diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-07 10:37:52 +0100 |
---|---|---|
committer | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-07 10:37:52 +0100 |
commit | d46548ab15699f7ae91227625302553e79a126bc (patch) | |
tree | e5b05fc99dca66512cf76cce30bf905e2213de8b | |
parent | c817f6ff091de9869c803868c50a9ea884ead376 (diff) | |
parent | 77d02bf2e2d5d04e8cacb3c783446541517e8e76 (diff) |
merge master
-rw-r--r-- | game/CMakeLists.txt | 6 | ||||
-rw-r--r-- | game/Config.h | 6 | ||||
-rw-r--r-- | game/GameScene.cpp | 56 | ||||
-rw-r--r-- | game/PlayerScript.cpp | 11 | ||||
-rw-r--r-- | game/PlayerSubScene.cpp | 76 | ||||
-rw-r--r-- | game/StartGameScript.cpp | 3 | ||||
-rw-r--r-- | game/player/PlayerEndScript.cpp | 96 | ||||
-rw-r--r-- | game/player/PlayerEndScript.h | 14 | ||||
-rw-r--r-- | game/player/PlayerScript.cpp | 119 | ||||
-rw-r--r-- | game/player/PlayerScript.h (renamed from game/PlayerScript.h) | 8 | ||||
-rw-r--r-- | game/player/PlayerSubScene.cpp | 153 | ||||
-rw-r--r-- | game/player/PlayerSubScene.h (renamed from game/PlayerSubScene.h) | 0 | ||||
-rw-r--r-- | src/crepe/api/Animator.h | 7 | ||||
-rw-r--r-- | src/crepe/api/Button.cpp | 7 | ||||
-rw-r--r-- | src/crepe/api/Button.h | 18 | ||||
-rw-r--r-- | src/crepe/api/Text.cpp | 6 | ||||
-rw-r--r-- | src/crepe/api/Text.h | 24 | ||||
-rw-r--r-- | src/crepe/api/UIObject.h | 4 | ||||
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 17 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 30 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 6 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.h | 5 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 34 |
23 files changed, 540 insertions, 166 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 32d7085..cc0cc84 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -14,9 +14,11 @@ add_executable(main) target_sources(main PUBLIC GameScene.cpp MoveCameraManualyScript.cpp + player/PlayerScript.cpp + player/PlayerSubScene.cpp StartGameScript.cpp - PlayerScript.cpp - PlayerSubScene.cpp + player/PlayerEndScript.cpp + background/StartSubScene.cpp main.cpp ) diff --git a/game/Config.h b/game/Config.h index 350cd02..940bf1d 100644 --- a/game/Config.h +++ b/game/Config.h @@ -24,9 +24,15 @@ static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene +static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene +static constexpr int COLL_LAY_LASER = 7; // Only for GameScene +static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene static constexpr int GAME_HEIGHT = 800; // In game units static constexpr int VIEWPORT_X = 1100; // In game units // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units + +static constexpr int PLAYER_SPEED = 7500; // In game units +static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index dc0038b..4193581 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -15,11 +15,13 @@ #include <crepe/types.h> #include "Config.h" -#include "GameScene.h" #include "MoveCameraManualyScript.h" #include "StartGameScript.h" -#include "PlayerSubScene.h" +#include "GameScene.h" +#include "MoveCameraManualyScript.h" + +#include "player/PlayerSubScene.h" #include "background/BackgroundSubScene.h" #include "prefab/ZapperObject.h" @@ -71,6 +73,56 @@ void GameScene::load_scene() { GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); + + // zapper, laser and missile (below) for testing purpose only!!! + GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); + Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; + Sprite & zapper_sprite = zapper.add_component<Sprite>( + zapper_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(100, 100), + } + ); + zapper.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_ZAPPER, + }); + zapper.add_component<BoxCollider>(vec2(100, 100)); + GameObject laser = new_object("laser", "laser", vec2(2000, 0)); + Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; + Sprite & laser_sprite = laser.add_component<Sprite>( + laser_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(100, 100), + } + ); + laser.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_LASER, + }); + laser.add_component<BoxCollider>(vec2(100, 100)); + GameObject missile = new_object("missile", "missile", vec2(4000, 0)); + Asset missile_asset {"asset/obstacles/missile/missile.png"}; + Sprite & missile_sprite = missile.add_component<Sprite>( + missile_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(100, 100), + } + ); + missile.