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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
commit61148c757a1f742ff09e40e5347e74e638c7371c (patch)
treea2e40998981fa6f12430d2a1254250219f30d44f /src/example
parente2162171c7ab72f450f73a0908946aa4a4dee5ee (diff)
update clang-format optionsHEADmaster
Diffstat (limited to 'src/example')
-rw-r--r--src/example/AITest.cpp50
-rw-r--r--src/example/button.cpp16
-rw-r--r--src/example/loadfont.cpp12
-rw-r--r--src/example/rendering_particle.cpp54
-rw-r--r--src/example/replay.cpp19
5 files changed, 86 insertions, 65 deletions
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
index 93ba500..4c4e25e 100644
--- a/src/example/AITest.cpp
+++ b/src/example/AITest.cpp
@@ -30,10 +30,12 @@ class Script1 : public Script {
}
void init() {
- subscribe<ShutDownEvent>(
- [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); });
- subscribe<MouseMoveEvent>(
- [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); });
+ subscribe<ShutDownEvent>([this](const ShutDownEvent & ev) -> bool {
+ return this->shutdown(ev);
+ });
+ subscribe<MouseMoveEvent>([this](const MouseMoveEvent & ev) -> bool {
+ return this->mousemove(ev);
+ });
}
};
@@ -43,21 +45,23 @@ public:
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);
+ 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"};
+ 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},
- });
+ 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();
@@ -65,17 +69,19 @@ public:
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{
+ 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,
- });
+ 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"; }
diff --git a/src/example/button.cpp b/src/example/button.cpp
index 4220588..ea7f528 100644
--- a/src/example/button.cpp
+++ b/src/example/button.cpp
@@ -21,14 +21,16 @@ using namespace std;
int main(int argc, char * argv[]) {
Mediator mediator;
- ComponentManager mgr{mediator};
- RenderSystem sys{mediator};
- EventManager event_mgr{mediator};
- InputSystem input_sys{mediator};
- SDLContext sdl_context{mediator};
- GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1);
+ ComponentManager mgr {mediator};
+ RenderSystem sys {mediator};
+ EventManager event_mgr {mediator};
+ InputSystem input_sys {mediator};
+ SDLContext sdl_context {mediator};
+ GameObject obj = mgr.new_object("camera", "camera", vec2 {0, 0}, 0, 1);
auto & camera = obj.add_component<Camera>(
- ivec2{500, 500}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
+ ivec2 {500, 500}, vec2 {500, 500},
+ Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f}
+ );
auto start = std::chrono::steady_clock::now();
while (true) {
const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state();
diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp
index e459332..dd7caff 100644
--- a/src/example/loadfont.cpp
+++ b/src/example/loadfont.cpp
@@ -15,19 +15,21 @@ int main() {
// SDLFontContext font_facade;
Mediator mediator;
- FontFacade font_facade{};
- SDLContext sdl_context{mediator};
+ FontFacade font_facade {};
+ SDLContext sdl_context {mediator};
// ComponentManager component_manager{mediator};
- ResourceManager resource_manager{mediator};
+ ResourceManager resource_manager {mediator};
try {
// Correct way to create a unique pointer for Text
std::unique_ptr<Text> label = std::make_unique<Text>(
- 1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data{}, "test text");
+ 1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data {}, "test text"
+ );
// std::cout << "Path: " << label->font.get_path() << std::endl;
Asset asset1 = font_facade.get_font_asset("OpenSymbol");
std::cout << asset1.get_path() << std::endl;
std::unique_ptr<Text> label2 = std::make_unique<Text>(
- 1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data{});
+ 1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data {}
+ );
Asset asset = Asset("test test");
label->font.emplace(asset);
std::cout << label->font.value().get_path() << std::endl;
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 5440fdd..7942fce 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -23,38 +23,44 @@ using namespace std;
class TestScene : public Scene {
public:
void load_scene() {
- GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1);
+ GameObject game_object = new_object("", "", vec2 {0, 0}, 0, 1);
Color color(255, 255, 255, 255);
- Asset img{"asset/texture/square.png"};
+ Asset img {"asset/texture/square.png"};
Sprite & test_sprite = game_object.add_component<Sprite>(
- img, Sprite::Data{
- .color = color,
- .flip = Sprite::FlipSettings{false, false},
- .sorting_in_layer = 2,
- .order_in_layer = 2,
- .size = {1, 1},
- .angle_offset = 0,
- .position_offset = {0, 1},
- .world_space = false,
- });
+ img,
+ Sprite::Data {
+ .color = color,
+ .flip = Sprite::FlipSettings {false, false},
+ .sorting_in_layer = 2,
+ .order_in_layer = 2,
+ .size = {1, 1},
+ .angle_offset = 0,
+ .position_offset = {0, 1},
+ .world_space = false,
+ }
+ );
//auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{});
- Sprite & test_sprite1
- = game_object.add_component<Sprite>(img, Sprite::Data{
- .color = color,
- .size = {1, 1},
- .position_offset = {0, -1},
- .world_space = false,
- });
+ Sprite & test_sprite1 = game_object.add_component<Sprite>(
+ img,
+ Sprite::Data {
+ .color = color,
+ .size = {1, 1},
+ .position_offset = {0, -1},
+ .world_space = false,
+ }
+ );
- auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5},
- Camera::Data{
- .bg_color = Color::WHITE,
- .postion_offset = {1000, 1000},
- });
+ auto & cam = game_object.add_component<Camera>(
+ ivec2 {1280, 720}, vec2 {5, 5},
+ Camera::Data {
+ .bg_color = Color::WHITE,
+ .postion_offset = {1000, 1000},
+ }
+ );
/*
game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS",
diff --git a/src/example/replay.cpp b/src/example/replay.cpp
index 82fd478..00a6502 100644
--- a/src/example/replay.cpp
+++ b/src/example/replay.cpp
@@ -55,15 +55,20 @@ public:
ComponentManager & mgr = mediator.component_manager;
GameObject cam = mgr.new_object("cam");
- cam.add_component<Camera>(ivec2{640, 480}, vec2{3, 3},
- Camera::Data{
- .bg_color = Color::WHITE,
- });
+ cam.add_component<Camera>(
+ ivec2 {640, 480}, vec2 {3, 3},
+ Camera::Data {
+ .bg_color = Color::WHITE,
+ }
+ );
GameObject square = mgr.new_object("square");
- square.add_component<Sprite>(Asset{"asset/texture/square.png"}, Sprite::Data{
- .size = {0.5, 0.5},
- });
+ square.add_component<Sprite>(
+ Asset {"asset/texture/square.png"},
+ Sprite::Data {
+ .size = {0.5, 0.5},
+ }
+ );
square.add_component<BehaviorScript>().set_script<AnimationScript>();
GameObject scapegoat = mgr.new_object("");