diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-08 15:03:14 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-08 15:03:14 +0100 | 
| commit | 261a2cfd2bedafbc7fcf54e1b86adee206dea519 (patch) | |
| tree | f099bca292e99ae54035f9a5ac7a455eec073c3e | |
| parent | d9c67da9b8c2d8d25ef4dd2c700ddc78573d3a60 (diff) | |
| parent | 0b9574bdd6c5968c07bcf165d66032b75649b5da (diff) | |
merge w/ master
76 files changed, 1613 insertions, 871 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 5c7bb6b..4d02633 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -11,7 +11,14 @@ add_subdirectory(../src crepe)  add_executable(main)  target_sources(main PUBLIC +	background/AquariumSubScene.cpp +	background/AquariumScript.cpp +	background/BackgroundSubScene.cpp +	background/ForestParallaxScript.cpp +	background/ForestSubScene.cpp  	GameScene.cpp +	background/HallwaySubScene.cpp +	background/HallwayScript.cpp  	MoveCameraManualyScript.cpp  	player/PlayerScript.cpp  	player/PlayerSubScene.cpp @@ -22,23 +29,25 @@ target_sources(main PUBLIC  	workers/WorkersSubScene.cpp  	workers/WorkerScript.cpp  	workers/PanicFromPlayerScript.cpp +	workers/CollisionScript.cpp  	main.cpp  	menus/BannerSubScene.cpp  	menus/ButtonSubScene.cpp  	menus/IButtonScript.cpp -	menus/ButtonSetShopScript.cpp -	menus/ButtonSetMainMenuScript.cpp +	menus/ButtonSetShopSubScript.cpp +	menus/ButtonSetMainMenuSubScript.cpp +	menus/ButtonNextMainMenuSubScript.cpp  	menus/FloatingWindowSubScene.cpp  	menus/IFloatingWindowScript.cpp  	menus/shop/ShopMenuScene.cpp -	menus/mainmenu/ButtonTransitionPreviewScript.cpp +	menus/mainmenu/ButtonTransitionPreviewSubScript.cpp  	menus/mainmenu/ITransitionScript.cpp  	menus/mainmenu/MainMenuScene.cpp -	menus/mainmenu/TransitionStartScript.cpp +	menus/mainmenu/TransitionStartSubScript.cpp  	menus/endgame/EndGameSubScene.cpp  	menus/endgame/EndGameSubScript.cpp  	coins/CoinSubScene.cpp -	coins/CoinPool.cpp +	coins/CoinPoolSubScene.cpp  	coins/CoinSystemScript.cpp  	coins/CoinScript.cpp  	hud/HudSubScene.cpp diff --git a/game/Config.h b/game/Config.h index 95846d2..64f2828 100644 --- a/game/Config.h +++ b/game/Config.h @@ -18,8 +18,9 @@ static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes  static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes  static constexpr int SORT_IN_LAY_COINS = 7; // Only for GameScene  static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS_BACK = 9; // Only for GameScene  static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene -static constexpr int SORT_IN_LAY_WORKERS = 12; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS_FRONT = 12; // Only for GameScene  static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene  static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene @@ -39,21 +40,21 @@ static constexpr float VIEWPORT_X = 1100; // In game units  static constexpr float VIEWPORT_Y = 500; // In game units  // Font settings -static constexpr const char* FONT = "Jetpackia"; -static constexpr crepe::vec2 FONTOFFSET = {0,0}; +static constexpr const char * FONT = "Jetpackia"; +static constexpr crepe::vec2 FONTOFFSET = {0, 0}; -// Amount of coins in game  -static constexpr const char* TOTAL_COINS_GAME = "total_coins_game"; +// Amount of coins in game +static constexpr const char * TOTAL_COINS_GAME = "total_coins_game"; -// Amount of coins in current run  -static constexpr const char* TOTAL_COINS_RUN = "total_coins_run"; +// Amount of coins in current run +static constexpr const char * TOTAL_COINS_RUN = "total_coins_run";  // Distance -static constexpr const char* DISTANCE_GAME = "distance_game"; -static constexpr const char* DISTANCE_RUN = "distance_run"; +static constexpr const char * DISTANCE_GAME = "distance_game"; +static constexpr const char * DISTANCE_RUN = "distance_run";  // Player config -static constexpr const char* PLAYER_NAME = "player"; +static constexpr const char * PLAYER_NAME = "player";  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 6c21843..9de2fd1 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -2,8 +2,7 @@  #include "Config.h"  #include "MoveCameraManualyScript.h"  #include "StartGameScript.h" -#include "coins/CoinSubScene.h" -#include "coins/CoinPool.h" +#include "coins/CoinPoolSubScene.h"  #include "coins/CoinSystemScript.h"  #include "background/BackgroundSubScene.h" @@ -11,7 +10,6 @@  #include "hud/HudSubScene.h"  #include "hud/SpeedScript.h"  #include "menus/endgame/EndGameSubScene.h" -#include "menus/endgame/EndGameSubScript.h"  #include "player/PlayerSubScene.h"  #include "prefab/ZapperPoolSubScene.h"  #include "workers/WorkersSubScene.h" @@ -45,15 +43,15 @@ void GameScene::load_scene() {  	camera.add_component<Camera>(  		ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),  		Camera::Data { -			.bg_color = Color::RED, +			.bg_color = Color::BLACK,  		}  	);  	camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();  	camera.add_component<BehaviorScript>().set_script<CoinSystemScript>();  	camera.add_component<BehaviorScript>().set_script<HudScript>();  	camera.add_component<BehaviorScript>().set_script<SpeedScript>(); -	 -	camera.add_component<Rigidbody>(Rigidbody::Data{}); + +	camera.add_component<Rigidbody>(Rigidbody::Data {});  	PlayerSubScene player(*this); @@ -89,7 +87,7 @@ void GameScene::load_scene() {  	start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();  	//create coin pool -	CoinPool coin_system; +	CoinPoolSubScene coin_system;  	coin_system.create_coins(*this);  	HudSubScene hud; diff --git a/game/Random.h b/game/Random.h index 8db616c..4a1108a 100644 --- a/game/Random.h +++ b/game/Random.h @@ -7,6 +7,5 @@ public:  	static int i(int upper, int lower = 0);  	static unsigned u(unsigned upper, unsigned lower = 0);  	static bool b(); -  }; diff --git a/game/background/AquariumScript.cpp b/game/background/AquariumScript.cpp new file mode 100644 index 0000000..e698e3a --- /dev/null +++ b/game/background/AquariumScript.cpp @@ -0,0 +1,26 @@ +#include "AquariumScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void AquariumScript::fixed_update(crepe::duration_t dt) { +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + +	float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + +	if (cam_left_x > this->start_x + this->lenght) { +		//Move whole background 12000 to the right +		RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_aqua"); +		for (Transform & tran : trans) { +			tran.position.x += 12000; +		} +		this->start_x += 12000; +	} +} diff --git a/game/background/AquariumScript.h b/game/background/AquariumScript.h new file mode 100644 index 0000000..b068628 --- /dev/null +++ b/game/background/AquariumScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +class AquariumScript : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); + +private: +	float start_x = 10200; +	const float lenght = 3000; +}; diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp index 8d5202a..2a07daf 100644 --- a/game/background/AquariumSubScene.cpp +++ b/game/background/AquariumSubScene.cpp @@ -4,6 +4,7 @@  #include <crepe/api/Animator.h>  #include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Scene.h>  #include <crepe/api/Sprite.h>  #include <crepe/types.h> @@ -15,7 +16,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	this->add_background(scn, begin_x);  	GameObject aquarium_begin -		= scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_begin", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"};  	aquarium_begin.add_component<Sprite>(  		aquarium_begin_asset, @@ -28,7 +29,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	begin_x += 600;  	GameObject aquarium_middle_1 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_1_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_1.add_component<Sprite>(  		aquarium_middle_1_asset, @@ -41,9 +42,12 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	begin_x += 400;  	this->add_background(scn, begin_x - 200); +	this->add_bubbles(aquarium_middle_1, vec2(-400, 300), 2, 0.7f); +	this->add_bubbles(aquarium_middle_1, vec2(-100, 300), 4, 1.0f); +	this->add_bubbles(aquarium_middle_1, vec2(500, 300), 4, 0.9f);  	GameObject aquarium_middle_2 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_2_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_2.add_component<Sprite>(  		aquarium_middle_2_asset, @@ -55,8 +59,10 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	);  	begin_x += 400; +	this->add_bubbles(aquarium_middle_2, vec2(300, 300), 2, 0.6f); +  	GameObject aquarium_middle_3 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_3.add_component<Sprite>(  		aquarium_middle_3_asset, @@ -71,7 +77,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	this->add_background(scn, begin_x - 200);  	GameObject aquarium_middle_4 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_4_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_4.add_component<Sprite>(  		aquarium_middle_4_asset, @@ -84,8 +90,11 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	begin_x += 600;  	this->add_background(scn, begin_x); +	this->add_bubbles(aquarium_middle_4, vec2(175, 300), 4, 1.0f); +	this->add_bubbles(aquarium_middle_4, vec2(200, 300), 4, 0.7f); -	GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); +	GameObject aquarium_end +		= scn.new_object("aquarium_end", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"};  	aquarium_end.add_component<Sprite>(  		aquarium_end_asset, @@ -101,13 +110,13 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  }  void AquariumSubScene::add_background(Scene & scn, float begin_x) { -	GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); +	GameObject bg_1 = scn.new_object("aquarium_bg_1", "background_aqua", vec2(begin_x, 0));  	Asset bg_1_1_asset {"asset/background/aquarium/AquariumBG1_1_TVOS.png"};  	bg_1.add_component<Sprite>(  		bg_1_1_asset,  		Sprite::Data {  			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, -			.order_in_layer = 2, +			.order_in_layer = 5,  			.size = vec2(0, 400),  			.position_offset = vec2(-200, 100),  		} @@ -117,18 +126,18 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  		bg_1_2_asset,  		Sprite::Data {  			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, -			.order_in_layer = 2, +			.order_in_layer = 5,  			.size = vec2(0, 400),  			.position_offset = vec2(200, 100),  		}  	); -	GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); +	GameObject bg_2 = scn.new_object("aquarium_bg_2", "background_aqua", vec2(begin_x, 0));  	Asset bg_2_1_asset {"asset/background/aquarium/AquariumBG2_1_TVOS.png"};  	bg_2.add_component<Sprite>(  		bg_2_1_asset,  		Sprite::Data {  			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, -			.order_in_layer = 1, +			.order_in_layer = 3,  			.size = vec2(0, 400),  			.position_offset = vec2(200, -50),  		} @@ -138,18 +147,18 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  		bg_2_2_asset,  		Sprite::Data {  			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, -			.order_in_layer = 1, +			.order_in_layer = 3,  			.size = vec2(0, 400),  			.position_offset = vec2(-200, -50),  		}  	); -	GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); +	GameObject bg_3 = scn.new_object("aquarium_bg_3", "background_aqua", vec2(begin_x, 0));  	Asset bg_3_1_asset {"asset/background/aquarium/AquariumBG3_1_TVOS.png"};  	bg_3.add_component<Sprite>(  		bg_3_1_asset,  		Sprite::Data {  			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, -			.order_in_layer = 0, +			.order_in_layer = 1,  			.size = vec2(0, 400),  			.position_offset = vec2(200, -200),  		} @@ -159,9 +168,58 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  		bg_3_2_asset,  		Sprite::Data {  			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, -			.order_in_layer = 0, +			.order_in_layer = 1,  			.size = vec2(0, 400),  			.position_offset = vec2(-200, -200),  		}  	);  } + +void AquariumSubScene::add_bubbles( +	GameObject & obj, vec2 offset, int order_in_layer, float scale +) { +	Sprite & sprite = obj.add_component<Sprite>( +		Asset {"asset/background/aquarium/bubble.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +			.order_in_layer = order_in_layer, +			.size = vec2(0, 12.5), +			.scale_offset = scale, +		} +	); +	obj.add_component<ParticleEmitter>( +		sprite, +		ParticleEmitter::Data { +			.offset = offset, +			.max_particles = 20, +			.emission_rate = 1.2, +			.min_speed = 50, +			.max_speed = 100, +			.min_angle = 265, +			.max_angle = 275, +			.force_over_time = vec2(0, -50), +		} +	); +	Sprite & sprite_small = obj.add_component<Sprite>( +		Asset {"asset/background/aquarium/bubble.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +			.order_in_layer = order_in_layer, +			.size = vec2(0, 7.5), +			.scale_offset = scale, +		} +	); +	obj.add_component<ParticleEmitter>( +		sprite_small, +		ParticleEmitter::Data { +			.offset = offset, +			.max_particles = 20, +			.emission_rate = 0.8, +			.min_speed = 50, +			.max_speed = 100, +			.min_angle = 265, +			.max_angle = 275, +			.force_over_time = vec2(0, -50), +		} +	); +} diff --git a/game/background/AquariumSubScene.h b/game/background/AquariumSubScene.h index 2a188bc..9dbb04e 100644 --- a/game/background/AquariumSubScene.h +++ b/game/background/AquariumSubScene.h @@ -1,8 +1,11 @@  #pragma once +#include <crepe/types.h> +  namespace crepe {  class Scene; -} +class GameObject; +} // namespace crepe  class AquariumSubScene {  public: @@ -10,4 +13,6 @@ public:  private:  	void add_background(crepe::Scene & scn, float begin_x); +	void +	add_bubbles(crepe::GameObject & obj, crepe::vec2 offset, int order_in_layer, float scale);  }; diff --git a/game/background/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp index 6fdc598..4bbd977 100644 --- a/game/background/BackgroundSubScene.cpp +++ b/game/background/BackgroundSubScene.cpp @@ -1,10 +1,14 @@  #include "BackgroundSubScene.h" +#include "AquariumScript.h"  #include "AquariumSubScene.h"  #include "ForestSubScene.h" +#include "HallwayScript.h"  #include "HallwaySubScene.h"  #include "StartSubScene.h" +#include <crepe/api/BehaviorScript.h>  #include <crepe/api/Color.h> +#include <crepe/api/Scene.h>  using namespace crepe;  using namespace std; @@ -23,15 +27,11 @@ BackgroundSubScene::BackgroundSubScene(Scene & scn) {  	begin_x = forest.create(scn, begin_x, "1"); -	begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA); +	begin_x += 3000;  	begin_x = aquarium.create(scn, begin_x); -	begin_x = hallway.create(scn, begin_x, 3, Color::CYAN); - -	begin_x = forest.create(scn, begin_x, "2"); - -	begin_x = hallway.create(scn, begin_x, 4, Color::GREEN); - -	begin_x = aquarium.create(scn, begin_x); +	GameObject scripts = scn.new_object("scrips_background", "background"); +	scripts.add_component<BehaviorScript>().set_script<HallwayScript>(); +	scripts.add_component<BehaviorScript>().set_script<AquariumScript>();  } diff --git a/game/background/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp index c72f85d..7470da2 100644 --- a/game/background/ForestParallaxScript.cpp +++ b/game/background/ForestParallaxScript.cpp @@ -1,5 +1,7 @@  #include "ForestParallaxScript.h" +#include "../Config.h" +  using namespace crepe;  using namespace std; @@ -26,4 +28,28 @@ void ForestParallaxScript::fixed_update(crepe::duration_t dt) {  			t.position.x = begin_x - 400;  		}  	} + +	//Move whole background 12000 to the right +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + +	float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + +	if (cam_left_x > this->start_x + this->lenght) { +		//Move whole background 12000 to the right +		RefVector<Transform> trans +			= this->get_components_by_tag<Transform>("background_forest"); +		for (Transform & tran : trans) { +			tran.position.x += 12000; +		} +		this->start_x += 12000; + +		RefVector<Transform> trans_back +			= this->get_components_by_tag<Transform>("forest_background"); +		for (Transform & tran : trans_back) { +			tran.position.x += 12000; +		} + +		begin_x += 12000; +		end_x += 12000; +	}  } diff --git a/game/background/ForestParallaxScript.h b/game/background/ForestParallaxScript.h index a65a684..d45fdd9 100644 --- a/game/background/ForestParallaxScript.h +++ b/game/background/ForestParallaxScript.h @@ -9,7 +9,9 @@ public:  	void fixed_update(crepe::duration_t dt);  private: -	const float begin_x; -	const float end_x; +	float begin_x; +	float end_x;  	const std::string name; +	float start_x = 4200; +	const float lenght = 3000;  }; diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp index a807a36..83e48dd 100644 --- a/game/background/ForestSubScene.cpp +++ b/game/background/ForestSubScene.cpp @@ -15,14 +15,14 @@ using namespace crepe;  using namespace std;  float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) { -	GameObject script = scn.new_object("forest_script", "background"); +	GameObject script = scn.new_object("forest_script", "background_forest");  	script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(  		begin_x - 400, begin_x + 3000 + 400, unique_bg_name  	);  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0)); +	GameObject begin = scn.new_object("forest_begin", "background_forest", vec2(begin_x, 0));  	Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"};  	begin.add_component<Sprite>(  		begin_asset, @@ -36,7 +36,8 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); +	GameObject middle_1 +		= scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));  	Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"};  	middle_1.add_component<Sprite>(  		middle_1_asset, @@ -50,7 +51,8 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); +	GameObject middle_2 +		= scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));  	Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"};  	middle_2.add_component<Sprite>(  		middle_2_asset, @@ -64,7 +66,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0)); +	GameObject end = scn.new_object("forest_end", "background_forest", vec2(begin_x, 0));  	Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"};  	end.add_component<Sprite>(  		end_asset, diff --git a/game/background/HallwayScript.cpp b/game/background/HallwayScript.cpp new file mode 100644 index 0000000..a5bb94c --- /dev/null +++ b/game/background/HallwayScript.cpp @@ -0,0 +1,70 @@ +#include "HallwayScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void HallwayScript::fixed_update(crepe::duration_t dt) { +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + +	float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + +	if (cam_left_x > this->start_x + this->lenght) { +		//Move whole background 6000 to the right +		RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_hall"); +		for (Transform & tran : trans) { +			tran.position.x += 6000; +		} +		this->start_x += 6000; + +		//Change sector number +		Animator & anim = this->get_components_by_name<Animator>("hallway_begin").front(); +		int column = (current_sector - 1) / 4; +		int row = (current_sector - 1) % 4; +		anim.set_anim(column); +		for (int i = 0; i < row; i++) { +			anim.next_anim(); +		} +		RefVector<Sprite> sprites = this->get_components_by_name<Sprite>("hallway_begin"); +		switch (current_sector % 7) { +			case 0: +				sprites[1].get().data.color = Color::YELLOW; +				sprites[2].get().data.color = Color::YELLOW; +				break; +			case 1: +				sprites[1].get().data.color = Color::MAGENTA; +				sprites[2].get().data.color = Color::MAGENTA; +				break; +			case 2: +				sprites[1].get().data.color = Color::CYAN; +				sprites[2].get().data.color = Color::CYAN; +				break; +			case 3: +				sprites[1].get().data.color = Color::GREEN; +				sprites[2].get().data.color = Color::GREEN; +				break; +			case 4: +				sprites[1].get().data.color = Color::RED; +				sprites[2].get().data.color = Color::RED; +				break; +			case 5: +				sprites[1].get().data.color = Color::BLUE; +				sprites[2].get().data.color = Color::BLUE; +				break; +			case 6: +				sprites[1].get().data.color = Color::WHITE; +				sprites[2].get().data.color = Color::WHITE; +				break; +		} +		current_sector++; +		if (current_sector > 16) { +			current_sector = 1; +		} +	} +} diff --git a/game/background/HallwayScript.h b/game/background/HallwayScript.h new file mode 100644 index 0000000..04b2933 --- /dev/null +++ b/game/background/HallwayScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Script.h> + +class HallwayScript : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); + +private: +	float start_x = 1200; +	const float lenght = 3000; +	int current_sector = 2; +}; diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp index 4d96c94..31af2d5 100644 --- a/game/background/HallwaySubScene.cpp +++ b/game/background/HallwaySubScene.cpp @@ -14,7 +14,7 @@ using namespace std;  float HallwaySubScene::create(  	Scene & scn, float begin_x, unsigned int sector_num, Color sector_color  ) { -	GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); +	GameObject begin = scn.new_object("hallway_begin", "background_hall", vec2(begin_x, 0));  	Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};  	begin.add_component<Sprite>(  		begin_asset, @@ -30,7 +30,8 @@ float HallwaySubScene::create(  	this->add_lamp(begin, vec2(330, -120), 11);  	this->add_lamp(begin, vec2(430, -120), 9); -	GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_1 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_1.add_component<Sprite>(  		middle_asset, @@ -42,7 +43,8 @@ float HallwaySubScene::create(  	);  	begin_x += 600; -	GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_2 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_2.add_component<Sprite>(  		middle_asset_2, @@ -54,7 +56,8 @@ float HallwaySubScene::create(  	);  	begin_x += 200; -	GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_3 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_3.add_component<Sprite>(  		middle_asset_3, @@ -68,7 +71,8 @@ float HallwaySubScene::create(  	this->add_lamp(middle_3, vec2(0, -120)); -	GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_4 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_4.add_component<Sprite>(  		middle_asset_4, @@ -80,7 +84,7 @@ float HallwaySubScene::create(  	);  	begin_x += 600; -	GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); +	GameObject end = scn.new_object("hallway_end", "background_hall", vec2(begin_x, 0));  	Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};  	end.add_component<Sprite>(  		end_asset, diff --git a/game/coins/CoinPool.cpp b/game/coins/CoinPool.cpp deleted file mode 100644 index 5720c2f..0000000 --- a/game/coins/CoinPool.cpp +++ /dev/null @@ -1,10 +0,0 @@ -#include "CoinPool.h" -#include "CoinSubScene.h" - -using namespace crepe; -using namespace std; - -void CoinPool::create_coins(crepe::Scene & scn) { -	CoinSubScene coin; -	while(coin.create(scn) < this->MAXIMUM_AMOUNT); -} diff --git a/game/coins/CoinPoolSubScene.cpp b/game/coins/CoinPoolSubScene.cpp new file mode 100644 index 0000000..f8b5b70 --- /dev/null +++ b/game/coins/CoinPoolSubScene.cpp @@ -0,0 +1,13 @@ +#include "CoinPoolSubScene.h" +#include "CoinSubScene.h" + +using namespace crepe; +using namespace std; + +void CoinPoolSubScene::create_coins(crepe::Scene & scn) { +	int amount = 0; +	CoinSubScene coin; +	while (amount < this->MAXIMUM_AMOUNT) { +		amount = coin.create(scn, amount); +	} +} diff --git a/game/coins/CoinPool.h b/game/coins/CoinPoolSubScene.h index 83058f7..07626d6 100644 --- a/game/coins/CoinPool.h +++ b/game/coins/CoinPoolSubScene.h @@ -1,12 +1,11 @@  #pragma once -#include "api/Scene.h" +#include <crepe/api/Scene.h> - -class CoinPool { +class CoinPoolSubScene {  public:  	void create_coins(crepe::Scene & scn); +  private:  	static constexpr int MAXIMUM_AMOUNT = 100;  }; - diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp index 5d4e8fe..514f4de 100644 --- a/game/coins/CoinScript.cpp +++ b/game/coins/CoinScript.cpp @@ -1,29 +1,71 @@  #include "CoinScript.h" -#include "api/CircleCollider.h" -#include "api/Sprite.h" +  #include "manager/SaveManager.h" +  #include "../Config.h" -#include "../Events.h" +#include "../hud/HudScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Sprite.h>  using namespace crepe;  using namespace std; -bool CoinScript::on_collision(const CollisionEvent & collisionData){ -	if(collisionData.info.other.metadata.tag != "coin") return true; -	this->get_components_by_name<Sprite>("").front().get().active = false; -	this->get_components_by_name<CircleCollider>("").front().get().active = false; +bool CoinScript::on_collision(const CollisionEvent & collisionData) { +	if (collisionData.info.other.metadata.tag != "coin") return false; +	if (!this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) +			 .front() +			 .get() +			 .active) +		return false; +	this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) +		.front() +		.get() +		.active +		= false; +	this->get_components_by_name<CircleCollider>(collisionData.info.other.metadata.name) +		.front() +		.get() +		.active +		= false;  	this->amount++; -	return true; + +	AudioSource & audio = this->get_components_by_id<AudioSource>( +								  collisionData.info.other.metadata.game_object_id +	) +							  .front(); +	audio.play(); + +	this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) +		.back() +		.get() +		.active +		= true; +	this->get_components_by_name<Animator>(collisionData.info.other.metadata.name) +		.back() +		.get() +		.active +		= true; + +	return false; +} + +void CoinScript::init() { +	this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	});  } -void CoinScript::init(){ -	this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); -	this->subscribe<EndGameEvent>([this](const EndGameEvent e)-> bool { return this->save(); }); +void CoinScript::fixed_update(crepe::duration_t dt) { +	this->trigger_event(GetCoinEvent { +		.amount_of_coins = this->amount, +	});  } -bool CoinScript::save(){ +bool CoinScript::save() {  	SaveManager & savemgr = this->get_save_manager();  	savemgr.set(TOTAL_COINS_RUN, this->amount); -	this->amount = 0;  	return false;  } diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h index e88a860..5718025 100644 --- a/game/coins/CoinScript.h +++ b/game/coins/CoinScript.h @@ -5,8 +5,10 @@  class CoinScript : public crepe::Script {  public:  	void init() override; +	void fixed_update(crepe::duration_t dt) override;  	bool on_collision(const crepe::CollisionEvent & collisionData);  	bool save(); +  private:  	int amount = 0;  }; diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp index 3914921..d154819 100644 --- a/game/coins/CoinSubScene.cpp +++ b/game/coins/CoinSubScene.cpp @@ -1,41 +1,64 @@  #include "CoinSubScene.h" -#include "api/Animator.h" -#include "api/BehaviorScript.h" -#include "api/CircleCollider.h" -#include "api/Rigidbody.h" -#include "api/Scene.h" -#include "api/AudioSource.h" -#include "CoinScript.h" +  #include "../Config.h" +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +  using namespace crepe;  using namespace std; -int CoinSubScene::create(Scene & scn){ +int CoinSubScene::create(Scene & scn, int coin_counter) {  	vec2 size = {20, 20}; -	static int coin_counter = 0;  	string unique_name = "coin_" + to_string(coin_counter++); -	GameObject coin = scn.new_object(unique_name.c_str(),"coin",vec2{650,0},0,1); -	coin.add_component<Rigidbody>(Rigidbody::Data{ +	GameObject coin = scn.new_object(unique_name.c_str(), "coin", vec2 {650, 0}, 0, 1); +	coin.add_component<Rigidbody>(Rigidbody::Data {  		.body_type = Rigidbody::BodyType::KINEMATIC,  		.kinematic_collision = false,  		.collision_layers = {COLL_LAY_PLAYER},  	}); -	coin.add_component<CircleCollider>((size.x / 2)-3).active = false; -	crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>(Asset{"asset/coin/coin1_TVOS.png"}, Sprite::Data{ -																   .sorting_in_layer = SORT_IN_LAY_COINS, -																	 .order_in_layer = 0, -																   .size = size, -															   }); +	coin.add_component<CircleCollider>((size.x / 2) - 3).active = false; +	crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>( +		Asset {"asset/coin/coin1_TVOS.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_COINS, +			.order_in_layer = 0, +			.size = size, +		} +	);  	coin_sprite->active = false; -	coin.add_component<Animator>(coin_sprite, ivec2{32, 32}, uvec2{8, 1}, -								 Animator::Data{ -									 .fps = 15,  -									 .looping = true, -								 });  -	coin.add_component<AudioSource>(Asset{"asset/sfx/coin_pickup_1.ogg"}); -	coin.add_component<BehaviorScript>().set_script<CoinScript>(); +	coin.add_component<Animator>( +		coin_sprite, ivec2 {32, 32}, uvec2 {8, 1}, +		Animator::Data { +			.fps = 15, +			.looping = true, +		} +	); +	coin.add_component<AudioSource>(Asset {"asset/sfx/coin_pickup_1.ogg"}).volume = 3; + +	Sprite & pick_up = coin.add_component<Sprite>( +		Asset {"asset/coin/coinCollect1_TVOS.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_COINS, +			.order_in_layer = 1, +			.size = size * 2, +		} +	); +	pick_up.active = false; +	coin.add_component<Animator>( +			pick_up, ivec2 {64, 64}, uvec2 {5, 1}, +			Animator::Data { +				.fps = 5, +				.looping = false, +			} +	) +		.active +		= false; +  	return coin_counter;  } diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h index f85f427..7a1c60a 100644 --- a/game/coins/CoinSubScene.h +++ b/game/coins/CoinSubScene.h @@ -8,5 +8,5 @@ class Scene;  class CoinSubScene {  public: -	int create(crepe::Scene & scn); +	int create(crepe::Scene & scn, int coin_counter);  }; diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp index c9c301e..f9816c9 100644 --- a/game/coins/CoinSystemScript.cpp +++ b/game/coins/CoinSystemScript.cpp @@ -1,25 +1,22 @@  #include "CoinSystemScript.h" -#include "CoinPool.h" -#include "api/CircleCollider.h" -#include "api/Metadata.h" -#include "api/Sprite.h" -#include "api/Transform.h" +  #include <random> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +  using namespace crepe;  using namespace std; -std::vector<CoinSystemScript::CoinData> CoinSystemScript::coin_locations; - -void CoinSystemScript::init() { -	engine.seed(rd()); -} +void CoinSystemScript::init() { engine.seed(rd()); } -void CoinSystemScript::add_location(const crepe::vec2& location){ +void CoinSystemScript::add_location(const crepe::vec2 & location) {  	coin_locations.push_back(CoinData(location));  } -float CoinSystemScript::preset_1(const vec2 & begin_position){ +float CoinSystemScript::preset_1(const vec2 & begin_position) {  	vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)};  	vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)}; @@ -30,7 +27,7 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){  	}  	// Add locations for the bottom row -	bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; +	bottom.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;  	for (int i = 0; i < COLUM_AMOUNT_1; ++i) {  		add_location(bottom);  		bottom.x += this->COLUM_OFFSET_1; @@ -44,22 +41,24 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){  	}  	// Add locations for the next set of the bottom row -	bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; +	bottom.