diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-07 14:33:07 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-07 14:33:07 +0100 | 
| commit | 5d798c30af7026099344a068e91e1684018b4386 (patch) | |
| tree | 923b54a2745c338478246b8707c6ce8361822fc7 | |
| parent | 6d69c8ef6b663bd6716b441cc7d01164c7e33dfc (diff) | |
| parent | 42cbef630ccaf3e841459d364edade1a3c72a525 (diff) | |
merge + more WIP
64 files changed, 1926 insertions, 20 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index cc0cc84..892e8fc 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -20,6 +20,27 @@ target_sources(main PUBLIC  	player/PlayerEndScript.cpp  	background/StartSubScene.cpp  	main.cpp +	menus/BannerSubScene.cpp +	menus/ButtonSubScene.cpp +	menus/IButtonScript.cpp +	menus/ButtonSetShopScript.cpp +	menus/ButtonSetMainMenuScript.cpp +	menus/FloatingWindowSubScene.cpp +	menus/IFloatingWindowScript.cpp +	menus/shop/ShopMenuScene.cpp +	menus/mainmenu/ButtonTransitionPreviewScript.cpp +	menus/mainmenu/ITransitionScript.cpp +	menus/mainmenu/MainMenuScene.cpp +	menus/mainmenu/TransitionStartScript.cpp +	menus/endgame/EndGameSubScene.cpp +	menus/endgame/EndGameSubScript.cpp +	coins/CoinSubScene.cpp +	coins/CoinPool.cpp +	coins/CoinSystemScript.cpp +	coins/CoinScript.cpp +	hud/HudSubScene.cpp +	hud/HudScript.cpp +	hud/SpeedScript.cpp  )  add_subdirectory(background) diff --git a/game/Config.h b/game/Config.h index 940bf1d..312e612 100644 --- a/game/Config.h +++ b/game/Config.h @@ -1,4 +1,5 @@  #pragma once +#include "types.h"  #include <crepe/api/Config.h> @@ -15,6 +16,7 @@ static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes  static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes  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_PLAYER = 10; // Only for GameScene  static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene @@ -32,7 +34,26 @@ static constexpr int GAME_HEIGHT = 800; // In game units  static constexpr int VIEWPORT_X = 1100; // In game units  // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished -static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units +static constexpr int VIEWPORT_Y = 500; // In game units +// Font settings +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 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"; + +// Player config +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 + +static constexpr const char* CAMERA_NAME = "camera"; + diff --git a/game/Events.h b/game/Events.h new file mode 100644 index 0000000..cf0be68 --- /dev/null +++ b/game/Events.h @@ -0,0 +1,5 @@ +#pragma once + +#include "api/Event.h" + +struct EndGameEvent : public crepe::Event {}; diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 698677b..c30276a 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,3 +1,20 @@ +#include "GameScene.h" +#include "Config.h" +#include "MoveCameraManualyScript.h" +#include "StartGameScript.h" +#include "coins/CoinSubScene.h" +#include "coins/CoinPool.h" +#include "coins/CoinSystemScript.h" + +#include "background/BackgroundSubScene.h" +#include "hud/HudScript.h" +#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 <cmath>  #include <crepe/api/Animator.h>  #include <crepe/api/Asset.h> @@ -14,17 +31,6 @@  #include <crepe/api/Transform.h>  #include <crepe/types.h> -#include "Config.h" -#include "MoveCameraManualyScript.h" -#include "StartGameScript.h" - -#include "GameScene.h" -#include "MoveCameraManualyScript.h" - -#include "background/BackgroundSubScene.h" -#include "player/PlayerSubScene.h" -#include "prefab/ZapperPoolSubScene.h" -  using namespace crepe;  using namespace std; @@ -33,7 +39,7 @@ void GameScene::load_scene() {  	BackgroundSubScene background(*this); -	GameObject camera = new_object("camera", "camera", vec2(650, 0)); +	GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0));  	camera.add_component<Camera>(  		ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),  		Camera::Data { @@ -41,7 +47,11 @@ void GameScene::load_scene() {  		}  	);  	camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); -	camera.add_component<Rigidbody>(Rigidbody::Data {}); +	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{});  	PlayerSubScene player(*this); @@ -74,6 +84,13 @@ void GameScene::load_scene() {  	GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));  	start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); +	//create coin pool +	CoinPool coin_system; +	coin_system.create_coins(*this); + +	HudSubScene hud; +	hud.create(*this); +  	GameObject laser = new_object("laser", "laser", vec2(2000, 0));  	Asset laser_asset {"asset/obstacles/laser/laserPower.png"};  	Sprite & laser_sprite = laser.add_component<Sprite>( @@ -106,6 +123,9 @@ void GameScene::load_scene() {  		.collision_layer = COLL_LAY_MISSILE,  	});  	missile.add_component<BoxCollider>(vec2(100, 100)); + +	EndGameSubScene endgamewindow; +	endgamewindow.create(*this);  }  string GameScene::get_name() const { return "scene1"; } diff --git a/game/coins/CoinPool.cpp b/game/coins/CoinPool.cpp new file mode 100644 index 0000000..5720c2f --- /dev/null +++ b/game/coins/CoinPool.cpp @@ -0,0 +1,10 @@ +#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/CoinPool.h b/game/coins/CoinPool.h new file mode 100644 index 0000000..83058f7 --- /dev/null +++ b/game/coins/CoinPool.h @@ -0,0 +1,12 @@ +#pragma once + +#include "api/Scene.h" + + +class CoinPool { +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 new file mode 100644 index 0000000..5d4e8fe --- /dev/null +++ b/game/coins/CoinScript.cpp @@ -0,0 +1,29 @@ +#include "CoinScript.h" +#include "api/CircleCollider.h" +#include "api/Sprite.h" +#include "manager/SaveManager.h" +#include "../Config.h" +#include "../Events.