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_MISSILE, + }); + missile.add_component<BoxCollider>(vec2(100, 100)); } string GameScene::get_name() const { return "scene1"; } diff --git a/game/PlayerScript.cpp b/game/PlayerScript.cpp deleted file mode 100644 index 1c388f5..0000000 --- a/game/PlayerScript.cpp +++ /dev/null @@ -1,11 +0,0 @@ -#include "PlayerScript.h" - -#include <crepe/api/Rigidbody.h> - -using namespace crepe; -using namespace std; - -void PlayerScript::fixed_update(crepe::duration_t dt) { - Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); - if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); -} diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp deleted file mode 100644 index 00b7810..0000000 --- a/game/PlayerSubScene.cpp +++ /dev/null @@ -1,76 +0,0 @@ -#include "PlayerSubScene.h" -#include "Config.h" -#include "PlayerScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -PlayerSubScene::PlayerSubScene(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); - Asset player_body_asset {"asset/barry/defaultBody.png"}; - Sprite & player_body_sprite = player.add_component<Sprite>( - player_body_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .order_in_layer = 0, - .size = vec2(0, 50), - } - ); - player.add_component<Animator>( - player_body_sprite, ivec2(32, 32), uvec2(4, 8), - Animator::Data { - .fps = 5, - .looping = true, - } - ); - Asset player_head_asset {"asset/barry/defaultHead.png"}; - Sprite & player_head_sprite = player.add_component<Sprite>( - player_head_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .order_in_layer = 1, - .size = vec2(0, 50), - .position_offset = vec2(0, -20), - } - ); - player.add_component<Animator>( - player_head_sprite, ivec2(32, 32), uvec2(4, 8), - Animator::Data { - .fps = 5, - .looping = true, - } - ); - Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; - Sprite & player_jetpack_sprite = player.add_component<Sprite>( - player_jetpack_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .order_in_layer = 2, - .size = vec2(0, 60), - .position_offset = vec2(-20, 0), - } - ); - player_jetpack_sprite.active = false; - player.add_component<Animator>( - player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), - Animator::Data { - .fps = 5, - .looping = true, - } - ); - player.add_component<Rigidbody>(Rigidbody::Data { - .gravity_scale = 20, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2(100, 0), - .collision_layers = {COLL_LAY_BOT_TOP}, - .collision_layer = COLL_LAY_PLAYER, - }); - player.add_component<BoxCollider>(vec2(50, 50)); - player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..c786eb4 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,4 +1,5 @@ #include "StartGameScript.h" +#include "Config.h" #include <crepe/api/Animator.h> #include <crepe/api/ParticleEmitter.h> @@ -50,7 +51,7 @@ void StartGameScript::fixed_update(crepe::duration_t dt) { // Start camera movement, enable player jumping and disable this script if (player_transform.position.x > 500) { Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); - rb.data.linear_velocity = vec2(100, 0); + rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0); BehaviorScript & player_script = this->get_components_by_name<BehaviorScript>("player").front(); player_script.active = true; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp new file mode 100644 index 0000000..e04fb9d --- /dev/null +++ b/game/player/PlayerEndScript.cpp @@ -0,0 +1,96 @@ +#include "PlayerEndScript.h" + +#include "../Config.h" +#include "manager/LoopTimerManager.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerEndScript::init() { + Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); + rb_player.data.elasticity_coefficient = 0.7; + + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { + if (ev.info.other.metadata.name == "floor") { + Transform & transform_player + = this->get_components_by_name<Transform>("player").front(); + RefVector<Animator> anim_player = this->get_components_by_name<Animator>("player"); + Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); + Rigidbody & rb_camera = this->get_components_by_name<Rigidbody>("camera").front(); + + float dt = this->get_loop_timer().get_fixed_delta_time().count(); + + if (jump == 0) { + int random_number = rand() % 4; + for (Animator & anim : anim_player) { + anim.active = false; + anim.set_anim(6); + for (int i = 0; i < random_number; i++) { + anim.next_anim(); + } + } + } else if (jump == 1) { + for (Animator & anim : anim_player) { + anim.next_anim(); + } + } + + if (jump == 0) { + rb_player.data.angular_velocity = 16000 * dt; + rb_player.data.angular_velocity_coefficient = 0.7; + jump++; + } else if (jump == 1) { + jump++; + } else if (jump == 2) { + RefVector<Rigidbody> rb_back_forest + = this->get_components_by_tag<Rigidbody>("forest_background"); + for (Rigidbody & rb : rb_back_forest) { + rb.data.linear_velocity_coefficient = vec2(0.5, 