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;  	for (int i = 0; i < COLUM_AMOUNT_1; ++i) {  		add_location(bottom);  		bottom.x += this->COLUM_OFFSET_1;  	} -	return bottom.x-begin_position.x; +	return bottom.x - begin_position.x;  } -float CoinSystemScript::preset_2(const vec2 & begin_position){ -	vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2}; +float CoinSystemScript::preset_2(const vec2 & begin_position) { +	vec2 top +		= {begin_position.x + this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2};  	vec2 middle = begin_position; -	vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2}; +	vec2 bottom +		= {begin_position.x + this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2};  	// Add locations for the next set of the bottom row -	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { +	for (int i = 0; i < COLUM_AMOUNT_2 - 2; ++i) {  		add_location(bottom);  		bottom.x += this->COLUM_OFFSET_2;  	} @@ -71,18 +70,17 @@ float CoinSystemScript::preset_2(const vec2 & begin_position){  	}  	// Add locations for the next set of the top row -	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { +	for (int i = 0; i < COLUM_AMOUNT_2 - 2; ++i) {  		add_location(top);  		top.x += this->COLUM_OFFSET_2;  	} -	return middle.x-begin_position.x; +	return middle.x - begin_position.x;  } -float CoinSystemScript::preset_3(const vec2 & begin_position){ +float CoinSystemScript::preset_3(const vec2 & begin_position) {  	vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)}; -  	// Add locations for the top row  	for (int i = 0; i < COLUM_AMOUNT_3; ++i) {  		add_location(location); @@ -90,7 +88,7 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){  	}  	// Add locations for the bottom row -	location.y +=this->ROW_OFFSET_3; +	location.y += this->ROW_OFFSET_3;  	location.x += this->COLUM_OFFSET_3;  	for (int i = 0; i < COLUM_AMOUNT_3; ++i) {  		add_location(location); @@ -98,20 +96,19 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){  	}  	// Add locations for the next set of the top row -	location.y +=this->ROW_OFFSET_3; +	location.y += this->ROW_OFFSET_3;  	location.x += this->COLUM_OFFSET_3;  	for (int i = 0; i < COLUM_AMOUNT_3; ++i) {  		add_location(location);  		location.x += this->COLUM_OFFSET_3;  	} -	return location.x-begin_position.x; +	return location.x - begin_position.x;  } -float CoinSystemScript::preset_4(const vec2 & begin_position){ +float CoinSystemScript::preset_4(const vec2 & begin_position) {  	vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)}; -  	// Add locations for the top row  	for (int i = 0; i < COLUM_AMOUNT_4; ++i) {  		add_location(location); @@ -119,7 +116,7 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){  	}  	// Add locations for the bottom row -	location.y -=this->ROW_OFFSET_4; +	location.y -= this->ROW_OFFSET_4;  	location.x += this->COLUM_OFFSET_4;  	for (int i = 0; i < COLUM_AMOUNT_4; ++i) {  		add_location(location); @@ -127,32 +124,29 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){  	}  	// Add locations for the next set of the top row -	location.y -=this->ROW_OFFSET_4; +	location.y -= this->ROW_OFFSET_4;  	location.x += this->COLUM_OFFSET_4;  	for (int i = 0; i < COLUM_AMOUNT_4; ++i) {  		add_location(location);  		location.x += this->COLUM_OFFSET_4;  	} -	return location.x-begin_position.x; +	return location.x - begin_position.x;  } -float CoinSystemScript::preset_5(const vec2 & begin_position){ -	vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2}; -	for (int i = 0; i < COLUM_AMOUNT_5; ++i){ +float CoinSystemScript::preset_5(const vec2 & begin_position) { +	vec2 location = {begin_position.x, begin_position.y - ROW_OFFSET_5 / 2}; +	for (int i = 0; i < COLUM_AMOUNT_5; ++i) {  		add_location(location);  		location.x += this->COLUM_OFFSET_5;  	} -	return location.x-begin_position.x; +	return location.x - begin_position.x;  } - - -void CoinSystemScript::frame_update(crepe::duration_t dt) -{ +void CoinSystemScript::frame_update(crepe::duration_t dt) {  	this->despawn_coins();  	this->generate_locations(); -	this->spawn_coins();	 +	this->spawn_coins();  }  void CoinSystemScript::despawn_coins() { @@ -162,22 +156,26 @@ void CoinSystemScript::despawn_coins() {  	// Retrieve all active coin sprites tagged as "coin"  	RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin"); -	for (Sprite& coin_sprite : coin_sprites) { +	for (Sprite & coin_sprite : coin_sprites) {  		if (!coin_sprite.active) continue; // Skip inactive sprites  		// Retrieve the corresponding Transform, Metadata, and CircleCollider components -		Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); -		Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); -		CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get(); +		Transform & coin_transform +			= this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); +		Metadata & coin_metadata +			= this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); +		CircleCollider & coin_collider +			= this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id) +				  .front() +				  .get();  		// Check if the coin is out of bounds based on DESPAWN_DISTANCE  		if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) {  			// Find the coin in the coin_locations vector using its name  			auto it = std::find_if( -				coin_locations.begin(), -				coin_locations.end(), -				[&coin_metadata](const CoinData& data) { -						return data.name == coin_metadata.name; +				coin_locations.begin(), coin_locations.end(), +				[&coin_metadata](const CoinData & data) { +					return data.name == coin_metadata.name;  				}  			); @@ -191,31 +189,46 @@ void CoinSystemScript::despawn_coins() {  	}  } -void CoinSystemScript::spawn_coins(){ +void CoinSystemScript::spawn_coins() {  	// Get the current x-position of the CoinSystem's Transform component  	float position = this->get_component<Transform>().position.x;  	// Iterate through the list of coin locations -	for (auto& coin : coin_locations) { +	for (auto & coin : coin_locations) {  		// Skip this coin if it is already active -		if (coin.active)continue; +		if (coin.active) continue;  		// Skip this coin if it is not within the defined spawn area -		if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue; -		 +		if (coin.start_location.x < this->SPAWN_DISTANCE + position +			|| coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) +			continue; +  		// Retrieve all sprites tagged as "coin"  		RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");  		// Check for an available (inactive) coin sprite -		for (Sprite& coin_sprite : coin_sprites) { +		for (Sprite & coin_sprite : coin_sprites) {  			// Skip this sprite if it is already active  			if (coin_sprite.active) continue; +			if (coin_sprite.data.order_in_layer == 1) { +				coin_sprite.active = false; +				continue; +			}  			// Found an available (inactive) coin sprite  			// Retrieve its associated components -			Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); -			Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); -			CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get(); -			 +			Transform & coin_transform +				= this->get_components_by_id<Transform>(coin_sprite.game_object_id) +					  .front() +					  .get(); +			Metadata & coin_metadata +				= this->get_components_by_id<Metadata>(coin_sprite.game_object_id) +					  .front() +					  .get(); +			CircleCollider & coin_collider +				= this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id) +					  .front() +					  .get(); +  			// Assign data and set active  			coin.name = coin_metadata.name;  			coin.active = true; @@ -223,26 +236,23 @@ void CoinSystemScript::spawn_coins(){  			coin_collider.active = true;  			coin_transform.position = coin.start_location; -			// Break out of the inner loop since we've assigned this coin to an available sprite	 +			// Break out of the inner loop since we've assigned this coin to an available sprite  			break;  		}  	}  } -void CoinSystemScript::generate_locations(){ +void CoinSystemScript::generate_locations() {  	float position = this->get_component<Transform>().position.x; -	if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return; +	if (position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;  	std::discrete_distribution<int> dist(weights.begin(), weights.end());  	int selected_index = dist(engine);  	std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX);  	float spacing = space_dist(engine); -	 +  	// Call the corresponding function and return the new x position -	this->system_position += functions[selected_index]({this->system_position,0}); +	this->system_position += functions[selected_index]({this->system_position, 0});  	this->system_position += spacing;  } - - - diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h index f558f08..5c94273 100644 --- a/game/coins/CoinSystemScript.h +++ b/game/coins/CoinSystemScript.h @@ -1,27 +1,33 @@  #pragma once -#include "types.h" -#include <string> -#include "api/CircleCollider.h" -#include "api/Script.h" -#include "api/Sprite.h" -#include "api/Transform.h"  #include <random> +#include <string> + +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h>  class CoinSystemScript : public crepe::Script {  private: -	struct CoinData{ -		crepe::vec2 start_location = {0,0}; +	struct CoinData { +		crepe::vec2 start_location = {0, 0};  		std::string name = "";  		bool active = false; -		CoinData(crepe::vec2 start_location) : start_location(start_location),name(""), active(false) {} +		CoinData(crepe::vec2 start_location) +			: start_location(start_location), +			  name(""), +			  active(false) {}  	}; +  public:  	CoinSystemScript() {};  	void init() override;  	void frame_update(crepe::duration_t dt) override; +  private: -	void add_location(const crepe::vec2& location); +	void add_location(const crepe::vec2 & location);  	void despawn_coins();  	void spawn_coins();  	void generate_locations(); @@ -30,68 +36,71 @@ private:  	float preset_3(const crepe::vec2 & begin_position);  	float preset_4(const crepe::vec2 & begin_position);  	float preset_5(const crepe::vec2 & begin_position); +  private: -	std::vector<std::function<float(const crepe::vec2&)>> functions = { -		[this](const crepe::vec2& pos) { return preset_1(pos); }, -		[this](const crepe::vec2& pos) { return preset_2(pos); }, -		[this](const crepe::vec2& pos) { return preset_3(pos); }, -		[this](const crepe::vec2& pos) { return preset_4(pos); }, -		[this](const crepe::vec2& pos) { return preset_5(pos); } -	}; -	std::vector<int> weights = {20, 20,20,20, 20}; +	std::vector<std::function<float(const crepe::vec2 &)>> functions +		= {[this](const crepe::vec2 & pos) { return preset_1(pos); }, +		   [this](const crepe::vec2 & pos) { return preset_2(pos); }, +		   [this](const crepe::vec2 & pos) { return preset_3(pos); }, +		   [this](const crepe::vec2 & pos) { return preset_4(pos); }, +		   [this](const crepe::vec2 & pos) { return preset_5(pos); }}; +	std::vector<int> weights = {20, 20, 20, 20, 20};  	std::random_device rd;  	std::default_random_engine engine; -	float system_position = 1200; +	float system_position = 1400;  	static constexpr float SYSTEM_POSITION_OFFSET = 200; +  private:  	static constexpr float SPAWN_SPACING_MIN = 400;  	static constexpr float SPAWN_SPACING_MAX = 1000;  	static constexpr float SPAWN_DISTANCE = 600;  	static constexpr float DESPAWN_DISTANCE = 600;  	static constexpr float SPAWN_AREA = 50; -	static std::vector<CoinData> coin_locations; +	std::vector<CoinData> coin_locations; +  private: -// preset one settings -// *****				***** -// -// -// -//				*****				***** +	// preset one settings +	// *****				***** +	// +	// +	// +	//				*****				*****  	static constexpr float ROW_OFFSET_1 = 100;  	static constexpr float COLUM_OFFSET_1 = 25;  	static constexpr int COLUM_AMOUNT_1 = 5; +  private: -// preset two settings -//  -//  ******** -// ********** -//  ******** -//  +	// preset two settings +	// +	//  ******** +	// ********** +	//  ******** +	//  	static constexpr float ROW_OFFSET_2 = 25;  	static constexpr float COLUM_OFFSET_2 = 25;  	static constexpr int COLUM_AMOUNT_2 = 10; -// preset three settings -// *** -//    -//     *** -//  -//         ***  +	// preset three settings +	// *** +	// +	//     *** +	// +	//         ***  	static constexpr float ROW_OFFSET_3 = 100;  	static constexpr float COLUM_OFFSET_3 = 25;  	static constexpr int COLUM_AMOUNT_3 = 3; -// preset four settings -//         *** -//    -//     *** -//  -// ***  +	// preset four settings +	//         *** +	// +	//     *** +	// +	// ***  	static constexpr float ROW_OFFSET_4 = 100;  	static constexpr float COLUM_OFFSET_4 = 25;  	static constexpr int COLUM_AMOUNT_4 = 3; -// preset five settings -// -//			*** -//	 +	// preset five settings +	// +	//			*** +	//  	static constexpr float ROW_OFFSET_5 = 25;  	static constexpr float COLUM_OFFSET_5 = 25;  	static constexpr int COLUM_AMOUNT_5 = 3; diff --git a/game/hud/HudConfig.h b/game/hud/HudConfig.h index e3497fb..facc298 100644 --- a/game/hud/HudConfig.h +++ b/game/hud/HudConfig.h @@ -1,34 +1,33 @@  #pragma once -#include "types.h" +#include <crepe/types.h> -static constexpr crepe::vec2 TOP_LEFT = {-530,-230}; -static constexpr const char* HUD_DISTANCE = "hud_distance"; -static constexpr const char* HUD_BEST = "hud_best";	 -static constexpr const char* HUD_COINS = "hud_coins";	 -static constexpr const char* HUD_FPS = "hud_fps";	 +static constexpr crepe::vec2 TOP_LEFT = {-530, -230}; +static constexpr const char * HUD_DISTANCE = "hud_distance"; +static constexpr const char * HUD_BEST = "hud_best"; +static constexpr const char * HUD_COINS = "hud_coins"; +static constexpr const char * HUD_FPS = "hud_fps";  // Distance -static constexpr const char* DISTANCE_PLACEHOLDER = "0000m"; -static constexpr const char* DISTANCE_UNIT = "m"; +static constexpr const char * DISTANCE_PLACEHOLDER = "0000m"; +static constexpr const char * DISTANCE_UNIT = "m";  static constexpr int DISTANCE_LENGTH = 5;  static constexpr float DISTANCE_CHAR_WIDTH = 12;  static constexpr float STEP_SIZE_DISTANCE = 100;  // BEST -static constexpr const char* BEST = "BEST:"; +static constexpr const char * BEST = "BEST:";  static constexpr int BEST_LENGTH = 5;  static constexpr float BEST_CHAR_WIDTH = 10; -static constexpr crepe::vec2 BEST_OFFSET = {0,25}; +static constexpr crepe::vec2 BEST_OFFSET = {0, 25};  // COINS -static constexpr const char* COINS = "0000"; +static constexpr const char * COINS = "0000";  static constexpr int COINS_LENGTH = 4;  static constexpr float COINS_CHAR_WIDTH = 10; -static constexpr crepe::vec2 COINS_OFFSET = {0,50}; +static constexpr crepe::vec2 COINS_OFFSET = {0, 50};  // FPS -static constexpr const char* FPS = "00"; +static constexpr const char * FPS = "00";  static constexpr int FPS_LENGTH = 2;  static constexpr float FPS_CHAR_WIDTH = 10; -static constexpr crepe::vec2 FPS_OFFSET = {1030,0}; -	
\ No newline at end of file +static constexpr crepe::vec2 FPS_OFFSET = {1030, 0}; diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp index 496a03d..8f77706 100644 --- a/game/hud/HudScript.cpp +++ b/game/hud/HudScript.cpp @@ -1,63 +1,95 @@  #include "HudScript.h" -#include "api/Text.h" -#include "api/Transform.h" -#include "manager/SaveManager.h" -#include "../Config.h"  #include "HudConfig.h" + +#include "../Config.h" +#include "../Events.h" +  #include <climits> +#include <crepe/api/Text.