diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-17 15:21:48 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-17 15:21:48 +0100 |
commit | 3c7373eba71ccf5f16069d540c9f66e297895b1a (patch) | |
tree | 4116fa8f5a3670c4a1689dfb2a63fd32cf53b941 /src/example/game.cpp | |
parent | 154ed5353ef18eb46cc31744e8bf1bc54afd5acc (diff) | |
parent | 9232a98b72eee7af4f7f2153c1b2ccedbfa4cc65 (diff) |
Merge branch 'master' into loek/savemgr
Diffstat (limited to 'src/example/game.cpp')
-rw-r--r-- | src/example/game.cpp | 55 |
1 files changed, 37 insertions, 18 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp index 8ea50ea..22effd2 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -1,4 +1,5 @@ #include "api/CircleCollider.h" +#include "api/ParticleEmitter.h" #include "api/Scene.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" @@ -35,7 +36,8 @@ class MyScript1 : public Script { } case Keycode::W: { Rigidbody & tf = this->get_component<Rigidbody>(); - tf.data.linear_velocity.y -= 1; + // tf.data.linear_velocity.y -= 1; + tf.add_force_linear({0, -1}); break; } case Keycode::S: { @@ -176,19 +178,19 @@ public: .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, .offset = {0, 0}, - .collision_layers = {0}, }); world.add_component<BoxCollider>( - vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}, - vec2{world_collider, world_collider}); - ; // Top - world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2}, - vec2{world_collider, world_collider}); // Bottom + vec2{world_collider, world_collider}, + vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top world.add_component<BoxCollider>( - vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}, - vec2{world_collider, world_collider}); // Left - world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0}, - vec2{world_collider, world_collider}); // right + vec2{world_collider, world_collider}, + vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{screen_size_width / 2 + world_collider / 2, 0}); // right world.add_component<Camera>( ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, vec2{screen_size_width, screen_size_height}, @@ -205,12 +207,11 @@ public: .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0, 1}, .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, + .elastisity_coefficient = 0, .offset = {0, 0}, - .collision_layers = {0}, }); // add box with boxcollider - game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); + game_object1.add_component<BoxCollider>(vec2{20, 20}); game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); Asset img1{"asset/texture/square.png"}; @@ -219,7 +220,7 @@ public: }); //add circle with cirlcecollider deactiveated - game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; + game_object1.add_component<CircleCollider>(10).active = false; Asset img2{"asset/texture/circle.png"}; game_object1 .add_component<Sprite>(img2, @@ -239,10 +240,9 @@ public: .constraints = {0, 0, 0}, .elastisity_coefficient = 1, .offset = {0, 0}, - .collision_layers = {0}, }); // add box with boxcollider - game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); + game_object2.add_component<BoxCollider>(vec2{20, 20}); game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); game_object2.add_component<Sprite>(img1, Sprite::Data{ @@ -250,7 +250,7 @@ public: }); //add circle with cirlcecollider deactiveated - game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; + game_object2.add_component<CircleCollider>(10).active = false; game_object2 .add_component<Sprite>(img2, @@ -259,6 +259,25 @@ public: }) .active = false; + Asset img5{"asset/texture/square.png"}; + + GameObject particle = new_object( + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + auto & particle_image = particle.add_component<Sprite>(img5, Sprite::Data{ + .size = {5, 5}, + }); + auto & test + = particle.add_component<ParticleEmitter>(particle_image, ParticleEmitter::Data{ + .offset = {0, 0}, + .max_particles = 256, + .emission_rate = 1, + .min_speed = 10, + .max_speed = 20, + .min_angle = -20, + .max_angle = 20, + .begin_lifespan = 0, + .end_lifespan = 5, + }); } string get_name() const { return "scene1"; } |