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; +	this->amount++; +	return true; +} + +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(); }); +} + +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 new file mode 100644 index 0000000..e88a860 --- /dev/null +++ b/game/coins/CoinScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include "api/Script.h" + +class CoinScript : public crepe::Script { +public: +	void init() 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 new file mode 100644 index 0000000..3914921 --- /dev/null +++ b/game/coins/CoinSubScene.cpp @@ -0,0 +1,41 @@ +#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" + +using namespace crepe; +using namespace std; + +int CoinSubScene::create(Scene & scn){ +	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{ +		.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_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>(); +	return coin_counter; +} diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h new file mode 100644 index 0000000..f85f427 --- /dev/null +++ b/game/coins/CoinSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/GameObject.h> + +namespace crepe { +class Scene; +} + +class CoinSubScene { +public: +	int create(crepe::Scene & scn); +}; diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp new file mode 100644 index 0000000..c9c301e --- /dev/null +++ b/game/coins/CoinSystemScript.cpp @@ -0,0 +1,248 @@ +#include "CoinSystemScript.h" +#include "CoinPool.h" +#include "api/CircleCollider.h" +#include "api/Metadata.h" +#include "api/Sprite.h" +#include "api/Transform.h" +#include <random> + +using namespace crepe; +using namespace std; + +std::vector<CoinSystemScript::CoinData> CoinSystemScript::coin_locations; + +void CoinSystemScript::init() { +	engine.seed(rd()); +} + +void CoinSystemScript::add_location(const crepe::vec2& location){ +	coin_locations.push_back(CoinData(location)); +} + +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)}; + +	// Add locations for the top row +	for (int i = 0; i < COLUM_AMOUNT_1; ++i) { +		add_location(top); +		top.x += this->COLUM_OFFSET_1; +	} + +	// Add locations for the bottom row +	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; +	} + +	// Add locations for the next set of the top row +	top.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; +	for (int i = 0; i < COLUM_AMOUNT_1; ++i) { +		add_location(top); +		top.x += this->COLUM_OFFSET_1; +	} + +	// Add locations for the next set of the bottom row +	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; +} + +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}; + +	// Add locations for the next set of the bottom row +	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { +		add_location(bottom); +		bottom.x += this->COLUM_OFFSET_2; +	} + +	// Add locations for the next set of the middle row +	for (int i = 0; i < COLUM_AMOUNT_2; ++i) { +		add_location(middle); +		middle.x += this->COLUM_OFFSET_2; +	} + +	// Add locations for the next set of the top row +	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; +} + +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); +		location.x += this->COLUM_OFFSET_3; +	} + +	// Add locations for the bottom row +	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; +	} + +	// Add locations for the next set of the top row +	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; +} + +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); +		location.x += this->COLUM_OFFSET_4; +	} + +	// Add locations for the bottom row +	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; +	} + +	// Add locations for the next set of the top row +	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; +} + +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; +} + + + +void CoinSystemScript::frame_update(crepe::duration_t dt) +{ +	this->despawn_coins(); +	this->generate_locations(); +	this->spawn_coins();	 +} + +void CoinSystemScript::despawn_coins() { +	// Get the current x-position of the CoinSystem's Transform component +	float position = this->get_component<Transform>().position.x; + +	// 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) { +		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(); + +		// 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; +				} +			); + +			// If a match is found, erase it from coin_locations +			if (it != coin_locations.end()) { +				coin_locations.erase(it); +				coin_sprite.active = false; +				coin_collider.active = false; +			} +		} +	} +} + +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) { +		