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 /game | |
parent | d9c67da9b8c2d8d25ef4dd2c700ddc78573d3a60 (diff) | |
parent | 0b9574bdd6c5968c07bcf165d66032b75649b5da (diff) |
merge w/ master
Diffstat (limited to 'game')
73 files changed, 1583 insertions, 869 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}; |