0.5); + } + + rb_player.data.angular_velocity = 0; + rb_player.data.elasticity_coefficient = 0; + rb_player.data.linear_velocity = vec2(PLAYER_SPEED * dt, 0); + rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5); + rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5); + for (Animator & anim : anim_player) { + anim.active = false; + anim.set_anim(7); + } + if (transform_player.rotation > 0 && transform_player.rotation < 90) { + // Do not call next_anim() + } else if (transform_player.rotation > 90 && transform_player.rotation < 180) { + for (Animator & anim : anim_player) { + anim.next_anim(); + } + } else if (transform_player.rotation > 180 && transform_player.rotation < 270) { + for (Animator & anim : anim_player) { + anim.next_anim(); + anim.next_anim(); + } + } else { + for (Animator & anim : anim_player) { + anim.next_anim(); + anim.next_anim(); + anim.next_anim(); + } + } + jump++; + } + + return true; + } + + return false; +} diff --git a/game/player/PlayerEndScript.h b/game/player/PlayerEndScript.h new file mode 100644 index 0000000..03ea8a9 --- /dev/null +++ b/game/player/PlayerEndScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PlayerEndScript : public crepe::Script { +public: + void init(); + +private: + bool on_collision(const crepe::CollisionEvent & ev); + +private: + int jump = 0; +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp new file mode 100644 index 0000000..472d7c8 --- /dev/null +++ b/game/player/PlayerScript.cpp @@ -0,0 +1,119 @@ +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +bool PlayerScript::on_collision(const CollisionEvent & ev) { + BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front(); + BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back(); + RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); + RefVector<ParticleEmitter> emitters + = this->get_components_by_name<ParticleEmitter>("player"); + + if (ev.info.other.metadata.tag == "zapper") { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(4); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + play_scr.active = false; + end_scr.active = true; + return true; + } else if (ev.info.other.metadata.tag == "laser") { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(4); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + play_scr.active = false; + end_scr.active = true; + return true; + } else if (ev.info.other.metadata.tag == "missile") { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(5); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + play_scr.active = false; + end_scr.active = true; + return true; + } + + return false; +} + +void PlayerScript::fixed_update(crepe::duration_t dt) { + RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); + RefVector<ParticleEmitter> emitters + = this->get_components_by_name<ParticleEmitter>("player"); + Transform & transform = this->get_components_by_name<Transform>("player").front(); + + for (ParticleEmitter & emitter : emitters) { + emitter.data.boundary.offset = vec2(0, -transform.position.y); + } + + Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); + if (this->get_key_state(Keycode::SPACE)) { + rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02); + if (prev_anim != 1) { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(1); + anim.data.looping = true; + prev_anim = 1; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 30; + } + } + } else if (transform.position.y == 195) { + if (prev_anim != 0) { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(0); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + } + } else { + if (prev_anim != 2) { + for (Animator & anim : animators) { + anim.set_anim(2); + anim.data.looping = false; + prev_anim = 2; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + } + } +} diff --git a/game/PlayerScript.h b/game/player/PlayerScript.h index 84c4f7f..d8eb098 100644 --- a/game/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,8 +1,16 @@ #pragma once +#include <crepe/api/Event.h> #include <crepe/api/Script.h> class PlayerScript : public crepe::Script { public: + void init(); void fixed_update(crepe::duration_t dt); + +private: + bool on_collision(const crepe::CollisionEvent & ev); + +private: + int prev_anim = 0; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp new file mode 100644 index 0000000..c1e5e2f --- /dev/null +++ b/game/player/PlayerSubScene.cpp @@ -0,0 +1,153 @@ +#include "PlayerSubScene.h" +#include "PlayerEndScript.h" +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +PlayerSubScene::PlayerSubScene(Scene & scn) { + GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + + Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; + Sprite & player_bullet_sprite = player.add_component<Sprite>( + player_bullet, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 3, + .size = vec2(0, 6), + } + ); + player.add_component<ParticleEmitter>(player_bullet_sprite, ParticleEmitter::Data{ + .offset = vec2(-15, 15), + .emission_rate = 0, + .min_speed = 300, + .max_speed = 500, + .min_angle = 85, + .max_angle = 100, + .boundary = ParticleEmitter::Boundary { + .height = 400, + .reset_on_exit = true, + }, + }); + Asset player_bullet_x2 {"asset/other_effects/effect_smgbullet_x2.png"}; + Sprite & player_bullet_x2_sprite = player.add_component<Sprite>( + player_bullet_x2, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 3, + .size = vec2(0, 12), + } + ); + player.add_component<ParticleEmitter>(player_bullet_x2_sprite, ParticleEmitter::Data{ + .offset = vec2(-15, 15), + .emission_rate = 0, + .min_speed = 300, + .max_speed = 500, + .min_angle = 85, + .max_angle = 100, + .boundary = ParticleEmitter::Boundary { + .height = 400, + .reset_on_exit = true, + }, + }); + Asset player_shell {"asset/other_effects/effect_rocketmgshell_TVOS.png"}; + Sprite & player_shell_sprite = player.add_component<Sprite>( + player_shell, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 3, + .size = vec2(0, 12), + .angle_offset = 90, + } + ); + player.add_component<ParticleEmitter>(player_shell_sprite, ParticleEmitter::Data{ + .offset = vec2(-15, 15), + .emission_rate = 0, + .min_speed = 200, + .max_speed = 500, + .min_angle = 110, + .max_angle = 120, + .force_over_time = vec2(0, 1000), + .boundary = ParticleEmitter::Boundary { + .height = 400, + .reset_on_exit = true, + }, + }); + + Asset player_body_asset {"asset/barry/defaultBody.png"}; + Sprite & player_body_sprite = player.add_component<Sprite>( + player_body_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + player.add_component<Animator>( + player_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + player.add_component<BoxCollider>(vec2(50, 50)); + Asset player_head_asset {"asset/barry/defaultHead.png"}; + Sprite & player_head_sprite = player.add_component<Sprite>( + player_head_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + player.add_component<Animator>( + player_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + player.add_component<CircleCollider>(25, vec2(0, -20)); + Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & player_jetpack_sprite = player.add_component<Sprite>( + player_jetpack_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(-20, 0), + } + ); + player_jetpack_sprite.active = false; + player.add_component<Animator>( + player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); + player.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = PLAYER_GRAVITY_SCALE, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), + .collision_layers + = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, + .collision_layer = COLL_LAY_PLAYER, + }); + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; + player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; +} diff --git a/game/PlayerSubScene.h b/game/player/PlayerSubScene.h index bf94c32..bf94c32 100644 --- a/game/PlayerSubScene.h +++ b/game/player/PlayerSubScene.h diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 102894d..95539d3 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,5 +1,6 @@ #pragma once +#include "../manager/LoopTimerManager.h" #include "../types.h" #include "Component.h" @@ -99,6 +100,12 @@ private: //! The maximum number of rows and columns inside the spritesheet const uvec2 grid_size; + // the time elapsed from a frame duration + duration_t elapsed_time = {}; + + // frame counter + unsigned int frame = 0; + //! Uses the spritesheet friend AnimatorSystem; }; diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp index 40153c9..8eadd89 100644 --- a/src/crepe/api/Button.cpp +++ b/src/crepe/api/Button.cpp @@ -2,7 +2,10 @@ namespace crepe { -Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset) - : UIObject(id, dimensions, offset) {} +Button::Button( + game_object_id_t id, const vec2 & dimensions, const Data & data, const vec2 & offset +) + : UIObject(id, dimensions, offset), + data(data) {} } // namespace crepe diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index d42527e..e986c04 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -1,8 +1,7 @@ #pragma once -#include <functional> +#include "../types.h" -#include "Event.h" #include "UIObject.h" namespace crepe { @@ -21,14 +20,24 @@ namespace crepe { */ class Button : public UIObject { public: + struct Data { + //! variable indicating if transform is relative to camera(false) or world(true) + bool world_space = false; + }; + +public: /** * \brief Constructs a Button with the specified game object ID