)
21 {
22         game_stage.add_system<GameController>();
23         game_stage.add_system<Physics>();
24         game_stage.add_system<Game::TransformPropagator>();
25         player_controller = &game_stage.add_system<PlayerController>();
26
27         event_observer.observe<GameView::Events::PlayerArrived>([this](auto &e){ player_arrived(e); });
28
29         player_input.set_control_scheme_type<Controls>(GameView::PlayerInput::ONE_LOCAL_PLAYER);
30
31         director.activate_stage(game_stage);
32 }
33
34 void Bassteroids::player_arrived(const GameView::Events::PlayerArrived &event)
35 {
36         player_controller->set_controls(static_cast<Controls *>(&event.controls));
37 }