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authormax-001 <maxsmits21@kpnmail.nl>2024-12-17 08:53:03 +0100
committermax-001 <maxsmits21@kpnmail.nl>2024-12-17 08:53:03 +0100
commit72f04cc18113785b8f57d95254d28e7d64d584aa (patch)
tree47b08f2f781d05679f76406df4838bf8697f7dc2 /src/example/AITest.cpp
parent00f3ee853d94b607646e311d6bc9aca1736ab259 (diff)
Placed every class into seperate file
Diffstat (limited to 'src/example/AITest.cpp')
-rw-r--r--src/example/AITest.cpp90
1 files changed, 0 insertions, 90 deletions
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
deleted file mode 100644
index 93ba500..0000000
--- a/src/example/AITest.cpp
+++ /dev/null
@@ -1,90 +0,0 @@
-#include <crepe/api/AI.h>
-#include <crepe/api/BehaviorScript.h>
-#include <crepe/api/Camera.h>
-#include <crepe/api/Color.h>
-#include <crepe/api/GameObject.h>
-#include <crepe/api/LoopManager.h>
-#include <crepe/api/Rigidbody.h>
-#include <crepe/api/Scene.h>
-#include <crepe/api/Script.h>
-#include <crepe/api/Sprite.h>
-#include <crepe/manager/Mediator.h>
-#include <crepe/types.h>
-
-using namespace crepe;
-using namespace std;
-
-class Script1 : public Script {
- bool shutdown(const ShutDownEvent & event) {
- // Very dirty way of shutting down the game
- throw "ShutDownEvent";
- return true;
- }
-
- bool mousemove(const MouseMoveEvent & event) {
- /*RefVector<AI> aivec = this->get_components<AI>();
- AI & ai = aivec.front().get();
- ai.flee_target
- = vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/
- return true;
- }
-
- void init() {
- subscribe<ShutDownEvent>(
- [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); });
- subscribe<MouseMoveEvent>(
- [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); });
- }
-};
-
-class Scene1 : public Scene {
-public:
- void load_scene() override {
- Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
-
- GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
- GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
-
- Asset img{"asset/texture/test_ap43.png"};
-
- Sprite & test_sprite = game_object1.add_component<Sprite>(
- img, Sprite::Data{
- .color = Color::MAGENTA,
- .flip = Sprite::FlipSettings{false, false},
- .sorting_in_layer = 2,
- .order_in_layer = 2,
- .size = {0, 100},
- .angle_offset = 0,
- .position_offset = {0, 0},
- });
-
- AI & ai = game_object1.add_component<AI>(3000);
- // ai.arrive_on();
- // ai.flee_on();
- ai.path_follow_on();
- ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true);
- ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false);
- game_object1.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 0.1f,
- .max_linear_velocity = 40,
- });
- game_object1.add_component<BehaviorScript>().set_script<Script1>();
-
- game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000},
- Camera::Data{
- .bg_color = Color::WHITE,
- .zoom = 1,
- });
- }
-
- string get_name() const override { return "Scene1"; }
-};
-
-int main() {
- LoopManager engine;
- engine.add_scene<Scene1>();
- engine.start();
-
- return 0;
-}