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/SaveManager.h> +  using namespace crepe;  using namespace std;  void HudScript::init() {  	savemgr = &this->get_save_manager(); -	savemgr->set(TOTAL_COINS_RUN,0); +	savemgr->set(TOTAL_COINS_RUN, 0);  	Text & txt = this->get_components_by_name<Text>(HUD_BEST).front(); -	string record = BEST+to_string(savemgr->get<int>(DISTANCE_GAME,0).get())+DISTANCE_UNIT; +	string record +		= BEST + to_string(savemgr->get<int>(DISTANCE_GAME, 0).get()) + DISTANCE_UNIT;  	txt.text = record; -	txt.dimensions = {BEST_CHAR_WIDTH*record.size(),(BEST_CHAR_WIDTH)*2}; -	txt.offset = TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{record.size() * BEST_CHAR_WIDTH/2,0}; +	txt.dimensions = {BEST_CHAR_WIDTH * record.size(), (BEST_CHAR_WIDTH) * 2}; +	txt.offset +		= TOP_LEFT + FONTOFFSET + BEST_OFFSET + vec2 {record.size() * BEST_CHAR_WIDTH / 2, 0}; +	this->subscribe<GetCoinEvent>([this](const GetCoinEvent e) -> bool { +		return this->get_coin(e); +	});  	this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { -		if(ev.key != Keycode::END) return false; -		Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front(); -		this->show_fps = !this->show_fps; -		if(this->show_fps) -		{ -			txt_fps.active = true; -		} -		else { -			txt_fps.active = false; -		} -		return true; +		return this->toggle_fps(ev); +	}); +	this->subscribe<EndGameEvent>([this](const EndGameEvent e) -> bool { +		return this->save();  	});  } +bool HudScript::toggle_fps(crepe::KeyPressEvent ev) { +	if (ev.key != Keycode::END) return false; +	Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front(); +	this->show_fps = !this->show_fps; +	if (this->show_fps) { +		txt_fps.active = true; +	} else { +		txt_fps.active = false; +	} +	return true; +} +  void HudScript::frame_update(crepe::duration_t dt) { -	 +  	// Distance  	Text & txt_dt = this->get_components_by_name<Text>(HUD_DISTANCE).front();  	Transform & tf = this->get_components_by_name<Transform>(PLAYER_NAME).front(); -	string distance = to_string(static_cast<int>(tf.position.x/STEP_SIZE_DISTANCE)) + DISTANCE_UNIT; +	string distance +		= to_string(static_cast<int>(tf.position.x / STEP_SIZE_DISTANCE)) + DISTANCE_UNIT; +	this->distance_st = distance;  	txt_dt.text = distance; -	txt_dt.dimensions = {DISTANCE_CHAR_WIDTH*distance.size(),(DISTANCE_CHAR_WIDTH)*2}; -	txt_dt.offset = TOP_LEFT+FONTOFFSET + vec2{distance.size() * DISTANCE_CHAR_WIDTH/2,0}; +	txt_dt.dimensions = {DISTANCE_CHAR_WIDTH * distance.size(), (DISTANCE_CHAR_WIDTH) * 2}; +	txt_dt.offset +		= TOP_LEFT + FONTOFFSET + vec2 {distance.size() * DISTANCE_CHAR_WIDTH / 2, 0};  	// Coins  	Text & txt_co = this->get_components_by_name<Text>(HUD_COINS).front(); -	string amount_of_coins = to_string(savemgr->get<int>(TOTAL_COINS_RUN,0).get()); +	string amount_of_coins = to_string(this->coin_amount); +	this->coin_amount_st = amount_of_coins;  	txt_co.text = amount_of_coins; -	txt_co.dimensions = {COINS_CHAR_WIDTH*amount_of_coins.size(),(COINS_CHAR_WIDTH)*2}; -	txt_co.offset = TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{amount_of_coins.size() * COINS_CHAR_WIDTH/2,0}; +	txt_co.dimensions = {COINS_CHAR_WIDTH * amount_of_coins.size(), (COINS_CHAR_WIDTH) * 2}; +	txt_co.offset = TOP_LEFT + FONTOFFSET + COINS_OFFSET +					+ vec2 {amount_of_coins.size() * COINS_CHAR_WIDTH / 2, 0};  	// FPS  	Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front();  	float fps = this->get_loop_timer().get_fps();  	string fps_amount = to_string(this->get_loop_timer().get_fps());  	txt_fps.text = fps_amount; -	txt_fps.dimensions = {FPS_CHAR_WIDTH*fps_amount.size(),(FPS_CHAR_WIDTH)*2}; -	txt_fps.offset = TOP_LEFT+FONTOFFSET+FPS_OFFSET + vec2{fps_amount.size() * FPS_CHAR_WIDTH/2,0}; -	if(fps >= 30) txt_fps.data.text_color = Color::YELLOW; -	if(fps >= 50) txt_fps.data.text_color = Color::GREEN; -	if(fps < 30) txt_fps.data.text_color = Color::RED; +	txt_fps.dimensions = {FPS_CHAR_WIDTH * fps_amount.size(), (FPS_CHAR_WIDTH) * 2}; +	txt_fps.offset = TOP_LEFT + FONTOFFSET + FPS_OFFSET +					 + vec2 {fps_amount.size() * FPS_CHAR_WIDTH / 2, 0}; +	if (fps >= 30) txt_fps.data.text_color = Color::YELLOW; +	if (fps >= 50) txt_fps.data.text_color = Color::GREEN; +	if (fps < 30) txt_fps.data.text_color = Color::RED; +} + +bool HudScript::get_coin(const GetCoinEvent e) { +	this->coin_amount = e.amount_of_coins; +	return true; +} + +bool HudScript::save() { +	SaveManager & savemgr = this->get_save_manager(); +	savemgr.set(TOTAL_COINS_RUN, this->coin_amount); +	savemgr.set(DISTANCE_RUN, this->distance_st); +	return false;  } diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h index 8e7e8fc..2b789db 100644 --- a/game/hud/HudScript.h +++ b/game/hud/HudScript.h @@ -1,13 +1,25 @@  #pragma once -#include "api/Script.h" -#include "manager/SaveManager.h" +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <crepe/manager/SaveManager.h> + +struct GetCoinEvent : public crepe::Event { +	int amount_of_coins; +};  class HudScript : public crepe::Script {  public:  	void init() override;  	void frame_update(crepe::duration_t dt) override; +	bool get_coin(const GetCoinEvent e); +	bool toggle_fps(crepe::KeyPressEvent ev); +	bool save(); +  private: -	crepe::SaveManager* savemgr; +	crepe::SaveManager * savemgr;  	bool show_fps = false; +	int coin_amount = 0; +	std::string coin_amount_st = ""; +	std::string distance_st = "";  }; diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp index 4995624..ca81614 100644 --- a/game/hud/HudSubScene.cpp +++ b/game/hud/HudSubScene.cpp @@ -1,44 +1,68 @@  #include "HudSubScene.h" -#include "api/GameObject.h" -#include "api/Text.h" -#include "../Config.h"  #include "HudConfig.h" +#include "../Config.h" + +#include <crepe/api/GameObject.h> +#include <crepe/api/Text.h> +  using namespace crepe;  using namespace std; -void HudSubScene::create(Scene & scn){ -	 +void HudSubScene::create(Scene & scn) { +  	// Distance  	GameObject hud_dis = scn.new_object(HUD_DISTANCE); -	crepe::vec2 size_distance = {DISTANCE_CHAR_WIDTH*DISTANCE_LENGTH,(DISTANCE_CHAR_WIDTH)*2}; -	hud_dis.add_component<Text>(size_distance, FONT,Text::Data{ -		.world_space = false, -		.text_color = Color::WHITE, -	}, TOP_LEFT+FONTOFFSET + vec2{DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH/2,0}, DISTANCE_PLACEHOLDER); +	crepe::vec2 size_distance +		= {DISTANCE_CHAR_WIDTH * DISTANCE_LENGTH, (DISTANCE_CHAR_WIDTH) * 2}; +	hud_dis.add_component<Text>( +		size_distance, FONT, +		Text::Data { +			.world_space = false, +			.text_color = Color::WHITE, +		}, +		TOP_LEFT + FONTOFFSET + vec2 {DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH / 2, 0}, +		DISTANCE_PLACEHOLDER +	);  	// Best  	GameObject hud_best = scn.new_object(HUD_BEST); -	crepe::vec2 size_best = {BEST_CHAR_WIDTH*BEST_LENGTH,(BEST_CHAR_WIDTH)*2}; -	hud_best.add_component<Text>(size_best, FONT,Text::Data{ -		.world_space = false, -		.text_color = Color::GREY, -	}, TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{BEST_LENGTH * BEST_CHAR_WIDTH/2,0}, BEST); +	crepe::vec2 size_best = {BEST_CHAR_WIDTH * BEST_LENGTH, (BEST_CHAR_WIDTH) * 2}; +	hud_best.add_component<Text>( +		size_best, FONT, +		Text::Data { +			.world_space = false, +			.text_color = Color::GREY, +		}, +		TOP_LEFT + FONTOFFSET + BEST_OFFSET + vec2 {BEST_LENGTH * BEST_CHAR_WIDTH / 2, 0}, BEST +	);  	// Coins  	GameObject hud_coin = scn.new_object(HUD_COINS); -	crepe::vec2 size_coin = {COINS_CHAR_WIDTH*COINS_LENGTH,(COINS_CHAR_WIDTH)*2}; -	hud_coin.add_component<Text>(size_coin, FONT,Text::Data{ -		.world_space = false, -		.text_color = Color::YELLOW, -	}, TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{COINS_LENGTH * COINS_CHAR_WIDTH/2,0}, COINS); +	crepe::vec2 size_coin = {COINS_CHAR_WIDTH * COINS_LENGTH, (COINS_CHAR_WIDTH) * 2}; +	hud_coin.add_component<Text>( +		size_coin, FONT, +		Text::Data { +			.world_space = false, +			.text_color = Color::YELLOW, +		}, +		TOP_LEFT + FONTOFFSET + COINS_OFFSET + vec2 {COINS_LENGTH * COINS_CHAR_WIDTH / 2, 0}, +		COINS +	);  	// Fps  	GameObject hud_fps = scn.new_object(HUD_FPS); -	crepe::vec2 size_fps = {FPS_CHAR_WIDTH*FPS_LENGTH,(FPS_CHAR_WIDTH)*2}; -	hud_fps.add_component<Text>(size_fps, FONT,Text::Data{ -		.world_space = false, -		.text_color = Color::GREEN, -	}, TOP_LEFT+FONTOFFSET+FPS_OFFSET + vec2{FPS_LENGTH * FPS_CHAR_WIDTH/2,0}, FPS).active = false; +	crepe::vec2 size_fps = {FPS_CHAR_WIDTH * FPS_LENGTH, (FPS_CHAR_WIDTH) * 2}; +	hud_fps +		.add_component<Text>( +			size_fps, FONT, +			Text::Data { +				.world_space = false, +				.text_color = Color::GREEN, +			}, +			TOP_LEFT + FONTOFFSET + FPS_OFFSET + vec2 {FPS_LENGTH * FPS_CHAR_WIDTH / 2, 0}, FPS +		) +		.active +		= false;  } diff --git a/game/hud/HudSubScene.h b/game/hud/HudSubScene.h index 711a34d..0cd368e 100644 --- a/game/hud/HudSubScene.h +++ b/game/hud/HudSubScene.h @@ -1,8 +1,8 @@  #pragma once -#include "api/Scene.h" -class HudSubScene -{ +#include <crepe/api/Scene.h> + +class HudSubScene {  public:  	void create(crepe::Scene & scn);  }; diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp index 69534d9..d0a4dfe 100644 --- a/game/hud/SpeedScript.cpp +++ b/game/hud/SpeedScript.cpp @@ -1,22 +1,21 @@  #include "SpeedScript.h" -#include "api/Event.h" -#include "api/KeyCodes.h" -#include "manager/LoopTimerManager.h" + +#include <crepe/api/Event.h> +#include <crepe/api/KeyCodes.h> +#include <crepe/manager/LoopTimerManager.h>  using namespace crepe;  using namespace std;  void SpeedScript::init() {  	this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { -		if(ev.key != Keycode::HOME) return false; -		LoopTimerManager & lp =  this->get_loop_timer(); +		if (ev.key != Keycode::HOME) return false; +		LoopTimerManager & lp = this->get_loop_timer();  		this->toggle = !this->toggle; -		if(this->toggle) -		{ -			this->timescale = lp.get_time_scale();  +		if (this->toggle) { +			this->timescale = lp.get_time_scale();  			lp.set_time_scale(0); -		} -		else { +		} else {  			lp.set_time_scale(this->timescale);  		} @@ -24,12 +23,12 @@ void SpeedScript::init() {  	});  } -void SpeedScript::fixed_update(crepe::duration_t dt){ -	LoopTimerManager & lp =  this->get_loop_timer(); -	if(this->get_key_state(Keycode::PAGE_UP)){ -		lp.set_time_scale(lp.get_time_scale()+0.1); +void SpeedScript::fixed_update(crepe::duration_t dt) { +	LoopTimerManager & lp = this->get_loop_timer(); +	if (this->get_key_state(Keycode::PAGE_UP)) { +		lp.set_time_scale(lp.get_time_scale() + 0.1);  	} -	if(this->get_key_state(Keycode::PAGE_DOWN)){ -		lp.set_time_scale(lp.get_time_scale()-0.1); +	if (this->get_key_state(Keycode::PAGE_DOWN)) { +		lp.set_time_scale(lp.get_time_scale() - 0.1);  	}  } diff --git a/game/hud/SpeedScript.h b/game/hud/SpeedScript.h index 8bd7271..6c15a89 100644 --- a/game/hud/SpeedScript.h +++ b/game/hud/SpeedScript.h @@ -1,14 +1,15 @@  #pragma once -#include "api/Script.h" -#include "manager/SaveManager.h" +#include <crepe/api/Script.h> +#include <crepe/manager/SaveManager.h>  class SpeedScript : public crepe::Script {  public:  	void init() override;  	void fixed_update(crepe::duration_t dt) override; +  private: -	crepe::SaveManager* savemgr; +	crepe::SaveManager * savemgr;  	bool toggle = true;  	float timescale = 1;  }; diff --git a/game/menus/BannerSubScene.cpp b/game/menus/BannerSubScene.cpp index ea43c69..006a829 100644 --- a/game/menus/BannerSubScene.cpp +++ b/game/menus/BannerSubScene.cpp @@ -3,40 +3,47 @@  #include "../Config.h" -#include <crepe/api/Sprite.h>  #include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h>  #include <crepe/api/Text.h>  using namespace crepe;  using namespace std; -void BannerSubScene::create(Scene & scn,const Data & data){ -	GameObject menu_banner = scn.new_object("menu_banner","", {0,-414}); +void BannerSubScene::create(Scene & scn, const Data & data) { +	GameObject menu_banner = scn.new_object("menu_banner", "", {0, -414});  	menu_banner.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_middle_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1, -		.size = {1100,88}, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, +			.size = {1100, 88}, +		} +	);  	menu_banner.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_2_middle_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1, -		.size = {1100,66}, -		.position_offset {0,77}, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, +			.size = {1100, 66}, +			.position_offset {0, 77}, +		} +	);  	menu_banner.add_component<Sprite>(  		Asset("asset/ui/settings_container/banner_bottom.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1, -		.size = {1100,7}, -		.position_offset {0,113}, -		}); -	crepe::vec2 size = {data.banner_title_width,(data.banner_title_width/data.banner_title.size())*2}; - -	menu_banner.add_component<Text>( size, FONT, Text::Data{ -		.world_space = true, -		.text_color = Color::WHITE, -		}, data.banner_title_offset + FONTOFFSET,   data.banner_title); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, +			.size = {1100, 7}, +			.position_offset {0, 113}, +		} +	); +	crepe::vec2 size +		= {data.banner_title_width, (data.banner_title_width / data.banner_title.size()) * 2}; +	menu_banner.add_component<Text>( +		size, FONT, +		Text::Data { +			.world_space = true, +			.text_color = Color::WHITE, +		}, +		data.banner_title_offset + FONTOFFSET, data.banner_title +	);  } diff --git a/game/menus/BannerSubScene.h b/game/menus/BannerSubScene.h index 888897d..c194dfc 100644 --- a/game/menus/BannerSubScene.h +++ b/game/menus/BannerSubScene.h @@ -1,7 +1,7 @@  #pragma once -#include <crepe/types.h>  #include <crepe/api/GameObject.h> +#include <crepe/types.h>  namespace crepe {  class Scene; @@ -9,11 +9,12 @@ class Scene;  class BannerSubScene {  public: -struct Data{ +	struct Data {  		const std::string & banner_title = "NODATA";  		const float banner_title_width = 100; -		const crepe::vec2 & banner_title_offset = {0,0}; +		const crepe::vec2 & banner_title_offset = {0, 0};  	}; +  public: -	void create(crepe::Scene & scn,const Data & data); +	void create(crepe::Scene & scn, const Data & data);  }; diff --git a/game/menus/ButtonNextMainMenuSubScript.cpp b/game/menus/ButtonNextMainMenuSubScript.cpp new file mode 100644 index 0000000..e03a34a --- /dev/null +++ b/game/menus/ButtonNextMainMenuSubScript.cpp @@ -0,0 +1,42 @@ +#include "ButtonNextMainMenuSubScript.h" +#include "MenusConfig.h" +#include "ValueBroker.h" + +#include "manager/SaveManager.h" + +#include "../Config.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void ButtonNextMainMenuSubScript::init() { +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { +		return this->on_button_press(e); +	}); +} + +bool ButtonNextMainMenuSubScript::on_button_press(const ButtonPressEvent & e) { +	RefVector<AudioSource> audios +		= this->get_components_by_name<AudioSource>("background_music"); + +	for (AudioSource & audio : audios) { +		audio.stop(); +	} + +	SaveManager & savemgr = this->get_save_manager(); + +	ValueBroker<int> coins = savemgr.get<int>(TOTAL_COINS_RUN, 0); +	ValueBroker<int> coins_game = savemgr.get<int>(TOTAL_COINS_GAME, 0); +	savemgr.set(TOTAL_COINS_GAME, coins_game.get() + coins.get()); + +	ValueBroker<int> distance = savemgr.get<int>(DISTANCE_RUN, 0); +	ValueBroker<int> distance_game = savemgr.get<int>(DISTANCE_GAME, 0); +	if (distance.get() > distance_game.get()) savemgr.set(DISTANCE_GAME, distance.get()); + +	this->set_next_scene(MAINMENU_SCENE); +	return false; +} diff --git a/game/menus/ButtonSetShopScript.h b/game/menus/ButtonNextMainMenuSubScript.h index 434abc0..3bc3f52 100644 --- a/game/menus/ButtonSetShopScript.h +++ b/game/menus/ButtonNextMainMenuSubScript.h @@ -4,12 +4,11 @@  #include <crepe/api/Script.h> -class ButtonSetShopScript : public IButtonScript { +class ButtonNextMainMenuSubScript : public IButtonScript {  public:  	void init() override; -	bool on_button_press(const crepe::ButtonPressEvent& e); -private: -	float velocity = 20; +	bool on_button_press(const crepe::ButtonPressEvent & e); +  protected:  	bool transition = false;  }; diff --git a/game/menus/ButtonSetMainMenuScript.cpp b/game/menus/ButtonSetMainMenuScript.cpp deleted file mode 100644 index 12b7256..0000000 --- a/game/menus/ButtonSetMainMenuScript.cpp +++ /dev/null @@ -1,16 +0,0 @@ -#include "ButtonSetMainMenuScript.h" -#include "MenusConfig.h" - -using namespace crepe; -using namespace std; - -void ButtonSetMainMenuScript::init(){ -	IButtonScript::init(); -	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); -} - -bool ButtonSetMainMenuScript::on_button_press(const ButtonPressEvent& e){ -	this->set_next_scene(MAINMENU_SCENE); -	return false; -} - diff --git a/game/menus/ButtonSetMainMenuSubScript.cpp b/game/menus/ButtonSetMainMenuSubScript.cpp new file mode 100644 index 0000000..1c6bcb2 --- /dev/null +++ b/game/menus/ButtonSetMainMenuSubScript.cpp @@ -0,0 +1,23 @@ +#include "ButtonSetMainMenuSubScript.h" +#include "MenusConfig.