and dimensions. * * \param id The unique ID of the game object associated with this button. * \param dimensions The width and height of the UIObject * \param offset The offset relative this GameObjects Transform + * \param data additional data the button has */ - Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset); + Button( + game_object_id_t id, const vec2 & dimensions, const Data & data, + const vec2 & offset = {0, 0} + ); /** * \brief Get the maximum number of instances for this component * @@ -38,6 +47,9 @@ public: */ virtual int get_instances_max() const { return 1; } +public: + Data data; + private: //! friend relation hover variable friend class InputSystem; diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp index b24f0ac..e5b623d 100644 --- a/src/crepe/api/Text.cpp +++ b/src/crepe/api/Text.cpp @@ -1,10 +1,12 @@ +#include "../types.h" + #include "Text.h" using namespace crepe; Text::Text( - game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::string & font_family, const Data & data, const std::string & text + game_object_id_t id, const vec2 & dimensions, const std::string & font_family, + const Data & data, const vec2 & offset, const std::string & text ) : UIObject(id, dimensions, offset), text(text), diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h index 0289b85..8b3d53e 100644 --- a/src/crepe/api/Text.h +++ b/src/crepe/api/Text.h @@ -3,6 +3,8 @@ #include <optional> #include <string> +#include "../types.h" + #include "Asset.h" #include "Color.h" #include "UIObject.h" @@ -17,22 +19,8 @@ class Text : public UIObject { public: //! Text data that does not have to be set in the constructor struct Data { - /** - * \brief fontsize for text rendering - * - * \note this is not the actual font size that is loaded in. - * - * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size. - * The default font size that is loaded is set in the Config. - * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much. - */ - unsigned int font_size = 16; - - //! Layer sorting level of the text - const int sorting_in_layer = 0; - - //! Order within the sorting text - const int order_in_layer = 0; + //! variable indicating if transform is relative to camera(false) or world(true) + bool world_space = false; //! Label text color. Color text_color = Color::BLACK; @@ -49,8 +37,8 @@ public: * \param font Optional font asset that can be passed or left empty. */ Text( - game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::string & font_family, const Data & data, const std::string & text = "" + game_object_id_t id, const vec2 & dimensions, const std::string & font_family, + const Data & data, const vec2 & offset = {0, 0}, const std::string & text = "" ); //! Label text. diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h index f1318ab..0d9b1f7 100644 --- a/src/crepe/api/UIObject.h +++ b/src/crepe/api/UIObject.h @@ -15,13 +15,11 @@ public: * \param dimensions width and height of the UIObject * \param offset Offset relative to the GameObject Transform */ - UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset); + UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset = {0, 0}); //! Width and height of the UIObject vec2 dimensions; //! Position offset relative to this GameObjects Transform vec2 offset; - //! variable indicating if transform is relative to camera(false) or world(true) - bool world_space = false; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 859f966..6c93fb2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -69,8 +69,6 @@ SDLContext::SDLContext(Mediator & mediator) { throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); } - SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"); - mediator.sdl_context = *this; } @@ -174,6 +172,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } void SDLContext::draw(const RenderContext & ctx) { + SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2"); const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) @@ -206,6 +205,7 @@ void SDLContext::draw(const RenderContext & ctx) { } void SDLContext::draw_text(const RenderText & data) { + SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); const Text & text = data.text; const Font & font = data.font; @@ -235,9 +235,16 @@ void SDLContext::draw_text(const RenderText & data) { = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale; - vec2 screen_pos = (absoluut_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2 - ) * cam_aux_data.render_scale - - size / 2 + cam_aux_data.bar_size; + vec2 screen_pos = absoluut_pos; + if (text.data.world_space) { + screen_pos = (screen_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) + * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } else { + screen_pos + = (screen_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } SDL_FRect dstrect { .x = screen_pos.x, diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e5ab2fa..143d5d6 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,7 +1,8 @@ +#include <chrono> + #include "../api/Animator.