// Skip this coin if it is already active +		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; +		 +		// 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) { +			// Skip this sprite if it is already active +			if (coin_sprite.active) 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(); +			 +			// Assign data and set active +			coin.name = coin_metadata.name; +			coin.active = true; +			coin_sprite.active = true; +			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; +		} +	} +} + +void CoinSystemScript::generate_locations(){ +	float position = this->get_component<Transform>().position.x; +	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 += spacing; +} + + + diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h new file mode 100644 index 0000000..f558f08 --- /dev/null +++ b/game/coins/CoinSystemScript.h @@ -0,0 +1,98 @@ +#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> + +class CoinSystemScript : public crepe::Script { +private: +	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) {} +	}; +public: +	CoinSystemScript() {}; +	void init() override; +	void frame_update(crepe::duration_t dt) override; +private: +	void add_location(const crepe::vec2& location); +	void despawn_coins(); +	void spawn_coins(); +	void generate_locations(); +	float preset_1(const crepe::vec2 & begin_position); +	float preset_2(const crepe::vec2 & begin_position); +	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::random_device rd; +	std::default_random_engine engine; +	float system_position = 1200; +	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; +private: +// 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 +//  +//  ******** +// ********** +//  ******** +//  +	static constexpr float ROW_OFFSET_2 = 25; +	static constexpr float COLUM_OFFSET_2 = 25; +	static constexpr int COLUM_AMOUNT_2 = 10; +// 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 +//         *** +//    +//     *** +//  +// ***  +	static constexpr float ROW_OFFSET_4 = 100; +	static constexpr float COLUM_OFFSET_4 = 25; +	static constexpr int COLUM_AMOUNT_4 = 3; +// 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 new file mode 100644 index 0000000..e3497fb --- /dev/null +++ b/game/hud/HudConfig.h @@ -0,0 +1,34 @@ +#pragma once +#include "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";	 + +// Distance +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 int BEST_LENGTH = 5; +static constexpr float BEST_CHAR_WIDTH = 10; +static constexpr crepe::vec2 BEST_OFFSET = {0,25}; + +// COINS +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}; + +// FPS +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 diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp new file mode 100644 index 0000000..496a03d --- /dev/null +++ b/game/hud/HudScript.cpp @@ -0,0 +1,63 @@ +#include "HudScript.h" +#include "api/Text.h" +#include "api/Transform.h" +#include "manager/SaveManager.h" +#include "../Config.h" +#include "HudConfig.h" +#include <climits> + +using namespace crepe; +using namespace std; + +void HudScript::init() { +	savemgr = &this->get_save_manager(); +	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; +	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}; + +	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; +	}); +} + +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; +	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}; + +	// 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()); +	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}; + +	// 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; +} diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h new file mode 100644 index 0000000..8e7e8fc --- /dev/null +++ b/game/hud/HudScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include "api/Script.h" +#include "manager/SaveManager.h" + +class HudScript : public crepe::Script { +public: +	void init() override; +	void frame_update(crepe::duration_t dt) override; +private: +	crepe::SaveManager* savemgr; +	bool show_fps = false; +}; diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp new file mode 100644 index 0000000..4995624 --- /dev/null +++ b/game/hud/HudSubScene.cpp @@ -0,0 +1,44 @@ +#include "HudSubScene.h" +#include "api/GameObject.h" +#include "api/Text.h" +#include "../Config.h" +#include "HudConfig.h" + +using namespace crepe; +using namespace std; + +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); + +	// 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); + +	// 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); + +	// 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; +} diff --git a/game/hud/HudSubScene.h b/game/hud/HudSubScene.h new file mode 100644 index 0000000..711a34d --- /dev/null +++ b/game/hud/HudSubScene.h @@ -0,0 +1,8 @@ +#pragma once + +#include "api/Scene.h" +class HudSubScene +{ +public: +	void create(crepe::Scene & scn); +}; diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp new file mode 100644 index 0000000..69534d9 --- /dev/null +++ b/game/hud/SpeedScript.cpp @@ -0,0 +1,35 @@ +#include "SpeedScript.h" +#include "api/Event.h" +#include "api/KeyCodes.h" +#include "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(); +		this->toggle = !this->toggle; +		if(this->toggle) +		{ +			this->timescale = lp.get_time_scale();  +			lp.set_time_scale(0); +		} +		else { +			lp.set_time_scale(this->timescale); +		} + +		return true; +	}); +} + +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); +	} +} diff --git a/game/hud/SpeedScript.h b/game/hud/SpeedScript.h new file mode 100644 index 0000000..8bd7271 --- /dev/null +++ b/game/hud/SpeedScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "api/Script.h" +#include "manager/SaveManager.h" + +class SpeedScript : public crepe::Script { +public: +	void init() override; +	void fixed_update(crepe::duration_t dt) override; +private: +	crepe::SaveManager* savemgr; +	bool toggle = true; +	float timescale = 1; +}; diff --git a/game/main.cpp b/game/main.cpp index 2198f73..bd5ca93 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -3,6 +3,9 @@  #include "Config.h"  #include "GameScene.h" +#include "menus/mainmenu/MainMenuScene.h" +#include "menus/shop/ShopMenuScene.h" +  using namespace crepe; @@ -10,6 +13,8 @@ int main() {  	Config::get_instance() = ENGINE_CONFIG;  	Engine gameloop; +	gameloop.add_scene<MainMenuScene>(); +	gameloop.add_scene<ShopMenuScene>();  	gameloop.add_scene<GameScene>();  	return gameloop.main(); diff --git a/game/menus/BannerSubScene.cpp b/game/menus/BannerSubScene.cpp new file mode 100644 index 0000000..ea43c69 --- /dev/null +++ b/game/menus/BannerSubScene.cpp @@ -0,0 +1,42 @@ +#include "BannerSubScene.h" +#include "MenusConfig.h" + +#include "../Config.h" + +#include <crepe/api/Sprite.h> +#include <crepe/api/Scene.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}); +	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}, +		}); +	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}, +		}); +	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); + +} diff --git a/game/menus/BannerSubScene.h b/game/menus/BannerSubScene.h new file mode 100644 index 0000000..888897d --- /dev/null +++ b/game/menus/BannerSubScene.h @@ -0,0 +1,19 @@ +#pragma once + +#include <crepe/types.h> +#include <crepe/api/GameObject.h> + +namespace crepe { +class Scene; +} + +class BannerSubScene { +public: +struct Data{ +		const std::string & banner_title = "NODATA"; +		const float banner_title_width = 100; +		const crepe::vec2 & banner_title_offset = {0,0}; +	}; +public: +	void create(crepe::Scene & scn,const Data & data); +}; diff --git a/game/menus/ButtonSetMainMenuScript.cpp b/game/menus/ButtonSetMainMenuScript.cpp new file mode 100644 index 0000000..12b7256 --- /dev/null +++ b/game/menus/ButtonSetMainMenuScript.cpp @@ -0,0 +1,16 @@ +#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/ButtonSetMainMenuScript.h b/game/menus/ButtonSetMainMenuScript.h new file mode 100644 index 0000000..13a33bf --- /dev/null +++ b/game/menus/ButtonSetMainMenuScript.h @@ -0,0 +1,15 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonSetMainMenuScript : public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent& e); +private: +	float velocity = 20; +protected: +	bool transition = false; +}; diff --git a/game/menus/ButtonSetShopScript.cpp b/game/menus/ButtonSetShopScript.cpp new file mode 100644 index 0000000..88639bd --- /dev/null +++ b/game/menus/ButtonSetShopScript.cpp @@ -0,0 +1,16 @@ +#include "ButtonSetShopScript.h" +#include "MenusConfig.h" + +using namespace crepe; +using namespace std; + +void ButtonSetShopScript::init(){ +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonSetShopScript::on_button_press(const ButtonPressEvent& e){ +	this->set_next_scene(SHOP_SCENE); +	return false; +} + diff --git a/game/menus/ButtonSetShopScript.h b/game/menus/ButtonSetShopScript.h new file mode 100644 index 0000000..434abc0 --- /dev/null +++ b/game/menus/ButtonSetShopScript.h @@ -0,0 +1,15 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonSetShopScript : public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent& e); +private: +	float velocity = 20; +protected: +	bool transition = false; +}; diff --git a/game/menus/ButtonSubScene.cpp b/game/menus/ButtonSubScene.cpp new file mode 100644 index 0000000..8574b9b --- /dev/null +++ b/game/menus/ButtonSubScene.cpp @@ -0,0 +1,151 @@ +#include "ButtonSubScene.h" +#include "ButtonSetMainMenuScript.h" +#include "ButtonSetShopScript.h" +#include "IButtonScript.h" +#include "MenusConfig.h" + +#include "mainmenu/ButtonTransitionPreviewScript.