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void ButtonSetMainMenuSubScript::init() { +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { +		return this->on_button_press(e); +	}); +} + +bool ButtonSetMainMenuSubScript::on_button_press(const ButtonPressEvent & e) { +	RefVector<AudioSource> audios +		= this->get_components_by_name<AudioSource>("background_music"); + +	this->set_next_scene(MAINMENU_SCENE); +	return false; +} diff --git a/game/menus/ButtonSetMainMenuScript.h b/game/menus/ButtonSetMainMenuSubScript.h index 13a33bf..2fb2634 100644 --- a/game/menus/ButtonSetMainMenuScript.h +++ b/game/menus/ButtonSetMainMenuSubScript.h @@ -4,12 +4,11 @@  #include <crepe/api/Script.h> -class ButtonSetMainMenuScript : public IButtonScript { +class ButtonSetMainMenuSubScript : public IButtonScript {  public:  	void init() override; -	bool on_button_press(const crepe::ButtonPressEvent& e); -private: -	float velocity = 20; +	bool on_button_press(const crepe::ButtonPressEvent & e); +  protected:  	bool transition = false;  }; diff --git a/game/menus/ButtonSetShopScript.cpp b/game/menus/ButtonSetShopSubScript.cpp index 88639bd..4f395eb 100644 --- a/game/menus/ButtonSetShopScript.cpp +++ b/game/menus/ButtonSetShopSubScript.cpp @@ -1,16 +1,17 @@ -#include "ButtonSetShopScript.h" +#include "ButtonSetShopSubScript.h"  #include "MenusConfig.h"  using namespace crepe;  using namespace std; -void ButtonSetShopScript::init(){ +void ButtonSetShopSubScript::init() {  	IButtonScript::init(); -	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { +		return this->on_button_press(e); +	});  } -bool ButtonSetShopScript::on_button_press(const ButtonPressEvent& e){ +bool ButtonSetShopSubScript::on_button_press(const ButtonPressEvent & e) {  	this->set_next_scene(SHOP_SCENE);  	return false;  } - diff --git a/game/menus/ButtonSetShopSubScript.h b/game/menus/ButtonSetShopSubScript.h new file mode 100644 index 0000000..4017a4c --- /dev/null +++ b/game/menus/ButtonSetShopSubScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonSetShopSubScript : public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: +	bool transition = false; +}; diff --git a/game/menus/ButtonSubScene.cpp b/game/menus/ButtonSubScene.cpp index 8574b9b..e41c798 100644 --- a/game/menus/ButtonSubScene.cpp +++ b/game/menus/ButtonSubScene.cpp @@ -1,50 +1,62 @@  #include "ButtonSubScene.h" -#include "ButtonSetMainMenuScript.h" -#include "ButtonSetShopScript.h" +#include "ButtonNextMainMenuSubScript.h" +#include "ButtonSetMainMenuSubScript.h" +#include "ButtonSetShopSubScript.h"  #include "IButtonScript.h"  #include "MenusConfig.h" -#include "mainmenu/ButtonTransitionPreviewScript.h" +#include "mainmenu/ButtonTransitionPreviewSubScript.h"  #include "../Config.h"  #include <crepe/api/BehaviorScript.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Scene.h>  #include <crepe/api/Button.h> -#include <crepe/api/Text.h>  #include <crepe/api/Color.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h>  using namespace crepe;  using namespace std; -void ButtonSubScene::create(Scene & scn,const Data & data){ -	GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale); -	this->set_button_overlay(button_object,data); -	this->btn_text(button_object,data); -	this->set_script(button_object,data); -	this->set_icon(button_object,data); +void ButtonSubScene::create(Scene & scn, const Data & data) { +	GameObject button_object +		= scn.new_object("button", data.tag, data.position, 0, data.scale); +	this->set_button_overlay(button_object, data); +	this->btn_text(button_object, data); +	this->set_script(button_object, data); +	this->set_icon(button_object, data);  } -void ButtonSubScene::btn_text(crepe::GameObject & button_object,const Data & data){ +void ButtonSubScene::btn_text(crepe::GameObject & button_object, const Data & data) { -	crepe::vec2 size = {data.text_width,(data.text_width/data.text.size())*2}; -	button_object.add_component<Text>(size, FONT,Text::Data{ -		.world_space = data.worldspace, -		.text_color = Color::WHITE, -	}, data.text_offset+FONTOFFSET, data.text); +	crepe::vec2 size = {data.text_width, (data.text_width / data.text.size()) * 2}; +	button_object.add_component<Text>( +		size, FONT, +		Text::Data { +			.world_space = data.worldspace, +			.text_color = Color::WHITE, +		}, +		data.text_offset + FONTOFFSET, data.text +	);  } -void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & data){ +void ButtonSubScene::set_script(crepe::GameObject & button_object, const Data & data) {  	switch (data.script_type) {  		case ScriptSelect::PREVIEW: -			button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewScript>(); +			button_object.add_component<BehaviorScript>() +				.set_script<ButtonTransitionPreviewSubScript>();  			break;  		case ScriptSelect::SHOP: -			button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>(); +			button_object.add_component<BehaviorScript>().set_script<ButtonSetShopSubScript>();  			break;  		case ScriptSelect::MAINMENU: -			button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>(); +			button_object.add_component<BehaviorScript>() +				.set_script<ButtonSetMainMenuSubScript>(); +			break; +		case ScriptSelect::NEXT: +			button_object.add_component<BehaviorScript>() +				.set_script<ButtonNextMainMenuSubScript>();  			break;  		case ScriptSelect::NONE:  			button_object.add_component<BehaviorScript>().set_script<IButtonScript>(); @@ -52,100 +64,141 @@ void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & d  	}  } -void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){ +void ButtonSubScene::set_icon(crepe::GameObject & button_object, const Data & data) {  	switch (data.icon_type) {  		case IconSelect::SHOP: -			button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{ -				.sorting_in_layer = STARTING_SORTING_IN_LAYER+3 + data.sorting_layer_offset, -				.size = ICON_SIZE, -				.position_offset = data.icon_offset, -				.world_space = data.worldspace, -			}); +			button_object.add_component<Sprite>( +				Asset("asset/ui/buttonCoinsSmall.png"), +				Sprite::Data { +					.sorting_in_layer +					= STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset, +					.size = ICON_SIZE, +					.position_offset = data.icon_offset, +					.world_space = data.worldspace, +				} +			);  			break;  		case IconSelect::COINS: -			button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{ -				.sorting_in_layer = STARTING_SORTING_IN_LAYER+3 + data.sorting_layer_offset, -				.size = ICON_SIZE, -				.position_offset = data.icon_offset, -				.world_space = data.worldspace, -			}); +			button_object.add_component<Sprite>( +				Asset("asset/ui/buttonCoinsSmall.png"), +				Sprite::Data { +					.sorting_in_layer +					= STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset, +					.size = ICON_SIZE, +					.position_offset = data.icon_offset, +					.world_space = data.worldspace, +				} +			);  			break;  		case IconSelect::NONE:  			break;  	}  } -void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object,const Data & data){ +void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object, const Data & data) {  	switch (data.button_type) {  		case ButtonSelect::LARGE: -			this->large_btn_overlay(button_object,data); +			this->large_btn_overlay(button_object, data);  			break;  		case ButtonSelect::BACK: -			this->back_btn_overlay(button_object,data); +			this->back_btn_overlay(button_object, data);  			break;  		case ButtonSelect::NEXT: -			this->next_btn_overlay(button_object,data); +			this->next_btn_overlay(button_object, data);  			break;  	}  } -void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object,const Data & data){ -	button_object.add_component<Sprite>(Asset("asset/ui/buttonBacking.png"),Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1 + data.sorting_layer_offset, -		.size = LARGE_OVERLAY_SIZE, -		.world_space = data.worldspace, -	}); -	button_object.add_component<Button>(LARGE_OVERLAY_SIZE,Button::Data{}); -	if(!data.color_side) return; -	this->btn_color_side(button_object,SIDE_PANEL_OFFSET,data); +void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object, const Data & data) { +	button_object.add_component<Sprite>( +		Asset("asset/ui/buttonBacking.png"), +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, +			.size = LARGE_OVERLAY_SIZE, +			.world_space = data.worldspace, +		} +	); +	button_object.add_component<Button>(LARGE_OVERLAY_SIZE, Button::Data {}); +	if (!data.color_side) return; +	this->btn_color_side(button_object, SIDE_PANEL_OFFSET, data);  } -void ButtonSubScene::back_btn_overlay(crepe::GameObject & button_object,const Data & data){ -	button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset, -		.size = SMALL_OVERLAY_SIZE_RIGHT, -		.position_offset = {20,0}, -		.world_space = data.worldspace, -	}); -	button_object.add_component<Sprite>(Asset("asset/ui/backbuttonleft.png"),Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset, -		.size = SMALL_OVERLAY_SIZE_LEFT, -		.position_offset = {-80,0}, -		.world_space = data.worldspace, -	}); -	button_object.add_component<Button>(vec2{SMALL_OVERLAY_SIZE_LEFT.x+SMALL_OVERLAY_SIZE_RIGHT.x,SMALL_OVERLAY_SIZE_LEFT.y},Button::Data{}); +void ButtonSubScene::back_btn_overlay(crepe::GameObject & button_object, const Data & data) { +	button_object.add_component<Sprite>( +		Asset("asset/ui/backbuttonright.png"), +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, +			.size = SMALL_OVERLAY_SIZE_RIGHT, +			.position_offset = {20, 0}, +			.world_space = data.worldspace, +		} +	); +	button_object.add_component<Sprite>( +		Asset("asset/ui/backbuttonleft.png"), +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, +			.size = SMALL_OVERLAY_SIZE_LEFT, +			.position_offset = {-80, 0}, +			.world_space = data.worldspace, +		} +	); +	button_object.add_component<Button>( +		vec2 { +			SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y +		}, +		Button::Data {} +	);  } -void ButtonSubScene::next_btn_overlay(crepe::GameObject & button_object,const Data & data){ -	button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{ -		.flip = {true,false}, -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset, -		.size = SMALL_OVERLAY_SIZE_RIGHT, -		.position_offset = {-20,0}, -		.world_space = data.worldspace, -	}); -	button_object.add_component<Sprite>(Asset("asset/ui/backbuttonleft.png"),Sprite::Data{ -		.flip = {true,false}, -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset, -		.size = SMALL_OVERLAY_SIZE_LEFT, -		.position_offset = {80,0}, -		.world_space = data.worldspace, -	}); -	button_object.add_component<Button>(vec2{SMALL_OVERLAY_SIZE_LEFT.x+SMALL_OVERLAY_SIZE_RIGHT.x,SMALL_OVERLAY_SIZE_LEFT.y},Button::Data{}); +void ButtonSubScene::next_btn_overlay(crepe::GameObject & button_object, const Data & data) { +	button_object.add_component<Sprite>( +		Asset("asset/ui/backbuttonright.png"), +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, +			.size = SMALL_OVERLAY_SIZE_RIGHT, +			.position_offset = {-20, 0}, +			.world_space = data.worldspace, +		} +	); +	button_object.add_component<Sprite>( +		Asset("asset/ui/backbuttonleft.png"), +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, +			.size = SMALL_OVERLAY_SIZE_LEFT, +			.position_offset = {80, 0}, +			.world_space = data.worldspace, +		} +	); +	button_object.add_component<Button>( +		vec2 { +			SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y +		}, +		Button::Data {} +	);  } -void ButtonSubScene::btn_color_side(crepe::GameObject & button_object,const vec2 & offset,const Data & data){ -	button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, -		.size = SIDE_PANEL_SIZE, -		.position_offset = offset, -		.world_space = data.worldspace, -	}); -	button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{ -		.flip = {true,false}, -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+2 + data.sorting_layer_offset, -		.size = SIDE_PANEL_SIZE, -		.position_offset = {-offset.x,offset.y}, -		.world_space = data.worldspace, -	}); +void ButtonSubScene::btn_color_side( +	crepe::GameObject & button_object, const vec2 & offset, const Data & data +) { +	button_object.add_component<Sprite>( +		Asset("asset/ui/buttonSmallBlue.png"), +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, +			.size = SIDE_PANEL_SIZE, +			.position_offset = offset, +			.world_space = data.worldspace, +		} +	); +	button_object.add_component<Sprite>( +		Asset("asset/ui/buttonSmallBlue.png"), +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, +			.size = SIDE_PANEL_SIZE, +			.position_offset = {-offset.x, offset.y}, +			.world_space = data.worldspace, +		} +	);  } diff --git a/game/menus/ButtonSubScene.h b/game/menus/ButtonSubScene.h index 28daed2..c1c6de8 100644 --- a/game/menus/ButtonSubScene.h +++ b/game/menus/ButtonSubScene.h @@ -15,6 +15,7 @@ public:  		PREVIEW,  		SHOP,  		MAINMENU, +		NEXT,  		NONE,  	};  	//icon enum @@ -30,13 +31,13 @@ public:  		LARGE,  	};  	//data struct -	struct Data{ +	struct Data {  		const std::string & text = "NODATA"; -		const crepe::vec2 & text_offset = {0,0}; +		const crepe::vec2 & text_offset = {0, 0};  		const float text_width = 200; -		const crepe::vec2 & icon_offset = {0,0}; +		const crepe::vec2 & icon_offset = {0, 0};  		const IconSelect icon_type = IconSelect::NONE; -		const crepe::vec2 & position = {0,0}; +		const crepe::vec2 & position = {0, 0};  		const ScriptSelect script_type = ScriptSelect::NONE;  		const ButtonSelect button_type = ButtonSelect::LARGE;  		const float scale = 1; @@ -45,17 +46,22 @@ public:  		const std::string & tag = "";  		const int sorting_layer_offset = 0;  	}; +  public: -	void create(crepe::Scene & scn,const Data & data); +	void create(crepe::Scene & scn, const Data & data); +  private: -	void large_btn_overlay(crepe::GameObject & button_object,const Data & data); -	void back_btn_overlay(crepe::GameObject & button_object,const Data & data); -	void next_btn_overlay(crepe::GameObject & button_object,const Data & data); -	void btn_color_side(crepe::GameObject & button_object,const crepe::vec2 & offset,const Data & data); -	void btn_text(crepe::GameObject & button_object,const Data & data); -	void set_script(crepe::GameObject & button_object,const Data & data); -	void set_icon(crepe::GameObject & button_object,const Data & data); -	void set_button_overlay(crepe::GameObject & button_object,const Data & data); +	void large_btn_overlay(crepe::GameObject & button_object, const Data & data); +	void back_btn_overlay(crepe::GameObject & button_object, const Data & data); +	void next_btn_overlay(crepe::GameObject & button_object, const Data & data); +	void btn_color_side( +		crepe::GameObject & button_object, const crepe::vec2 & offset, const Data & data +	); +	void btn_text(crepe::GameObject & button_object, const Data & data); +	void set_script(crepe::GameObject & button_object, const Data & data); +	void set_icon(crepe::GameObject & button_object, const Data & data); +	void set_button_overlay(crepe::GameObject & button_object, const Data & data); +  private: -	static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113,0}; +	static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113, 0};  }; diff --git a/game/menus/FloatingWindowSubScene.cpp b/game/menus/FloatingWindowSubScene.cpp index 16963bb..4420bfa 100644 --- a/game/menus/FloatingWindowSubScene.cpp +++ b/game/menus/FloatingWindowSubScene.cpp @@ -1,19 +1,19 @@  #include "FloatingWindowSubScene.h"  #include "MenusConfig.h" -#include "types.h" +#include <crepe/api/Camera.