diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-20 12:52:15 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-20 12:52:15 +0100 | 
| commit | 6570bf598a3b3768fe34827529df5ea0b4b26f0e (patch) | |
| tree | 863f6520fd13017dffa5e01ce6b0f60770b4c505 /game/main.cpp | |
| parent | 43c6971591aaff8ada4adc1b1b4146b19d43f8e9 (diff) | |
move game files
Diffstat (limited to 'game/main.cpp')
| -rw-r--r-- | game/main.cpp | 325 | 
1 files changed, 324 insertions, 1 deletions
| diff --git a/game/main.cpp b/game/main.cpp index 237c8ce..a028791 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1 +1,324 @@ -int main() {} +#include "GameScene.h" + +#include <crepe/api/Engine.h> +#include <crepe/api/Script.h> + +using namespace crepe; +using namespace std; + +class ScriptBox : public Script { +public: +	bool oncollision(const CollisionEvent & test) { +		Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, +				  test.info.other.metadata.game_object_id); +		return true; +	} + +	void init() { +		subscribe<CollisionEvent>( +			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); +	} +}; + +class ScriptCircle : public Script { +public: +	bool oncollision(const CollisionEvent & test) { +		Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, +				  test.info.other.metadata.game_object_id); +		return true; +	} + +	void init() { +		subscribe<CollisionEvent>( +			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); +	} +}; + +class ScriptMoveToLeft : public Script { +public: +	void update() { +		Transform & transform = this->get_component<Transform>(); +		transform.position.x -= 0.02; +	} +}; + +class ScriptMoveToRight : public Script { +public: +	void update() { +		Transform & transform = this->get_component<Transform>(); +		transform.position.x += 0.02; +	} +}; + +class ConcreteScene1 : public Scene { +public: +	void load_scene() { +		GameObject camera = this->new_object("camera"); +		camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), +									 Camera::Data{.bg_color = Color::WHITE, .zoom = 1}); + +		GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1); +		Asset reference_asset = Asset("asset/texture/square.png"); +		reference.add_component<Sprite>(reference_asset, Sprite::Data{ +															 .color = Color::RED, +															 .sorting_in_layer = 10, +															 .order_in_layer = 0, +															 .size = vec2(0.1, 0.1), +															 .angle_offset = 0, +															 .scale_offset = 1, +															 .position_offset = vec2(0, 0), +														 }); + +		/*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1); +		Asset box_1_asset = Asset("asset/texture/square.png"); +		box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ +			.sorting_in_layer = 0, +			.order_in_layer = 0, +			.size = vec2(1, 1), +			.angle_offset = 0, +			.scale_offset = 1, +			.position_offset = vec2(0, 0.5), +		}); +		Asset box_1_asset2 = Asset("asset/texture/test_ap43.png"); +		box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{ +			.sorting_in_layer = 0, +			.order_in_layer = 0, +			.size = vec2(1, 1), +			.angle_offset = 0, +			.scale_offset = 1, +			.position_offset = vec2(0, -0.5), +		});*/ + +		/*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1); +		Asset particles_asset = Asset("asset/texture/test_ap43.png"); +		Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{ +			.sorting_in_layer = 0, +			.order_in_layer = 0, +			.size = vec2(1, 1), +			.angle_offset = 0, +			.scale_offset = 1, +			.position_offset = vec2(0, 0), +		}); +		ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{ +			.offset = vec2(0, 0), +			.emission_rate = 1, +			.min_speed = 1, +			.max_speed = 1, +			.min_angle = 0, +			.max_angle = 0, +			.end_lifespan = 4, +		});*/ + +		const bool SCRIPT = false; + +		const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC; +		const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC; +		const bool BOUNCE_LEFT = false; +		const bool BOUNCE_RIGHT = false; +		const bool KINEMATIC_COLLISION = true; +		const bool ONTOP = false; + +		const float SCALE = 0.5; +		const float OFFSET_X_LEFT = 0; +		const float OFFSET_X_RIGHT = 0; +		const float OFFSET_Y_LEFT = 0; +		const float OFFSET_Y_RIGHT = 0; + +		GameObject box_1 = this->new_object("box_1", "tag", +											ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); +		Asset box_1_asset = Asset("asset/texture/square.png"); +		box_1.add_component<Sprite>(box_1_asset, +									Sprite::Data{ +										.sorting_in_layer = 0, +										.order_in_layer = 0, +										.size = vec2(1, 1), +										.angle_offset = 0, +										.scale_offset = 1, +										.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +									}); +		box_1.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_LEFT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, +			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; +		box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); +		box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); + +		GameObject circle_1 = this->new_object("ricle_1", "tag", +											   ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); +		Asset circle_1_asset = Asset("asset/texture/circle.png"); +		circle_1.add_component<Sprite>( +			circle_1_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +							}); +		circle_1.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_RIGHT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, +			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active +			= SCRIPT; +		circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); +		circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); + +		GameObject circle_2 = this->new_object( +			"ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); +		Asset circle_2_asset = Asset("asset/texture/circle.png"); +		circle_2.add_component<Sprite>( +			circle_2_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +							}); +		circle_2.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_LEFT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, +			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active +			= SCRIPT; +		circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); +		circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); + +		GameObject box_2 = this->new_object( +			"box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); +		Asset box_2_asset = Asset("asset/texture/square.png"); +		box_2.add_component<Sprite>( +			box_2_asset, Sprite::Data{ +							 .sorting_in_layer = 0, +							 .order_in_layer = 0, +							 .size = vec2(1, 1), +							 .angle_offset = 0, +							 .scale_offset = 1, +							 .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +						 }); +		box_2.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_RIGHT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, +			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; +		box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); +		box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); + +		GameObject box_3 = this->new_object( +			"box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); +		Asset box_3_asset = Asset("asset/texture/square.png"); +		box_3.add_component<Sprite>(box_3_asset, +									Sprite::Data{ +										.sorting_in_layer = 0, +										.order_in_layer = 0, +										.size = vec2(1, 1), +										.angle_offset = 0, +										.scale_offset = 1, +										.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +									}); +		box_3.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_LEFT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, +			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; +		box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); +		box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); + +		GameObject box_4 = this->new_object("box_4", "tag", +											ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); +		Asset box_4_asset = Asset("asset/texture/square.png"); +		box_4.add_component<Sprite>( +			box_4_asset, Sprite::Data{ +							 .sorting_in_layer = 0, +							 .order_in_layer = 0, +							 .size = vec2(1, 1), +							 .angle_offset = 0, +							 .scale_offset = 1, +							 .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +						 }); +		box_4.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_RIGHT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, +			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; +		box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); +		box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); + +		GameObject circle_3 = this->new_object( +			"ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); +		Asset circle_3_asset = Asset("asset/texture/circle.png"); +		circle_3.add_component<Sprite>( +			circle_3_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +							}); +		circle_3.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_LEFT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, +			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active +			= SCRIPT; +		circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); +		circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); + +		GameObject circle_4 = this->new_object("ricle_4", "tag", +											   ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); +		Asset circle_4_asset = Asset("asset/texture/circle.png"); +		circle_4.add_component<Sprite>( +			circle_4_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +							}); +		circle_4.add_component<Rigidbody>(Rigidbody::Data{ +			.gravity_scale = 0, +			.body_type = BODYTYPE_RIGHT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, +			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION, +		}); +		circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active +			= SCRIPT; +		circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); +		circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>(); +	} + +	string get_name() const { return "scene1"; } +}; + +int main(int argc, char * argv[]) { +	Engine gameloop; +	gameloop.add_scene<GameScene>(); + +	return gameloop.main(); +} |