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> + +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::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); +} + +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>(); +			break; +		case ScriptSelect::SHOP: +			button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>(); +			break; +		case ScriptSelect::MAINMENU: +			button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>(); +			break; +		case ScriptSelect::NONE: +			button_object.add_component<BehaviorScript>().set_script<IButtonScript>(); +			break; +	} +} + +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, +			}); +			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, +			}); +			break; +		case IconSelect::NONE: +			break; +	} +} + +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); +			break; +		case ButtonSelect::BACK: +			this->back_btn_overlay(button_object,data); +			break; +		case ButtonSelect::NEXT: +			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::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::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 new file mode 100644 index 0000000..28daed2 --- /dev/null +++ b/game/menus/ButtonSubScene.h @@ -0,0 +1,61 @@ +#pragma once + +#include <crepe/api/GameObject.h> + +#include <string> + +namespace crepe { +class Scene; +} + +class ButtonSubScene { +public: +	//script enum +	enum class ScriptSelect { +		PREVIEW, +		SHOP, +		MAINMENU, +		NONE, +	}; +	//icon enum +	enum class IconSelect { +		SHOP, +		COINS, +		NONE, +	}; +	//icon enum +	enum class ButtonSelect { +		BACK, +		NEXT, +		LARGE, +	}; +	//data struct +	struct Data{ +		const std::string & text = "NODATA"; +		const crepe::vec2 & text_offset = {0,0}; +		const float text_width = 200; +		const crepe::vec2 & icon_offset = {0,0}; +		const IconSelect icon_type = IconSelect::NONE; +		const crepe::vec2 & position = {0,0}; +		const ScriptSelect script_type = ScriptSelect::NONE; +		const ButtonSelect button_type = ButtonSelect::LARGE; +		const float scale = 1; +		const bool worldspace = true; +		const bool color_side = true; +		const std::string & tag = ""; +		const int sorting_layer_offset = 0; +	}; +public: +	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); +private: +	static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113,0}; +}; diff --git a/game/menus/FloatingWindowSubScene.cpp b/game/menus/FloatingWindowSubScene.cpp new file mode 100644 index 0000000..16963bb --- /dev/null +++ b/game/menus/FloatingWindowSubScene.cpp @@ -0,0 +1,178 @@ + +#include "FloatingWindowSubScene.h" +#include "MenusConfig.h" +#include "types.h" + +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Camera.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; +	const float THICKNESS_BANNER = 34; +	const float MIDDLE_OFFSET_FACTOR_TICKNESS = 0.83; +	const float MIDDLE_OFFSET_FACTOR_OFFSET = 1.2; +	const float MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH = 0.86; +	const float MIDDLE_OFFSET_OFFSET_ADDITION = -0.5; +	const float BOTTOM_OFFSET_X = 3; +	const float BOTTOM_OFFSET_Y = -3; + +	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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); + +	// 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, +		}); +} + + diff --git a/game/menus/FloatingWindowSubScene.h b/game/menus/FloatingWindowSubScene.h new file mode 100644 index 0000000..a0bd854 --- /dev/null +++ b/game/menus/FloatingWindowSubScene.h @@ -0,0 +1,16 @@ +#pragma once + +#include "types.h" +#include <crepe/api/Scene.h> + +class FloatingWindowSubScene  { +public: +	struct Data{ +		const std::string group_tag = ""; +		float width = 200; +		crepe::vec2 offset = {0,0}; +		float width_middle_offset = 0; +	}; +public: +	void create(crepe::Scene & scn,const Data & data); +}; diff --git a/game/menus/IButtonScript.cpp b/game/menus/IButtonScript.cpp new file mode 100644 index 0000000..da535ca --- /dev/null +++ b/game/menus/IButtonScript.cpp @@ -0,0 +1,31 @@ +#include "IButtonScript.h" + +#include "system/InputSystem.h" + +#include <crepe/types.h> +#include <crepe/api/Sprite.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); }); +} +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}; +	} +	return false; +} +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}; +	} +	return false; +} + diff --git a/game/menus/IButtonScript.h b/game/menus/IButtonScript.h new file mode 100644 index 0000000..10b57bf --- /dev/null +++ b/game/menus/IButtonScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +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); +}; + + diff --git a/game/menus/IFloatingWindowScript.cpp b/game/menus/IFloatingWindowScript.cpp new file mode 100644 index 0000000..ce84de7 --- /dev/null +++ b/game/menus/IFloatingWindowScript.cpp @@ -0,0 +1,23 @@ +#include "IFloatingWindowScript.h" +#include "api/Sprite.h" +#include "types.h" + +using namespace crepe; + +void IFloatingWindowScript::init(){ + this->disable_all_sprites(); +} + +void IFloatingWindowScript::disable_all_sprites(){ +	RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); +	for(Sprite & sprite : sprites){ +		sprite.active = false; +	} +} + +void IFloatingWindowScript::enable_all_sprites(){ +	RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); +	for(Sprite & sprite : sprites){ +		sprite.active = true; +	} +} diff --git a/game/menus/IFloatingWindowScript.h b/game/menus/IFloatingWindowScript.h new file mode 100644 index 0000000..9775726 --- /dev/null +++ b/game/menus/IFloatingWindowScript.h @@ -0,0 +1,15 @@ +#pragma once + +#include <crepe/api/Script.h> +#include <string> + +class IFloatingWindowScript : public virtual crepe::Script { +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 new file mode 100644 index 0000000..8d3672e --- /dev/null +++ b/game/menus/MenusConfig.h @@ -0,0 +1,16 @@ +#pragma once +#include <crepe/types.h> + +//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"; +//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}; diff --git a/game/menus/endgame/EndGameSubScene.cpp b/game/menus/endgame/EndGameSubScene.cpp new file mode 100644 index 0000000..41556af --- /dev/null +++ b/game/menus/endgame/EndGameSubScene.cpp @@ -0,0 +1,70 @@ + +#include "EndGameSubScene.h" +#include "../FloatingWindowSubScene.h" +#include "../ButtonSubScene.h" +#include <crepe/api/Text.h> +#include <string> +#include <crepe/api/GameObject.h> +#include <crepe/api/BehaviorScript.h> +#include "EndGameSubScript.h" +#include "types.h" +#include "../../Config.h" + +using namespace crepe; +using namespace std; + +void EndGameSubScene::create(Scene & scn){ + +	const std::string TAG = "end_game_tag"; +	GameObject script = scn.new_object("script"); +	script.add_component<BehaviorScript>().set_script<EndGameSubScript>(TAG); + +	// Window +	FloatingWindowSubScene window; +	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); + + +	// Buttons +	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, +	}); + +} + + diff --git a/game/menus/endgame/EndGameSubScene.h b/game/menus/endgame/EndGameSubScene.h new file mode 100644 index 0000000..aa60a49 --- /dev/null +++ b/game/menus/endgame/EndGameSubScene.h @@ -0,0 +1,9 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class EndGameSubScene  { + +public: +	void create(crepe::Scene & scn); +}; diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp new file mode 100644 index 0000000..2be6931 --- /dev/null +++ b/game/menus/endgame/EndGameSubScript.cpp @@ -0,0 +1,51 @@ +#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 <string> + +using namespace crepe; + +EndGameSubScript::EndGameSubScript(const std::string & tag){ +	this->tag = tag; +} + +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(); }); +} + +bool EndGameSubScript::disable_all(){ +	IFloatingWindowScript::disable_all_sprites(); +	RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); +	for(Button & button : buttons){ +		button.active = false; +	} +	RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); +	for(Text & text : texts){ +		text.active = false; +	} +	return false; +} + +bool EndGameSubScript::enable_all(){ +	IFloatingWindowScript::enable_all_sprites(); +	RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); +	for(Button & button : buttons){ +		button.active = true; +	} +	RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); +	for(Text & text : texts){ +		text.active = true; +	} +	return false; +} + +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 new file mode 100644 index 0000000..2ce3ec7 --- /dev/null +++ b/game/menus/endgame/EndGameSubScript.h @@ -0,0 +1,16 @@ +#pragma once + +#include "../IFloatingWindowScript.h" +#include "api/Event.h" +#include <crepe/api/Script.h> + +class EndGameSubScript : public IFloatingWindowScript { +public: +	EndGameSubScript(const std::string & tag); + 	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 new file mode 100644 index 0000000..084d02b --- /dev/null +++ b/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp @@ -0,0 +1,21 @@ +#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 new file mode 100644 index 0000000..5973dbf --- /dev/null +++ b/game/menus/mainmenu/ButtonTransitionPreviewScript.h @@ -0,0 +1,12 @@ +#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/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp new file mode 100644 index 0000000..e2974d4 --- /dev/null +++ b/game/menus/mainmenu/ITransitionScript.cpp @@ -0,0 +1,33 @@ +#include "ITransitionScript.h" +#include "MainMenuConfig.h" + +#include "../MenusConfig.h" +#include "../../Config.h" + +#include <crepe/types.h> +#include <crepe/api/Transform.h> +#include <crepe/api/Camera.h> + +using namespace crepe; +using namespace std; + +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)  +		{ +			this->set_next_scene(this->get_scene_name()); +		} + +	} +} + diff --git a/game/menus/mainmenu/ITransitionScript.h b/game/menus/mainmenu/ITransitionScript.h new file mode 100644 index 0000000..78f1016 --- /dev/null +++ b/game/menus/mainmenu/ITransitionScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Script.h> + +class ITransitionScript : public virtual crepe::Script { +public: +	void frame_update(crepe::duration_t delta_time) override; +	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 new file mode 100644 index 0000000..01995f0 --- /dev/null +++ b/game/menus/mainmenu/MainMenuConfig.h @@ -0,0 +1,22 @@ +#pragma once +#include <crepe/types.h> + +//main menu config +static constexpr float STARTMAP_OFFSET = 50; +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 +//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 new file mode 100644 index 0000000..15cf6d5 --- /dev/null +++ b/game/menus/mainmenu/MainMenuScene.cpp @@ -0,0 +1,104 @@ + +#include "MainMenuScene.h" +#include "TransitionStartScript.h" +#include "MainMenuConfig.h" + +#include "../ButtonSubScene.h" +#include "../MenusConfig.h" + +#include "../../background/StartSubScene.h" +#include "../../background/HallwaySubScene.h" +#include "../../Config.h" + +#include "../endgame/EndGameSubScene.h" + +#include <crepe/api/BehaviorScript.