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/Scene.h>  #include <crepe/api/Sprite.h> -#include <crepe/api/Camera.h> +#include <crepe/types.h>  using namespace crepe;  using namespace std; -void FloatingWindowSubScene::create(Scene & scn,const Data & data){ -	const vec2 SIZE = {data.width,data.width*0.75f}; -	const vec2 POSITION_CORRECTION = vec2{0,-SIZE.y/2} + data.offset; +void FloatingWindowSubScene::create(Scene & scn, const Data & data) { +	const vec2 SIZE = {data.width, data.width * 0.75f}; +	const vec2 POSITION_CORRECTION = vec2 {0, -SIZE.y / 2} + data.offset;  	const float THICKNESS_BANNER = 34;  	const float MIDDLE_OFFSET_FACTOR_TICKNESS = 0.83;  	const float MIDDLE_OFFSET_FACTOR_OFFSET = 1.2; @@ -22,157 +22,199 @@ void FloatingWindowSubScene::create(Scene & scn,const Data & data){  	const float BOTTOM_OFFSET_X = 3;  	const float BOTTOM_OFFSET_Y = -3; -	GameObject floatingwindow = scn.new_object("FloatingWindow",data.group_tag); +	GameObject floatingwindow = scn.new_object("FloatingWindow", data.group_tag);  	// Top_middle  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_middle_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {SIZE.x,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{0,0}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {SIZE.x, THICKNESS_BANNER}, +			.position_offset = POSITION_CORRECTION + vec2 {0, 0}, +			.world_space = false, +		} +	);  	// Top_Left  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_left_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,0}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER, THICKNESS_BANNER}, +			.position_offset +			= POSITION_CORRECTION + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, 0}, +			.world_space = false, +		} +	);  	// Top_Right  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_right_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,0}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER, THICKNESS_BANNER}, +			.position_offset +			= POSITION_CORRECTION + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, 0}, +			.world_space = false, +		} +	);  	// Top_middle_2  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_2_middle_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {SIZE.x,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {SIZE.x, THICKNESS_BANNER}, +			.position_offset = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER}, +			.world_space = false, +		} +	);  	// Top_Left_2  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_2_left_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,THICKNESS_BANNER}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER, THICKNESS_BANNER}, +			.position_offset = POSITION_CORRECTION +							   + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, THICKNESS_BANNER}, +			.world_space = false, +		} +	);  	// Top_Right_2  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_2_right_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,THICKNESS_BANNER}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER, THICKNESS_BANNER}, +			.position_offset +			= POSITION_CORRECTION + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, THICKNESS_BANNER}, +			.world_space = false, +		} +	);  	// Top_middle_3  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_3_middle_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {SIZE.x,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*2}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {SIZE.x, THICKNESS_BANNER}, +			.position_offset = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER * 2}, +			.world_space = false, +		} +	);  	// Top_Left_3  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_3_left_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,THICKNESS_BANNER*2}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER, THICKNESS_BANNER}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, THICKNESS_BANNER * 2}, +			.world_space = false, +		} +	);  	// Top_Right_3  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/top_3_right_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER,THICKNESS_BANNER}, -		.position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,THICKNESS_BANNER*2}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER, THICKNESS_BANNER}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, THICKNESS_BANNER * 2}, +			.world_space = false, +		} +	);  	// Middle_Mid  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/middle_mid_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+7, -		.size = {SIZE.x*MIDDLE_OFFSET_FACTOR_OFFSET*MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH+data.width_middle_offset,SIZE.y}, -		.position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 7, +			.size +			= {SIZE.x * MIDDLE_OFFSET_FACTOR_OFFSET * MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH +				   + data.width_middle_offset, +			   SIZE.y}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {0, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2}, +			.world_space = false, +		} +	);  	// Middle_Left  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/middle_left_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,SIZE.y}, -		.position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2*MIDDLE_OFFSET_FACTOR_OFFSET-MIDDLE_OFFSET_OFFSET_ADDITION,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, SIZE.y}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2 * MIDDLE_OFFSET_FACTOR_OFFSET - MIDDLE_OFFSET_OFFSET_ADDITION, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2}, +			.world_space = false, +		} +	);  	// Middle_Right  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/middle_right_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,SIZE.y}, -		.position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2*MIDDLE_OFFSET_FACTOR_OFFSET+MIDDLE_OFFSET_OFFSET_ADDITION,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, SIZE.y}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2 * MIDDLE_OFFSET_FACTOR_OFFSET + MIDDLE_OFFSET_OFFSET_ADDITION, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2}, +			.world_space = false, +		} +	);  	// Bot_Middle  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/bot_middle_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+7, -		.size = {SIZE.x*MIDDLE_OFFSET_FACTOR_OFFSET*MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH+data.width_middle_offset,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS}, -		.position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 7, +			.size +			= {SIZE.x * MIDDLE_OFFSET_FACTOR_OFFSET * MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH +				   + data.width_middle_offset, +			   THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS}, +			.position_offset +			= POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y}, +			.world_space = false, +		} +	);  	// Bot_Left  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/bot_left_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS}, -		.position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2-BOTTOM_OFFSET_X,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size +			= {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, +			   THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2 - BOTTOM_OFFSET_X, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y}, +			.world_space = false, +		} +	);  	// Bot_Right  	floatingwindow.add_component<Sprite>(  		Asset("asset/ui/settings_container/bot_right_setting.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+8, -		.size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS}, -		.position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2+BOTTOM_OFFSET_X,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y}, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, +			.size +			= {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, +			   THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS}, +			.position_offset +			= POSITION_CORRECTION +			  + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2 + BOTTOM_OFFSET_X, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y}, +			.world_space = false, +		} +	);  } - - diff --git a/game/menus/FloatingWindowSubScene.h b/game/menus/FloatingWindowSubScene.h index a0bd854..7b9de96 100644 --- a/game/menus/FloatingWindowSubScene.h +++ b/game/menus/FloatingWindowSubScene.h @@ -1,16 +1,17 @@  #pragma once -#include "types.h"  #include <crepe/api/Scene.h> +#include <crepe/types.h> -class FloatingWindowSubScene  { +class FloatingWindowSubScene {  public: -	struct Data{ +	struct Data {  		const std::string group_tag = "";  		float width = 200; -		crepe::vec2 offset = {0,0}; +		crepe::vec2 offset = {0, 0};  		float width_middle_offset = 0;  	}; +  public: -	void create(crepe::Scene & scn,const Data & data); +	void create(crepe::Scene & scn, const Data & data);  }; diff --git a/game/menus/IButtonScript.cpp b/game/menus/IButtonScript.cpp index da535ca..34efbd0 100644 --- a/game/menus/IButtonScript.cpp +++ b/game/menus/IButtonScript.cpp @@ -2,30 +2,31 @@  #include "system/InputSystem.h" -#include <crepe/types.h>  #include <crepe/api/Sprite.h> +#include <crepe/types.h>  using namespace crepe;  using namespace std; -void IButtonScript::init(){ -	this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent& e) { return this->on_button_exit(e); }); -	this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent& e) { return this->on_button_enter(e); }); +void IButtonScript::init() { +	this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent & e) { +		return this->on_button_exit(e); +	}); +	this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent & e) { +		return this->on_button_enter(e); +	});  } -bool IButtonScript::on_button_exit(const ButtonExitEvent& e){ +bool IButtonScript::on_button_exit(const ButtonExitEvent & e) {  	RefVector<Sprite> sprites = this->get_components<Sprite>(); -	for(Sprite & sprite : sprites) -	{ -		sprite.data.color = Color{255,255,255,255}; +	for (Sprite & sprite : sprites) { +		sprite.data.color = Color {255, 255, 255, 255};  	}  	return false;  } -bool IButtonScript::on_button_enter(const ButtonEnterEvent& e){ +bool IButtonScript::on_button_enter(const ButtonEnterEvent & e) {  	RefVector<Sprite> sprites = this->get_components<Sprite>(); -	for(Sprite & sprite : sprites) -	{ -		sprite.data.color = Color{200,200,200,255}; +	for (Sprite & sprite : sprites) { +		sprite.data.color = Color {200, 200, 200, 255};  	}  	return false;  } - diff --git a/game/menus/IButtonScript.h b/game/menus/IButtonScript.h index 10b57bf..e45375b 100644 --- a/game/menus/IButtonScript.h +++ b/game/menus/IButtonScript.h @@ -5,8 +5,6 @@  class IButtonScript : public virtual crepe::Script {  public:  	virtual void init(); -	virtual bool on_button_exit(const crepe::ButtonExitEvent& e); -	virtual bool on_button_enter(const crepe::ButtonEnterEvent& e); +	virtual bool on_button_exit(const crepe::ButtonExitEvent & e); +	virtual bool on_button_enter(const crepe::ButtonEnterEvent & e);  }; - - diff --git a/game/menus/IFloatingWindowScript.cpp b/game/menus/IFloatingWindowScript.cpp index ce84de7..4b538ef 100644 --- a/game/menus/IFloatingWindowScript.cpp +++ b/game/menus/IFloatingWindowScript.cpp @@ -1,23 +1,22 @@  #include "IFloatingWindowScript.h" -#include "api/Sprite.h" -#include "types.h" + +#include <crepe/api/Sprite.h> +#include <crepe/types.h>  using namespace crepe; -void IFloatingWindowScript::init(){ - this->disable_all_sprites(); -} +void IFloatingWindowScript::init() { this->disable_all_sprites(); } -void IFloatingWindowScript::disable_all_sprites(){ +void IFloatingWindowScript::disable_all_sprites() {  	RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); -	for(Sprite & sprite : sprites){ +	for (Sprite & sprite : sprites) {  		sprite.active = false;  	}  } -void IFloatingWindowScript::enable_all_sprites(){ +void IFloatingWindowScript::enable_all_sprites() {  	RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); -	for(Sprite & sprite : sprites){ +	for (Sprite & sprite : sprites) {  		sprite.active = true;  	}  } diff --git a/game/menus/IFloatingWindowScript.h b/game/menus/IFloatingWindowScript.h index 9775726..e39378f 100644 --- a/game/menus/IFloatingWindowScript.h +++ b/game/menus/IFloatingWindowScript.h @@ -1,6 +1,7 @@  #pragma once  #include <crepe/api/Script.h> +  #include <string>  class IFloatingWindowScript : public virtual crepe::Script { @@ -8,8 +9,7 @@ public:  	virtual void init();  	void disable_all_sprites();  	void enable_all_sprites(); +  protected:  	std::string tag = "";  }; - - diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h index 8d3672e..24b60e8 100644 --- a/game/menus/MenusConfig.h +++ b/game/menus/MenusConfig.h @@ -4,13 +4,13 @@  //generic menu config  static constexpr int STARTING_SORTING_IN_LAYER = 7;  //Scene names -static constexpr const char* START_SCENE = "scene1"; -static constexpr const char* PREVIEW_SCENE = "scene1"; -static constexpr const char* SHOP_SCENE = "shopmenu"; -static constexpr const char* MAINMENU_SCENE = "mainmenu"; +static constexpr const char * START_SCENE = "scene1"; +static constexpr const char * PREVIEW_SCENE = "scene1"; +static constexpr const char * SHOP_SCENE = "shopmenu"; +static constexpr const char * MAINMENU_SCENE = "mainmenu";  //button config -static constexpr crepe::vec2 LARGE_OVERLAY_SIZE = {250,100}; -static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_RIGHT = {150,100}; -static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_LEFT = {50,100}; -static constexpr crepe::vec2 SIDE_PANEL_SIZE = {50,150}; -static constexpr crepe::vec2 ICON_SIZE = {50,50}; +static constexpr crepe::vec2 LARGE_OVERLAY_SIZE = {250, 100}; +static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_RIGHT = {150, 100}; +static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_LEFT = {50, 100}; +static constexpr crepe::vec2 SIDE_PANEL_SIZE = {50, 150}; +static constexpr crepe::vec2 ICON_SIZE = {50, 50}; diff --git a/game/menus/endgame/EndGameSubScene.cpp b/game/menus/endgame/EndGameSubScene.cpp index 41556af..3ef0f9a 100644 --- a/game/menus/endgame/EndGameSubScene.cpp +++ b/game/menus/endgame/EndGameSubScene.cpp @@ -1,19 +1,22 @@  #include "EndGameSubScene.h" -#include "../FloatingWindowSubScene.h" +#include "EndGameSubScript.h" + +#include "../../Config.h"  #include "../ButtonSubScene.h" -#include <crepe/api/Text.h> +#include "../FloatingWindowSubScene.h" +  #include <string> -#include <crepe/api/GameObject.h> +  #include <crepe/api/BehaviorScript.h> -#include "EndGameSubScript.h" -#include "types.h" -#include "../../Config.h" +#include <crepe/api/GameObject.h> +#include <crepe/api/Text.h> +#include <crepe/types.h>  using namespace crepe;  using namespace std; -void EndGameSubScene::create(Scene & scn){ +void EndGameSubScene::create(Scene & scn) {  	const std::string TAG = "end_game_tag";  	GameObject script = scn.new_object("script"); @@ -21,50 +24,59 @@ void EndGameSubScene::create(Scene & scn){  	// Window  	FloatingWindowSubScene window; -	window.create(scn, FloatingWindowSubScene::Data{ -		.group_tag = TAG, -		.width = 500, -		.offset = {0,-50}, -		.width_middle_offset = -2, -	}); +	window.create( +		scn, +		FloatingWindowSubScene::Data { +			.group_tag = TAG, +			.width = 500, +			.offset = {0, -50}, +			.width_middle_offset = -2, +		} +	);  	// Titel  	const string TITEL_STRING = "GAME OVER"; -	GameObject titel = scn.new_object("titel",TAG); -	crepe::vec2 size = {200,(200.0f/TITEL_STRING.size())*2}; -	titel.add_component<Text>(size, FONT,Text::Data{ -		.world_space = false, -		.text_color = Color::WHITE, -	}, vec2{0,-207}+FONTOFFSET, TITEL_STRING); - +	GameObject titel = scn.new_object("titel", TAG); +	crepe::vec2 size = {200, (200.0f / TITEL_STRING.size()) * 2}; +	titel.add_component<Text>( +		size, FONT, +		Text::Data { +			.world_space = false, +			.text_color = Color::WHITE, +		}, +		vec2 {0, -207} + FONTOFFSET, TITEL_STRING +	);  	// Buttons -	vec2 button_position = {190,190}; +	vec2 button_position = {190, 190};  	ButtonSubScene button; -	button.create(scn,ButtonSubScene::Data{ -		.text = "NEXT", -		.text_width = 100, -		.position = button_position, -		.script_type = ButtonSubScene::ScriptSelect::MAINMENU, -		.button_type = ButtonSubScene::ButtonSelect::NEXT, -		.scale = 0.6, -		.worldspace = false, -		.tag = TAG, -		.sorting_layer_offset = 20, -	}); - -	button.create(scn,ButtonSubScene::Data{ -		.text = "REPLAY", -		.text_width = 150, -		.position = {-button_position.x,button_position.y}, -		// .script_type = ButtonSubScene::ScriptSelect::MAINMENU, -		.button_type = ButtonSubScene::ButtonSelect::BACK, -		.scale = 0.6, -		.worldspace = false, -		.tag = TAG, -		.sorting_layer_offset = 20, -	}); +	button.create( +		scn, +		ButtonSubScene::Data { +			.text = "NEXT", +			.text_width = 100, +			.position = button_position, +			.script_type = ButtonSubScene::ScriptSelect::NEXT, +			.button_type = ButtonSubScene::ButtonSelect::NEXT, +			.scale = 0.6, +			.worldspace = false, +			.tag = TAG, +			.sorting_layer_offset = 20, +		} +	); +	button.create( +		scn, +		ButtonSubScene::Data { +			.text = "REPLAY", +			.text_width = 150, +			.position = {-button_position.x, button_position.y}, +			// .script_type = ButtonSubScene::ScriptSelect::MAINMENU, +			.button_type = ButtonSubScene::ButtonSelect::BACK, +			.scale = 0.6, +			.worldspace = false, +			.tag = TAG, +			.sorting_layer_offset = 20, +		} +	);  } - - diff --git a/game/menus/endgame/EndGameSubScene.h b/game/menus/endgame/EndGameSubScene.h index aa60a49..204f3b7 100644 --- a/game/menus/endgame/EndGameSubScene.h +++ b/game/menus/endgame/EndGameSubScene.h @@ -2,7 +2,7 @@  #include <crepe/api/Scene.h> -class EndGameSubScene  { +class EndGameSubScene {  public:  	void create(crepe::Scene & scn); diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp index 2be6931..f120e2d 100644 --- a/game/menus/endgame/EndGameSubScript.cpp +++ b/game/menus/endgame/EndGameSubScript.cpp @@ -1,51 +1,54 @@  #include "EndGameSubScript.h" -#include "../IFloatingWindowScript.h" -#include "api/Button.h" -#include "api/Sprite.h" -#include "api/Text.h" -#include "types.h" +  #include "../../Events.h" +#include "../IFloatingWindowScript.h" +  #include <string> +#include <crepe/api/Button.