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" -#include <chrono> #include "AnimatorSystem.h" @@ -13,28 +14,31 @@ void AnimatorSystem::frame_update() { LoopTimerManager & timer = this->mediator.loop_timer; RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); - float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count(); + duration_t elapsed_time = timer.get_delta_time(); for (Animator & a : animations) { if (!a.active) continue; if (a.data.fps == 0) continue; Animator::Data & ctx = a.data; - float frame_duration = 1.0f / ctx.fps; - int last_frame = ctx.row; + a.elapsed_time += elapsed_time; + duration_t frame_duration = 1000ms / ctx.fps; int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end; - int total_frames = cycle_end - ctx.cycle_start; - - int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames; + if (a.elapsed_time >= frame_duration) { + a.elapsed_time = 0ms; + a.frame++; + if (a.frame == cycle_end) { + a.frame = ctx.cycle_start; + if (!ctx.looping) { + a.active = false; + continue; + } + } + } - ctx.row = ctx.cycle_start + curr_frame; + ctx.row = ctx.cycle_start + a.frame; a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; - a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h); - - if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { - a.active = false; - } } } diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index b4a0633..be7eda6 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,8 +1,8 @@ #include "../api/Button.h" +#include "../api/Config.h" #include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" -#include "util/Log.h" #include "InputSystem.h" @@ -213,10 +213,10 @@ bool InputSystem::is_mouse_inside_button( const Transform & cam_transform ) { vec2 actual_pos = transform.position + button.offset; - if (!button.world_space) { + if (!button.data.world_space) { actual_pos += cam_transform.position; } - vec2 half_dimensions = button.dimensions / 2; + vec2 half_dimensions = button.dimensions * transform.scale / 2; return mouse_pos.x >= actual_pos.x - half_dimensions.x && mouse_pos.x <= actual_pos.x + half_dimensions.x diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 37311cc..be62367 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,12 +1,9 @@ #pragma once -#include "../api/Config.h" -#include "../facade/EventData.h" - #include "../api/Event.h" #include "../api/Metadata.h" +#include "../facade/EventData.h" #include "../types.h" -#include "../util/OptionalRef.h" #include "System.h" diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 7942fce..e6b31a7 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -7,8 +7,8 @@ #include <crepe/api/Button.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> +#include <crepe/api/Engine.h> #include <crepe/api/GameObject.h> -#include <crepe/api/LoopManager.hpp> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Sprite.h> @@ -27,7 +27,7 @@ public: Color color(255, 255, 255, 255); - Asset img {"asset/texture/square.png"}; + Asset img {"asset/spritesheet/pokemon_spritesheet.png"}; Sprite & test_sprite = game_object.add_component<Sprite>( img, @@ -36,24 +36,24 @@ public: .flip = Sprite::FlipSettings {false, false}, .sorting_in_layer = 2, .order_in_layer = 2, - .size = {1, 1}, + .size = {1, 0}, .angle_offset = 0, .position_offset = {0, 1}, .world_space = false, } ); - //auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{}); - Sprite & test_sprite1 = game_object.add_component<Sprite>( - img, - Sprite::Data { - .color = color, - .size = {1, 1}, - .position_offset = {0, -1}, - .world_space = false, + auto & anim = game_object.add_component<Animator>( + test_sprite, ivec2 {56, 56}, uvec2 {4, 4}, + Animator::Data { + .looping = 0, } ); + anim.set_anim(1); + anim.pause(); + anim.next_anim(); + auto & cam = game_object.add_component<Camera>( ivec2 {1280, 720}, vec2 {5, 5}, Camera::Data { @@ -61,22 +61,14 @@ public: .postion_offset = {1000, 1000}, } ); - - /* - game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS", - Text::Data{.text_color = Color::RED}, "test TEST"); - - game_object.add_component<Text>(vec2{1, 1}, vec2{0, 0.5}, "ComicSansMS", - Text::Data{.text_color = Color::BLACK}, "TEST test"); - */ } string get_name() const { return "TestScene"; }; }; int main(int argc, char * argv[]) { - LoopManager engine; + Engine engine; engine.add_scene<TestScene>(); - engine.start(); + engine.main(); return 0; } |