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(){ +	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>(); + + +	//Button menu +	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, +		}); + +	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, +	}); + +	//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, +	}); +	 +	//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); +	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, +		}); +	SaveManager & savemgr = this->get_save_manager(); +	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, +	}); + +} + +string MainMenuScene::get_name() const { return MAINMENU_SCENE; } diff --git a/game/menus/mainmenu/MainMenuScene.h b/game/menus/mainmenu/MainMenuScene.h new file mode 100644 index 0000000..1eea90e --- /dev/null +++ b/game/menus/mainmenu/MainMenuScene.h @@ -0,0 +1,10 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class MainMenuScene : public crepe::Scene { +public: +	void load_scene(); +	std::string get_name() const; +}; diff --git a/game/menus/mainmenu/TransitionStartScript.cpp b/game/menus/mainmenu/TransitionStartScript.cpp new file mode 100644 index 0000000..9b395de --- /dev/null +++ b/game/menus/mainmenu/TransitionStartScript.cpp @@ -0,0 +1,15 @@ +#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/TransitionStartScript.h b/game/menus/mainmenu/TransitionStartScript.h new file mode 100644 index 0000000..c6df1b9 --- /dev/null +++ b/game/menus/mainmenu/TransitionStartScript.h @@ -0,0 +1,9 @@ +#pragma once + +#include "ITransitionScript.h" + +class TransitionStartScript : public ITransitionScript { +public: +	void fixed_update(crepe::duration_t dt) override; +	const char* get_scene_name() const override; +}; diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp new file mode 100644 index 0000000..5d1348f --- /dev/null +++ b/game/menus/shop/ShopMenuScene.cpp @@ -0,0 +1,47 @@ + +#include "ShopMenuScene.h" + +#include "../ButtonSubScene.h" +#include "../MenusConfig.h" +#include "../BannerSubScene.h" +#include "../../Config.h" + +#include <crepe/api/Camera.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +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, +	}); +	BannerSubScene banner; +	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}, +		}); +		 +	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 +	}); +} + +string ShopMenuScene::get_name() const { return SHOP_SCENE; } diff --git a/game/menus/shop/ShopMenuScene.h b/game/menus/shop/ShopMenuScene.h new file mode 100644 index 0000000..34c05ff --- /dev/null +++ b/game/menus/shop/ShopMenuScene.h @@ -0,0 +1,12 @@ +#pragma once + +#include <string> + +#include <crepe/api/Scene.h> + +class ShopMenuScene : public crepe::Scene { +public: +	void load_scene(); + +	std::string get_name() const; +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index e04fb9d..1554c84 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,6 +1,7 @@  #include "PlayerEndScript.h"  #include "../Config.h" +#include "../Events.h"  #include "manager/LoopTimerManager.h"  #include <crepe/api/Animator.h> @@ -89,6 +90,10 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {  			jump++;  		} +		if(rb_player.data.linear_velocity.x < 5){ +			this->trigger_event<EndGameEvent>(); +		} +  		return true;  	} diff --git a/game/prefab/CMakeLists.txt b/game/prefab/CMakeLists.txt index d77b9b1..6c36ef2 100644 --- a/game/prefab/CMakeLists.txt +++ b/game/prefab/CMakeLists.txt @@ -1,5 +1,6 @@  target_sources(main PUBLIC  	ZapperObject.cpp  	ZapperPoolSubScene.cpp +	ZapperPoolScript.cpp  ) diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp index 3c70d04..61681ae 100644 --- a/game/prefab/ZapperObject.cpp +++ b/game/prefab/ZapperObject.cpp @@ -80,8 +80,8 @@ ZapperObject::ZapperObject(crepe::GameObject && base)  		  .collision_layer = COLL_LAY_ZAPPER,  	  })},  	  collider {add_component<BoxCollider>(vec2(0, 0))} { -	this->place(this->transform.position, 0, 300);  	this->set_active(false); +	Log::logf(Log::DEBUG, "creating zapper");  }  void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) { @@ -114,5 +114,7 @@ void ZapperObject::set_active(bool active) {  	this->body.active = active;  	this->collider.active = active; + +	this->active = active;  } diff --git a/game/prefab/ZapperObject.h b/game/prefab/ZapperObject.h index 9f4e4a1..42edc51 100644 --- a/game/prefab/ZapperObject.h +++ b/game/prefab/ZapperObject.h @@ -11,6 +11,8 @@ public:  	ZapperObject(crepe::GameObject &&);  public: +	bool active = true; +  	struct {  		crepe::Sprite & orb_start;  		crepe::Sprite & orb_end; diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp new file mode 100644 index 0000000..00dd213 --- /dev/null +++ b/game/prefab/ZapperPoolScript.cpp @@ -0,0 +1,33 @@ +#include <crepe/api/Camera.h> + +#include "../Config.h" + +#include "ZapperPoolScript.h" +#include "ZapperPoolSubScene.h" + +using namespace crepe; +using namespace std; + +ZapperPoolScript::ZapperPoolScript(ZapperPoolSubScene & pool) : pool(pool) {} + +void