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h> +#include <crepe/types.h> +  using namespace crepe; -EndGameSubScript::EndGameSubScript(const std::string & tag){ -	this->tag = tag; -} +EndGameSubScript::EndGameSubScript(const std::string & tag) { this->tag = tag; } -void EndGameSubScript::init(){ +void EndGameSubScript::init() {  	this->disable_all();  	this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->enable_all(); }); -	this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->reset_timescale(); }); +	this->subscribe<EndGameEvent>([this](const EndGameEvent e) { +		return this->reset_timescale(); +	});  } -bool EndGameSubScript::disable_all(){ +bool EndGameSubScript::disable_all() {  	IFloatingWindowScript::disable_all_sprites();  	RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); -	for(Button & button : buttons){ +	for (Button & button : buttons) {  		button.active = false;  	}  	RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); -	for(Text & text : texts){ +	for (Text & text : texts) {  		text.active = false;  	}  	return false;  } -bool EndGameSubScript::enable_all(){ +bool EndGameSubScript::enable_all() {  	IFloatingWindowScript::enable_all_sprites();  	RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); -	for(Button & button : buttons){ +	for (Button & button : buttons) {  		button.active = true;  	}  	RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); -	for(Text & text : texts){ +	for (Text & text : texts) {  		text.active = true;  	}  	return false;  } -bool EndGameSubScript::reset_timescale(){ +bool EndGameSubScript::reset_timescale() {  	this->get_loop_timer().set_time_scale(1);  	return false;  } diff --git a/game/menus/endgame/EndGameSubScript.h b/game/menus/endgame/EndGameSubScript.h index 2ce3ec7..62a2f0c 100644 --- a/game/menus/endgame/EndGameSubScript.h +++ b/game/menus/endgame/EndGameSubScript.h @@ -1,16 +1,15 @@  #pragma once  #include "../IFloatingWindowScript.h" -#include "api/Event.h" + +#include <crepe/api/Event.h>  #include <crepe/api/Script.h>  class EndGameSubScript : public IFloatingWindowScript {  public:  	EndGameSubScript(const std::string & tag); - 	void init() override; +	void init() override;  	bool disable_all();  	bool enable_all();  	bool reset_timescale();  }; - - diff --git a/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp deleted file mode 100644 index 084d02b..0000000 --- a/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#include "ButtonTransitionPreviewScript.h" - -#include "../MenusConfig.h" - -using namespace crepe; -using namespace std; - -void ButtonTransitionPreviewScript::init(){ -	IButtonScript::init(); -	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); -} - -bool ButtonTransitionPreviewScript::on_button_press(const ButtonPressEvent& e){ -	if(!this->transition)	this->transition = true; -	return false; -} - -const char* ButtonTransitionPreviewScript::get_scene_name() const { -    // Provide the next scene defined in MainMenuConfig -    return PREVIEW_SCENE; -} diff --git a/game/menus/mainmenu/ButtonTransitionPreviewScript.h b/game/menus/mainmenu/ButtonTransitionPreviewScript.h deleted file mode 100644 index 5973dbf..0000000 --- a/game/menus/mainmenu/ButtonTransitionPreviewScript.h +++ /dev/null @@ -1,12 +0,0 @@ -#pragma once - -#include "ITransitionScript.h" - -#include "../IButtonScript.h" - -class ButtonTransitionPreviewScript : public ITransitionScript, public IButtonScript { -public: -	void init() override; -	bool on_button_press(const crepe::ButtonPressEvent& e); -	const char* get_scene_name() const override; -}; diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp new file mode 100644 index 0000000..4c4dfc1 --- /dev/null +++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp @@ -0,0 +1,23 @@ +#include "ButtonTransitionPreviewSubScript.h" + +#include "../MenusConfig.h" + +using namespace crepe; +using namespace std; + +void ButtonTransitionPreviewSubScript::init() { +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { +		return this->on_button_press(e); +	}); +} + +bool ButtonTransitionPreviewSubScript::on_button_press(const ButtonPressEvent & e) { +	if (!this->transition) this->transition = true; +	return false; +} + +const char * ButtonTransitionPreviewSubScript::get_scene_name() const { +	// Provide the next scene defined in MainMenuConfig +	return PREVIEW_SCENE; +} diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h new file mode 100644 index 0000000..d6d8149 --- /dev/null +++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include "ITransitionScript.h" + +#include "../IButtonScript.h" + +class ButtonTransitionPreviewSubScript : public ITransitionScript, public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent & e); +	const char * get_scene_name() const override; +}; diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp index e2974d4..3e51a90 100644 --- a/game/menus/mainmenu/ITransitionScript.cpp +++ b/game/menus/mainmenu/ITransitionScript.cpp @@ -4,30 +4,27 @@  #include "../MenusConfig.h"  #include "../../Config.h" -#include <crepe/types.h> -#include <crepe/api/Transform.h>  #include <crepe/api/Camera.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h>  using namespace crepe;  using namespace std; -void ITransitionScript::frame_update(crepe::duration_t delta_time){ -	if(this->transition) -	{ +void ITransitionScript::frame_update(crepe::duration_t delta_time) { +	if (this->transition) {  		// cout << "transition:" << velocity << std::endl;  		Transform & cam = this->get_components_by_name<Transform>(CAMERA_NAME).front();  		RefVector<Transform> info_tf = this->get_components_by_tag<Transform>(MENU_INFO_TAG);  		for (Transform & tf : info_tf) {  			tf.position.y -= VELOCITY_INFO_UP * delta_time.count();  		} -		if(velocity < VELOCITY_MAX && cam.position.x < SLOW_DOWN) velocity += VELOCITY_STEP * delta_time.count(); -		else if(velocity > 20) velocity -= VELOCITY_STEP * delta_time.count(); -		if(cam.position.x < END)	cam.position.x += (velocity * delta_time.count()); -		if(cam.position.x >= END)  -		{ +		if (velocity < VELOCITY_MAX && cam.position.x < SLOW_DOWN) +			velocity += VELOCITY_STEP * delta_time.count(); +		else if (velocity > 20) velocity -= VELOCITY_STEP * delta_time.count(); +		if (cam.position.x < END) cam.position.x += (velocity * delta_time.count()); +		if (cam.position.x >= END) {  			this->set_next_scene(this->get_scene_name());  		} -  	}  } - diff --git a/game/menus/mainmenu/ITransitionScript.h b/game/menus/mainmenu/ITransitionScript.h index 78f1016..9a2ef90 100644 --- a/game/menus/mainmenu/ITransitionScript.h +++ b/game/menus/mainmenu/ITransitionScript.h @@ -5,9 +5,11 @@  class ITransitionScript : public virtual crepe::Script {  public:  	void frame_update(crepe::duration_t delta_time) override; -	virtual const char* get_scene_name() const = 0; +	virtual const char * get_scene_name() const = 0; +  private:  	float velocity = 20; +  protected:  	bool transition = false;  }; diff --git a/game/menus/mainmenu/MainMenuConfig.h b/game/menus/mainmenu/MainMenuConfig.h index 01995f0..f4ca5a6 100644 --- a/game/menus/mainmenu/MainMenuConfig.h +++ b/game/menus/mainmenu/MainMenuConfig.h @@ -3,20 +3,17 @@  //main menu config  static constexpr float STARTMAP_OFFSET = 50; -static constexpr crepe::vec2 MENU_OFFSET = {0,0}; +static constexpr crepe::vec2 MENU_OFFSET = {0, 0};  static constexpr float MENU_BUTTON_SPACING = 10; -static constexpr const char* MENU_BUTTON_NAME = "menu_button_background"; -static constexpr crepe::vec2 MENU_OFFSET_BUTTON = {-400,-200}; -static constexpr crepe::vec2 MENU_OFFSET_BUTTON_BACKGROUND = {-400,0}; -static constexpr const char* MENU_INFO_TAG = "menu_info"; -static constexpr crepe::vec2 MENU_OFFSET_INFO = {350,-365}; -static constexpr crepe::vec2 MENU_OFFSET_INFO_BACKGROUND = {350,-365}; //375 +static constexpr const char * MENU_BUTTON_NAME = "menu_button_background"; +static constexpr crepe::vec2 MENU_OFFSET_BUTTON = {-400, -200}; +static constexpr crepe::vec2 MENU_OFFSET_BUTTON_BACKGROUND = {-400, 0}; +static constexpr const char * MENU_INFO_TAG = "menu_info"; +static constexpr crepe::vec2 MENU_OFFSET_INFO = {350, -365}; +static constexpr crepe::vec2 MENU_OFFSET_INFO_BACKGROUND = {350, -365}; //375  //Moving to new scene (Start and Preview)  static constexpr float SLOW_DOWN = 200;  static constexpr float END = 300;  static constexpr float VELOCITY_MAX = 200;  static constexpr float VELOCITY_STEP = 200;  static constexpr float VELOCITY_INFO_UP = 40; - -	 - diff --git a/game/menus/mainmenu/MainMenuScene.cpp b/game/menus/mainmenu/MainMenuScene.cpp index 15cf6d5..43418e3 100644 --- a/game/menus/mainmenu/MainMenuScene.cpp +++ b/game/menus/mainmenu/MainMenuScene.cpp @@ -1,104 +1,115 @@  #include "MainMenuScene.h" -#include "TransitionStartScript.h"  #include "MainMenuConfig.h" +#include "TransitionStartSubScript.h"  #include "../ButtonSubScene.h"  #include "../MenusConfig.h" -#include "../../background/StartSubScene.h" -#include "../../background/HallwaySubScene.h"  #include "../../Config.h" +#include "../../background/HallwaySubScene.h" +#include "../../background/StartSubScene.h"  #include "../endgame/EndGameSubScene.h"  #include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/Sprite.h> -#include <crepe/api/Camera.h>  #include <crepe/manager/SaveManager.h>  using namespace crepe;  using namespace std; -void MainMenuScene::load_scene(){ +void MainMenuScene::load_scene() {  	ButtonSubScene button;  	GameObject camera_object = this->new_object(CAMERA_NAME); -	camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), -	Camera::Data{ -		.bg_color = Color::RED, -	}); -	camera_object.add_component<BehaviorScript>().set_script<TransitionStartScript>(); - +	camera_object.add_component<Camera>( +		ivec2(990, 720), vec2(1100, 800), +		Camera::Data { +			.bg_color = Color::RED, +		} +	); +	camera_object.add_component<BehaviorScript>().set_script<TransitionStartSubScript>();  	//Button menu -	GameObject menu_button = this->new_object(MENU_BUTTON_NAME,MENU_BUTTON_NAME,MENU_OFFSET); +	GameObject menu_button = this->new_object(MENU_BUTTON_NAME, MENU_BUTTON_NAME, MENU_OFFSET);  	menu_button.add_component<Sprite>(  		Asset("asset/ui/background.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+0, -		.size = {300,860}, -		.position_offset = MENU_OFFSET_BUTTON_BACKGROUND, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 0, +			.size = {300, 860}, +			.position_offset = MENU_OFFSET_BUTTON_BACKGROUND, +		} +	);  	vec2 pos_btn = MENU_OFFSET_BUTTON; -	 +  	//Preview btn -	button.create(*this,ButtonSubScene::Data{ -		.text = "PREVIEW", -		.text_width = 200, -		.position = pos_btn, -		.script_type = ButtonSubScene::ScriptSelect::PREVIEW, -	}); +	button.create( +		*this, +		ButtonSubScene::Data { +			.text = "PREVIEW", +			.text_width = 200, +			.position = pos_btn, +			.script_type = ButtonSubScene::ScriptSelect::PREVIEW, +		} +	);  	//Shop btn  	pos_btn.y += MENU_BUTTON_SPACING + LARGE_OVERLAY_SIZE.y; -	button.create(*this,ButtonSubScene::Data{ -		.text = "SHOP", -		.text_offset = {-20,0}, -		.text_width = 115, -		.icon_offset = {60,0}, -		.icon_type = ButtonSubScene::IconSelect::SHOP, -		.position = pos_btn, -		.script_type = ButtonSubScene::ScriptSelect::SHOP, -	}); -	 +	button.create( +		*this, +		ButtonSubScene::Data { +			.text = "SHOP", +			.text_offset = {-20, 0}, +			.text_width = 115, +			.icon_offset = {60, 0}, +			.icon_type = ButtonSubScene::IconSelect::SHOP, +			.position = pos_btn, +			.script_type = ButtonSubScene::ScriptSelect::SHOP, +		} +	); +  	//Start of map  	StartSubScene start;  	HallwaySubScene hallway;  	float begin_x = start.create(*this, STARTMAP_OFFSET);  	begin_x = hallway.create(*this, begin_x, 1, Color::YELLOW); -  	//INFO menu -	GameObject menu_info = this->new_object("MENU_INFO_BACKGROUND",MENU_INFO_TAG,MENU_OFFSET); +	GameObject menu_info +		= this->new_object("MENU_INFO_BACKGROUND", MENU_INFO_TAG, MENU_OFFSET);  	menu_info.add_component<Sprite>(  		Asset("asset/ui/itemsButtonBlankDark.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+0, -		.size = {250,80}, -		.position_offset = MENU_OFFSET_INFO, -		.world_space = false, -		}); +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 0, +			.size = {250, 80}, +			.position_offset = MENU_OFFSET_INFO, +			.world_space = false, +		} +	);  	SaveManager & savemgr = this->get_save_manager(); -	string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME,0).get()); +	string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME, 0).get());  	float amount_number = static_cast<float>(number.size());  	// savemgr.set(COIN_GAME_AMOUNT, amount); -	button.create(*this,ButtonSubScene::Data{ -		.text = number, -		.text_offset = {-10-(amount_number-1)*10,0}, -		.text_width = amount_number*20, -		.icon_offset = {60,0}, -		.icon_type = ButtonSubScene::IconSelect::COINS, -		.position = MENU_OFFSET_INFO, -		.script_type = ButtonSubScene::ScriptSelect::SHOP, -		.scale = 0.6, -		.worldspace = false, -		.color_side = false, -		.tag = MENU_INFO_TAG, -	}); - +	button.create( +		*this, +		ButtonSubScene::Data { +			.text = number, +			.text_offset = {-10 - (amount_number - 1) * 10, 0}, +			.text_width = amount_number * 20, +			.icon_offset = {60, 0}, +			.icon_type = ButtonSubScene::IconSelect::COINS, +			.position = MENU_OFFSET_INFO, +			.script_type = ButtonSubScene::ScriptSelect::SHOP, +			.scale = 0.6, +			.worldspace = false, +			.color_side = false, +			.tag = MENU_INFO_TAG, +		} +	);  }  string MainMenuScene::get_name() const { return MAINMENU_SCENE; } diff --git a/game/menus/mainmenu/TransitionStartScript.cpp b/game/menus/mainmenu/TransitionStartScript.cpp deleted file mode 100644 index 9b395de..0000000 --- a/game/menus/mainmenu/TransitionStartScript.cpp +++ /dev/null @@ -1,15 +0,0 @@ -#include "TransitionStartScript.h" - -#include "../MenusConfig.h" - -using namespace crepe; -using namespace std; - -void TransitionStartScript::fixed_update(crepe::duration_t dt){ -	if(this->get_key_state(Keycode::ENTER) && this->transition == false) this->transition = true; -} - -const char* TransitionStartScript::get_scene_name() const { -    // Provide the next scene defined in MainMenuConfig -    return START_SCENE; -} diff --git a/game/menus/mainmenu/TransitionStartSubScript.cpp b/game/menus/mainmenu/TransitionStartSubScript.cpp new file mode 100644 index 0000000..63723cf --- /dev/null +++ b/game/menus/mainmenu/TransitionStartSubScript.cpp @@ -0,0 +1,16 @@ +#include "TransitionStartSubScript.h" + +#include "../MenusConfig.h" + +using namespace crepe; +using namespace std; + +void TransitionStartSubScript::fixed_update(crepe::duration_t dt) { +	if (this->get_key_state(Keycode::ENTER) && this->transition == false) +		this->transition = true; +} + +const char * TransitionStartSubScript::get_scene_name() const { +	// Provide the next scene defined in MainMenuConfig +	return START_SCENE; +} diff --git a/game/menus/mainmenu/TransitionStartScript.h b/game/menus/mainmenu/TransitionStartSubScript.h index c6df1b9..f9862ea 100644 --- a/game/menus/mainmenu/TransitionStartScript.h +++ b/game/menus/mainmenu/TransitionStartSubScript.h @@ -2,8 +2,8 @@  #include "ITransitionScript.h" -class TransitionStartScript : public ITransitionScript { +class TransitionStartSubScript : public ITransitionScript {  public:  	void fixed_update(crepe::duration_t dt) override; -	const char* get_scene_name() const override; +	const char * get_scene_name() const override;  }; diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp index 5d1348f..f4d5e76 100644 --- a/game/menus/shop/ShopMenuScene.cpp +++ b/game/menus/shop/ShopMenuScene.cpp @@ -1,6 +1,7 @@  #include "ShopMenuScene.h" +#include "../BannerSubScene.h"  #include "../ButtonSubScene.h"  #include "../MenusConfig.h"  #include "../BannerSubScene.h" @@ -12,36 +13,45 @@  using namespace crepe;  using namespace std; -void ShopMenuScene::load_scene(){ +void ShopMenuScene::load_scene() {  	GameObject camera_object = this->new_object(CAMERA_NAME); -	camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), -	