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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-20 12:20:01 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-20 12:20:01 +0100
commit49e7d902ec2b6f509ab79994e7e2626f4bbbccf2 (patch)
tree8b2114b39ea9053e00df765707c777178bb16054
parent18c7e528f3df31d62cd05c2cc34be92be83d5367 (diff)
make format
-rw-r--r--src/crepe/system/InputSystem.cpp8
-rw-r--r--src/example/game.cpp200
2 files changed, 114 insertions, 94 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index 49ffeac..8e9f763 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -171,12 +171,12 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p
if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) {
button.hover = true;
if (!was_hovering) {
- event_mgr.trigger_event<ButtonEnterEvent>(metadata,metadata.game_object_id);
+ event_mgr.trigger_event<ButtonEnterEvent>(metadata, metadata.game_object_id);
}
} else {
button.hover = false;
if (was_hovering) {
- event_mgr.trigger_event<ButtonExitEvent>(metadata,metadata.game_object_id);
+ event_mgr.trigger_event<ButtonExitEvent>(metadata, metadata.game_object_id);
}
}
}
@@ -196,7 +196,7 @@ void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mo
const Transform & transform
= mgr.get_components_by_id<Transform>(button.game_object_id).front();
if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) {
- event_mgr.trigger_event<ButtonPressEvent>(metadata,metadata.game_object_id);
+ event_mgr.trigger_event<ButtonPressEvent>(metadata, metadata.game_object_id);
}
}
}
@@ -209,7 +209,7 @@ bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button &
actual_pos += cam_transform.position;
}
vec2 half_dimensions = button.dimensions / 2;
-
+
return mouse_pos.x >= actual_pos.x - half_dimensions.x
&& mouse_pos.x <= actual_pos.x + half_dimensions.x
&& mouse_pos.y >= actual_pos.y - half_dimensions.y
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 7ee784a..1f8b9e9 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -25,7 +25,8 @@ using namespace std;
class ScriptBox : public Script {
public:
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
+ Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id,
+ test.info.other.metadata.game_object_id);
return true;
}
@@ -38,7 +39,8 @@ public:
class ScriptCircle : public Script {
public:
bool oncollision(const CollisionEvent & test) {
- Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
+ Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id,
+ test.info.other.metadata.game_object_id);
return true;
}
@@ -68,22 +70,20 @@ class ConcreteScene1 : public Scene {
public:
void load_scene() {
GameObject camera = this->new_object("camera");
- camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), Camera::Data{
- .bg_color = Color::WHITE,
- .zoom = 1
- });
+ camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10),
+ Camera::Data{.bg_color = Color::WHITE, .zoom = 1});
GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1);
Asset reference_asset = Asset("asset/texture/square.png");
reference.add_component<Sprite>(reference_asset, Sprite::Data{
- .color = Color::RED,
- .sorting_in_layer = 10,
- .order_in_layer = 0,
- .size = vec2(0.1, 0.1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(0, 0),
- });
+ .color = Color::RED,
+ .sorting_in_layer = 10,
+ .order_in_layer = 0,
+ .size = vec2(0.1, 0.1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0),
+ });
/*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1);
Asset box_1_asset = Asset("asset/texture/square.png");
@@ -140,16 +140,18 @@ public:
const float OFFSET_Y_LEFT = 0;
const float OFFSET_Y_RIGHT = 0;
- GameObject box_1 = this->new_object("box_1", "tag", ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE);
+ GameObject box_1 = this->new_object("box_1", "tag",
+ ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE);
Asset box_1_asset = Asset("asset/texture/square.png");
- box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
- });
+ box_1.add_component<Sprite>(box_1_asset,
+ Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
box_1.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
@@ -161,16 +163,18 @@ public:
box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
box_1.add_component<BehaviorScript>().set_script<ScriptBox>();
- GameObject circle_1 = this->new_object("ricle_1", "tag", ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE);
+ GameObject circle_1 = this->new_object("ricle_1", "tag",
+ ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE);
Asset circle_1_asset = Asset("asset/texture/circle.png");
- circle_1.add_component<Sprite>(circle_1_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
- });
+ circle_1.add_component<Sprite>(
+ circle_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
circle_1.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
@@ -178,20 +182,23 @@ public:
.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
- circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active
+ = SCRIPT;
circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject circle_2 = this->new_object("ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE);
+ GameObject circle_2 = this->new_object(
+ "ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE);
Asset circle_2_asset = Asset("asset/texture/circle.png");
- circle_2.add_component<Sprite>(circle_2_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
- });
+ circle_2.add_component<Sprite>(
+ circle_2_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
circle_2.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
@@ -199,20 +206,23 @@ public:
.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
- circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active
+ = SCRIPT;
circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject box_2 = this->new_object("box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE);
+ GameObject box_2 = this->new_object(
+ "box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE);
Asset box_2_asset = Asset("asset/texture/square.png");
- box_2.add_component<Sprite>(box_2_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
- });
+ box_2.add_component<Sprite>(
+ box_2_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
box_2.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
@@ -224,16 +234,18 @@ public:
box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
box_2.add_component<BehaviorScript>().set_script<ScriptBox>();
- GameObject box_3 = this->new_object("box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE);
+ GameObject box_3 = this->new_object(
+ "box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE);
Asset box_3_asset = Asset("asset/texture/square.png");
- box_3.add_component<Sprite>(box_3_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
- });
+ box_3.add_component<Sprite>(box_3_asset,
+ Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
box_3.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
@@ -245,16 +257,18 @@ public:
box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
box_3.add_component<BehaviorScript>().set_script<ScriptBox>();
- GameObject box_4 = this->new_object("box_4", "tag", ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE);
+ GameObject box_4 = this->new_object("box_4", "tag",
+ ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE);
Asset box_4_asset = Asset("asset/texture/square.png");
- box_4.add_component<Sprite>(box_4_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
- });
+ box_4.add_component<Sprite>(
+ box_4_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
box_4.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
@@ -266,16 +280,18 @@ public:
box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
box_4.add_component<BehaviorScript>().set_script<ScriptBox>();
- GameObject circle_3 = this->new_object("ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE);
+ GameObject circle_3 = this->new_object(
+ "ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE);
Asset circle_3_asset = Asset("asset/texture/circle.png");
- circle_3.add_component<Sprite>(circle_3_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
- });
+ circle_3.add_component<Sprite>(
+ circle_3_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
circle_3.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
@@ -283,20 +299,23 @@ public:
.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
- circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active
+ = SCRIPT;
circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject circle_4 = this->new_object("ricle_4", "tag", ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE);
+ GameObject circle_4 = this->new_object("ricle_4", "tag",
+ ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE);
Asset circle_4_asset = Asset("asset/texture/circle.png");
- circle_4.add_component<Sprite>(circle_4_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
- });
+ circle_4.add_component<Sprite>(
+ circle_4_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
circle_4.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
@@ -304,7 +323,8 @@ public:
.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
- circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active
+ = SCRIPT;
circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>();
}