ZapperPoolScript::init() { +	subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) { +		this->spawn_random(); +		return true; +	}); +} + +void ZapperPoolScript::spawn_random() { +	vec2 pos = this->get_camera_pos(); +	logf(Log::DEBUG, "Spawning random zappers at {}", pos); + +} + +vec2 ZapperPoolScript::get_camera_pos() { +	Transform & transform = get_components_by_name<Transform>(CAMERA_NAME).back(); +	Camera & camera = get_components_by_name<Camera>(CAMERA_NAME).back(); + +	// right middle edge position +	return transform.position + vec2(camera.viewport_size.x / 2, 0); +} + diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h index 79f9a89..b545fbb 100644 --- a/game/prefab/ZapperPoolScript.h +++ b/game/prefab/ZapperPoolScript.h @@ -2,7 +2,21 @@  #include <crepe/api/Script.h> +class ZapperPoolSubScene; +  class ZapperPoolScript : public crepe::Script { +public: +	ZapperPoolScript(ZapperPoolSubScene & pool); + +	void init(); + +private: +	ZapperPoolSubScene & pool; + +private: +	crepe::vec2 get_camera_pos(); +private: +	void spawn_random();  }; diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp index 578688a..d7d30ea 100644 --- a/game/prefab/ZapperPoolSubScene.cpp +++ b/game/prefab/ZapperPoolSubScene.cpp @@ -1,13 +1,25 @@ +#include <crepe/api/BehaviorScript.h> +  #include "ZapperPoolSubScene.h" +#include "ZapperPoolScript.h"  using namespace crepe;  using namespace std;  ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene)  	: controller { scene.new_object("controller") } { -		for (size_t i = 0; i < this->POOL_SIZE; i++) -			zappers.emplace_back(scene.new_object("zapper")); +	this->controller.add_component<BehaviorScript>().set_script<ZapperPoolScript>(*this); + +	Log::logf(Log::DEBUG, "Building zapper pool..."); +	for (size_t i = 0; i < this->POOL_SIZE; i++) +		zappers.emplace_back(scene.new_object("zapper")); +} -	 +OptionalRef<ZapperObject> ZapperPoolSubScene::get_next_zapper() { +	for (ZapperObject & zapper : this->zappers) { +		if (!zapper.active) continue; +		return zapper; +	} +	return {};  } diff --git a/game/prefab/ZapperPoolSubScene.h b/game/prefab/ZapperPoolSubScene.h index 79598ce..25328ee 100644 --- a/game/prefab/ZapperPoolSubScene.h +++ b/game/prefab/ZapperPoolSubScene.h @@ -4,18 +4,24 @@  #include <crepe/api/Scene.h>  #include <crepe/api/GameObject.h> +#include <crepe/api/Event.h> +#include <crepe/util/OptionalRef.h>  #include "ZapperObject.h" +class CreateZapperEvent : public crepe::Event {}; +  class ZapperPoolSubScene {  public:  	ZapperPoolSubScene(crepe::Scene & scene); -public: +private:  	crepe::GameObject controller;  	std::vector<ZapperObject> zappers;  private:  	static constexpr size_t POOL_SIZE = 4; +public: +	crepe::OptionalRef<ZapperObject> get_next_zapper();  }; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 6858aa8..1374198 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -10,3 +10,4 @@ const Color Color::BLACK {0x00, 0x00, 0x00};  const Color Color::CYAN {0x00, 0xff, 0xff};  const Color Color::YELLOW {0xff, 0xff, 0x00};  const Color Color::MAGENTA {0xff, 0x00, 0xff}; +const Color Color::GREY {0x80, 0x80, 0x80}; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 84edb5c..22c0c43 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -18,6 +18,7 @@ struct Color {  	static const Color MAGENTA;  	static const Color YELLOW;  	static const Color BLACK; +	static const Color GREY;  };  } // namespace crepe diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 32f1a2e..7475528 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -86,7 +86,7 @@ struct Config final {  		 * This config option is the font size at which all fonts will be loaded initially.  		 *   		 */ -		unsigned int size = 16; +		unsigned int size = 500;  	} font;  	//! Configuration for click tolerance.  	struct { diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp index cd9786b..0bbe51f 100644 --- a/src/crepe/api/Engine.cpp +++ b/src/crepe/api/Engine.cpp @@ -56,6 +56,7 @@ void Engine::loop() {  		try {  			systems.frame_update(); +			this->scene_manager.load_next_scene();  		} catch (const exception & e) {  			Log::logf(  				Log::Level::WARNING, "Uncaught exception in frame update function: {}\n", diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 0f46964..6613641 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -1,5 +1,7 @@  #pragma once +#include <format> +  namespace crepe {  //! 2D vector @@ -100,4 +102,9 @@ struct Vector2 {  } // namespace crepe +template <typename T> +struct std::formatter<crepe::Vector2<T>> : std::formatter<std::string> { +	format_context::iterator format(crepe::Vector2<T> vec, format_context & ctx) const; +}; +  #include "Vector2.hpp" diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index 5709f46..e2f96ed 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -178,3 +178,9 @@ Vector2<T> Vector2<T>::rotate(float deg) const {  }  } // namespace crepe + +template <typename T> +std::format_context::iterator std::formatter<crepe::Vector2<T>>::format(crepe::Vector2<T> vec, format_context & ctx) const { +	return formatter<string>::format(std::format("{{{}, {}}}", vec.x, vec.y), ctx); +} + |