Camera::Data{ -		.bg_color = Color::RED, -	}); +	camera_object.add_component<Camera>( +		ivec2(990, 720), vec2(1100, 800), +		Camera::Data { +			.bg_color = Color::RED, +		} +	);  	BannerSubScene banner; -	banner.create(*this,{ -		.banner_title = "SHOP", -		.banner_title_width = 200, -		.banner_title_offset = {0,65}, -	}); +	banner.create( +		*this, +		{ +			.banner_title = "SHOP", +			.banner_title_width = 200, +			.banner_title_offset = {0, 65}, +		} +	);  	GameObject menu_background = this->new_object("menu_background");  	menu_background.add_component<Sprite>(  		Asset("asset/ui/background.png"), -		Sprite::Data{ -		.sorting_in_layer = STARTING_SORTING_IN_LAYER+0, -		.size = {1100,860}, -		.position_offset {0}, -		}); -		 +		Sprite::Data { +			.sorting_in_layer = STARTING_SORTING_IN_LAYER + 0, +			.size = {1100, 860}, +			.position_offset {0}, +		} +	); +  	ButtonSubScene button; -	button.create(*this,ButtonSubScene::Data{ -		.text = "BACK", -		.text_width = 115, -		.position = {-400,-350}, -		.script_type = ButtonSubScene::ScriptSelect::MAINMENU, -		.button_type = ButtonSubScene::ButtonSelect::BACK, -		.scale = 0.8 -	}); +	button.create( +		*this, +		ButtonSubScene::Data { +			.text = "BACK", +			.text_width = 115, +			.position = {-400, -350}, +			.script_type = ButtonSubScene::ScriptSelect::MAINMENU, +			.button_type = ButtonSubScene::ButtonSelect::BACK, +			.scale = 0.8 +		} +	);  }  string ShopMenuScene::get_name() const { return SHOP_SCENE; } diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index 1554c84..fb18f2f 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -90,11 +90,11 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {  			jump++;  		} -		if(rb_player.data.linear_velocity.x < 5){ +		if (rb_player.data.linear_velocity.x < 5) {  			this->trigger_event<EndGameEvent>();  		} -		return true; +		return false;  	}  	return false; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 4404bd8..d45a519 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -41,7 +41,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(0);  		audio.play(); -		return true; +		return false;  	} else if (ev.info.other.metadata.tag == "laser") {  		for (Animator & anim : animators) {  			anim.active = true; @@ -58,7 +58,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(1);  		audio.play(); -		return true; +		return false;  	} else if (ev.info.other.metadata.tag == "missile") {  		for (Animator & anim : animators) {  			anim.active = true; @@ -75,7 +75,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(2);  		audio.play(); -		return true; +		return false;  	}  	return false; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index e9e2167..f136605 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -4,6 +4,7 @@  #include "PlayerScript.h"  #include "../Config.h" +#include "../coins/CoinScript.h"  #include "api/Asset.h"  #include <crepe/api/Animator.h> @@ -152,6 +153,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  		.collision_layer = COLL_LAY_PLAYER,  	});  	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; +	player.add_component<BehaviorScript>().set_script<CoinScript>();  	player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false;  	player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_lp.ogg")); diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp new file mode 100644 index 0000000..deaf0ee --- /dev/null +++ b/game/workers/CollisionScript.cpp @@ -0,0 +1,68 @@ +#include "CollisionScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void CollisionScript::init() { +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	}); +} + +bool CollisionScript::on_collision(const CollisionEvent & ev) { +	RefVector<Animator> animators = this->get_components<Animator>(); +	RefVector<Sprite> sprites = this->get_components<Sprite>(); +	Rigidbody & rb = this->get_component<Rigidbody>(); +	Transform & tr = this->get_component<Transform>(); +	BehaviorScript & bs_panic = this->get_components<BehaviorScript>().front(); + +	if (ev.info.other.metadata.tag == "zapper") { +		for (Animator & anim : animators) { +			anim.active = false; +			anim.set_anim(3); +		} +		for (Sprite & sprite : sprites) { +			sprite.data.position_offset.x = 15; +		} +		rb.data.linear_velocity_coefficient = {0.5, 0.5}; +		tr.rotation = 90; +		bs_panic.active = false; + +		return false; +	} else if (ev.info.other.metadata.tag == "laser") { +		for (Animator & anim : animators) { +			anim.active = false; +			anim.set_anim(3); +		} +		for (Sprite & sprite : sprites) { +			sprite.data.position_offset.x = 15; +		} +		rb.data.linear_velocity_coefficient = {0.5, 0.5}; +		tr.rotation = 90; +		bs_panic.active = false; + +		return false; +	} else if (ev.info.other.metadata.tag == "missile") { +		for (Animator & anim : animators) { +			anim.active = false; +			anim.set_anim(3); +		} +		for (Sprite & sprite : sprites) { +			sprite.data.position_offset.x = 15; +		} +		rb.data.linear_velocity_coefficient = {0.5, 0.5}; +		tr.rotation = 90; +		bs_panic.active = false; + +		return false; +	} + +	return false; +} diff --git a/game/workers/CollisionScript.h b/game/workers/CollisionScript.h new file mode 100644 index 0000000..70c5fe1 --- /dev/null +++ b/game/workers/CollisionScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +class CollisionScript : public crepe::Script { +public: +	void init(); + +private: +	bool on_collision(const crepe::CollisionEvent & ev); +}; diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp index 1e49aaa..baa48df 100644 --- a/game/workers/PanicFromPlayerScript.cpp +++ b/game/workers/PanicFromPlayerScript.cpp @@ -32,11 +32,21 @@ void PanicFromPlayerScript::fixed_update(duration_t dt) {  			}  			if (result_x < 0) { -				rb_worker.data.linear_velocity.x = 10000 * dt.count(); +				float min_value = 8000; +				float max_value = 10000; +				float value = min_value +							  + static_cast<float>(rand()) +									/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				rb_worker.data.linear_velocity.x = value * dt.count();  				sprite_worker.front().get().data.flip.flip_x = false;  				sprite_worker.back().get().data.flip.flip_x = false;  			} else { -				rb_worker.data.linear_velocity.x = -5000 * dt.count(); +				float min_value = -4000; +				float max_value = -5000; +				float value = min_value +							  + static_cast<float>(rand()) +									/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				rb_worker.data.linear_velocity.x = value * dt.count();  				sprite_worker.front().get().data.flip.flip_x = true;  				sprite_worker.back().get().data.flip.flip_x = true;  			} diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp index 1bcf8d5..b0bfc4e 100644 --- a/game/workers/WorkerScript.cpp +++ b/game/workers/WorkerScript.cpp @@ -1,6 +1,7 @@  #include "WorkerScript.h"  #include "../Config.h" +#include "api/BehaviorScript.h"  #include <crepe/api/Animator.h>  #include <crepe/api/Rigidbody.h> @@ -44,6 +45,9 @@ void WorkerScript::fixed_update(duration_t dt) {  					= this->get_components_by_id<Sprite>(trans_worker.game_object_id);  				RefVector<Animator> animator_worker  					= this->get_components_by_id<Animator>(trans_worker.game_object_id); +				BehaviorScript & bs_panic +					= this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) +						  .front();  				if (rb_worker.data.linear_velocity.x < 0) {  					sprite_worker.front().get().data.flip.flip_x = true; @@ -55,6 +59,8 @@ void WorkerScript::fixed_update(duration_t dt) {  						= -rb_worker.data.linear_velocity.x / 5;  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true;  				} else {  					sprite_worker.front().get().data.flip.flip_x = false;  					sprite_worker.back().get().data.flip.flip_x = false; @@ -65,6 +71,15 @@ void WorkerScript::fixed_update(duration_t dt) {  						= rb_worker.data.linear_velocity.x / 5;  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true; +				} + +				trans_worker.rotation = 0; +				bs_panic.active = true; +				rb_worker.data.linear_velocity_coefficient = {1, 1}; +				for (Sprite & sprite : sprite_worker) { +					sprite.data.position_offset.x = 0;  				}  			}  		} else { @@ -84,6 +99,9 @@ void WorkerScript::fixed_update(duration_t dt) {  					= this->get_components_by_id<Sprite>(trans_worker.game_object_id);  				RefVector<Animator> animator_worker  					= this->get_components_by_id<Animator>(trans_worker.game_object_id); +				BehaviorScript & bs_panic +					= this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) +						  .front();  				if (rb_worker.data.linear_velocity.x < 0) {  					sprite_worker.front().get().data.flip.flip_x = true; @@ -96,6 +114,8 @@ void WorkerScript::fixed_update(duration_t dt) {  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true;  				} else {  					sprite_worker.front().get().data.flip.flip_x = false;  					sprite_worker.back().get().data.flip.flip_x = false; @@ -107,6 +127,15 @@ void WorkerScript::fixed_update(duration_t dt) {  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true; +				} + +				trans_worker.rotation = 0; +				bs_panic.active = true; +				rb_worker.data.linear_velocity_coefficient = {1, 1}; +				for (Sprite & sprite : sprite_worker) { +					sprite.data.position_offset.x = 0;  				}  			}  		} diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp index e5b4678..54996d1 100644 --- a/game/workers/WorkersSubScene.cpp +++ b/game/workers/WorkersSubScene.cpp @@ -1,4 +1,5 @@  #include "WorkersSubScene.h" +#include "CollisionScript.h"  #include "PanicFromPlayerScript.h"  #include "WorkerScript.h" @@ -34,7 +35,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>(  		Asset {"asset/workers/worker1Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 0,  			.size = vec2(0, 50),  		} @@ -49,7 +50,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 1,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -70,6 +71,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_TOP},  	});  	worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_1.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -82,7 +84,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>(  		Asset {"asset/workers/worker2Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 2,  			.size = vec2(0, 50),  		} @@ -97,7 +99,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 3,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -118,6 +120,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_TOP},  	});  	worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_2.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -130,7 +133,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>(  		Asset {"asset/workers/worker1Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 4,  			.size = vec2(0, 50),  		} @@ -145,7 +148,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 5,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -166,6 +169,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_TOP},  	});  	worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_3.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -178,7 +182,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>(  		Asset {"asset/workers/worker2Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 6,  			.size = vec2(0, 50),  		} @@ -193,7 +197,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 7,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -214,6 +218,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_HIGH},  	});  	worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_4.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -226,7 +231,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>(  		Asset {"asset/workers/workerFatBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 8,  			.size = vec2(0, 50),  		} @@ -241,7 +246,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 9,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -262,6 +267,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_HIGH},  	});  	worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_5.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -274,7 +280,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>(  		Asset {"asset/workers/workerFatBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 10,  			.size = vec2(0, 50),  		} @@ -289,7 +295,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 11,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -310,6 +316,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_LOW},  	});  	worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_6.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -322,7 +329,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>(  		Asset {"asset/workers/workerTallBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 12,  			.size = vec2(0, 50),  		} @@ -337,7 +344,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 13,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -358,6 +365,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_LOW},  	});  	worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_7.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -370,7 +378,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>(  		Asset {"asset/workers/workerTallBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 14,  			.size = vec2(0, 50),  		} @@ -385,7 +393,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 15,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -406,6 +414,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_LOW},  	});  	worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_8.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false}; diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 0107c7b..3c77e2e 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -19,3 +19,16 @@ Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data &  }  Sprite::~Sprite() { dbg_trace(); } + +unique_ptr<Component> Sprite::save() const { return unique_ptr<Component>(new Sprite(*this)); } + +void Sprite::restore(const Component & snapshot) { +	*this = static_cast<const Sprite &>(snapshot); +} + +Sprite & Sprite::operator=(const Sprite & snapshot) { +	this->active = snapshot.active; +	this->data = snapshot.data; +	this->mask = snapshot.mask; +	return *this; +} diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a3fc319..3565bed 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -42,10 +42,10 @@ public:  		FlipSettings flip;  		//! Layer sorting level of the sprite -		const int sorting_in_layer = 0; +		int sorting_in_layer = 0;  		//! Order within the sorting layer -		const int order_in_layer = 0; +		int order_in_layer = 0;  		/**  		 * \brief width and height of the sprite in game units @@ -119,6 +119,12 @@ private:  	//! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator  	// object is present in GameObject. this is in sprite pixels  	Rect mask; + +protected: +	virtual std::unique_ptr<Component> save() const; +	Sprite(const Sprite &) = default; +	virtual void restore(const Component & snapshot); +	virtual Sprite & operator=(const Sprite &);  };  } // namespace crepe diff --git a/src/test/AudioTest.cpp b/src/test/AudioTest.cpp index 3844c73..e548221 100644 --- a/src/test/AudioTest.cpp +++ b/src/test/AudioTest.cpp @@ -60,6 +60,8 @@ TEST_F(AudioTest, Play) {  		InSequence seq;  		EXPECT_CALL(context, play(_)).Times(0); +		EXPECT_CALL(context, set_loop(_, _)).Times(0); +		EXPECT_CALL(context, set_volume(_, _)).Times(0);  		component.play();  	} @@ -67,6 +69,8 @@ TEST_F(AudioTest, Play) {  		InSequence seq;  		EXPECT_CALL(context, play(_)).Times(1); +		EXPECT_CALL(context, set_loop(_, _)).Times(1); +		EXPECT_CALL(context, set_volume(_, _)).Times(1);  		system.fixed_update();  	}  } @@ -146,6 +150,9 @@ TEST_F(AudioTest, PlayOnActive) {  		InSequence seq;  		EXPECT_CALL(context, play(_)).Times(1); +		EXPECT_CALL(context, set_loop(_, _)).Times(1); +		EXPECT_CALL(context, set_volume(_, _)).Times(1); +  		component.active = true;  		system.fixed_update();  	} @@ -156,6 +163,8 @@ TEST_F(AudioTest, PlayImmediately) {  	component.play();  	EXPECT_CALL(context, play(_)).Times(1); +	EXPECT_CALL(context, set_volume(_, _)).Times(1); +	EXPECT_CALL(context, set_loop(_, _)).Times(1);  	system.fixed_update();  } |