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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-20 11:10:06 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-20 11:10:06 +0100
commit5b1a26a13d8a2f44a7ef1fa8c0fc609c37adc28b (patch)
tree801ff9f3bbd82efacb5d4fdb1cbe4c09cfedf7c5 /src/example
parent88d84763147fbd6bcc087f15a7460566a009cdb2 (diff)
parent69ca2bafcd617ac8af1b8f715f0c802205a60ab1 (diff)
merge masterloek/replay
Diffstat (limited to 'src/example')
-rw-r--r--src/example/game.cpp469
-rw-r--r--src/example/rendering_particle.cpp45
2 files changed, 273 insertions, 241 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 3975650..7ee784a 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,9 +1,12 @@
+#include "api/Asset.h"
+#include "api/BehaviorScript.h"
#include "api/CircleCollider.h"
#include "api/ParticleEmitter.h"
#include "api/Scene.h"
#include "manager/ComponentManager.h"
#include "manager/Mediator.h"
#include "types.h"
+#include <cmath>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
@@ -17,267 +20,293 @@
#include <crepe/api/Vector2.h>
using namespace crepe;
-
using namespace std;
-class MyScript1 : public Script {
- bool flip = false;
+class ScriptBox : public Script {
+public:
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
return true;
}
- bool keypressed(const KeyPressEvent & test) {
- Log::logf("Box script keypressed()");
- switch (test.key) {
- case Keycode::A: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- tf.data.linear_velocity.x -= 1;
- break;
- }
- case Keycode::W: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- // tf.data.linear_velocity.y -= 1;
- tf.add_force_linear({0, -1});
- break;
- }
- case Keycode::S: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- tf.data.linear_velocity.y += 1;
- break;
- }
- case Keycode::D: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- tf.data.linear_velocity.x += 1;
- break;
- }
- case Keycode::E: {
- if (flip) {
- flip = false;
- this->get_component<BoxCollider>().active = true;
- this->get_components<Sprite>()[0].get().active = true;
- this->get_component<CircleCollider>().active = false;
- this->get_components<Sprite>()[1].get().active = false;
- } else {
- flip = true;
- this->get_component<BoxCollider>().active = false;
- this->get_components<Sprite>()[0].get().active = false;
- this->get_component<CircleCollider>().active = true;
- this->get_components<Sprite>()[1].get().active = true;
- }
-
- //add collider switch
- break;
- }
- case Keycode::Q: {
- Rigidbody & rg = this->get_component<Rigidbody>();
- rg.data.angular_velocity = 1;
- break;
- }
- default:
- break;
- }
- return false;
- }
void init() {
- Log::logf("init");
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
- subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
- }
- void update(duration_t) {
- Rigidbody & tf = this->get_component<Rigidbody>();
- Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x);
- Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y);
- // tf.data.linear_velocity = {0,0};
}
};
-class MyScript2 : public Script {
- bool flip = false;
+class ScriptCircle : public Script {
+public:
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
return true;
}
- bool keypressed(const KeyPressEvent & test) {
- Log::logf("Box script keypressed()");
- switch (test.key) {
- case Keycode::LEFT: {
- Transform & tf = this->get_component<Transform>();
- tf.position.x -= 1;
- break;
- }
- case Keycode::UP: {
- Transform & tf = this->get_component<Transform>();
- tf.position.y -= 1;
- break;
- }
- case Keycode::DOWN: {
- Transform & tf = this->get_component<Transform>();
- tf.position.y += 1;
- break;
- }
- case Keycode::RIGHT: {
- Transform & tf = this->get_component<Transform>();
- tf.position.x += 1;
- break;
- }
- case Keycode::PAUSE: {
- if (flip) {
- flip = false;
- this->get_component<BoxCollider>().active = true;
- this->get_components<Sprite>()[0].get().active = true;
- this->get_component<CircleCollider>().active = false;
- this->get_components<Sprite>()[1].get().active = false;
- } else {
- flip = true;
- this->get_component<BoxCollider>().active = false;
- this->get_components<Sprite>()[0].get().active = false;
- this->get_component<CircleCollider>().active = true;
- this->get_components<Sprite>()[1].get().active = true;
- }
-
- //add collider switch
- break;
- }
- default:
- break;
- }
- return false;
- }
void init() {
- Log::logf("init");
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
- subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
}
+};
+
+class ScriptMoveToLeft : public Script {
+public:
void update() {
- // Retrieve component from the same GameObject this script is on
+ Transform & transform = this->get_component<Transform>();
+ transform.position.x -= 0.02;
}
};
-class ConcreteScene1 : public Scene {
+class ScriptMoveToRight : public Script {
public:
- using Scene::Scene;
+ void update() {
+ Transform & transform = this->get_component<Transform>();
+ transform.position.x += 0.02;
+ }
+};
+class ConcreteScene1 : public Scene {
+public:
void load_scene() {
+ GameObject camera = this->new_object("camera");
+ camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), Camera::Data{
+ .bg_color = Color::WHITE,
+ .zoom = 1
+ });
- Color color(0, 0, 0, 255);
+ GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1);
+ Asset reference_asset = Asset("asset/texture/square.png");
+ reference.add_component<Sprite>(reference_asset, Sprite::Data{
+ .color = Color::RED,
+ .sorting_in_layer = 10,
+ .order_in_layer = 0,
+ .size = vec2(0.1, 0.1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0),
+ });
- float screen_size_width = 320;
- float screen_size_height = 240;
- float world_collider = 1000;
- //define playable world
- GameObject world = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- world.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 0,
- .gravity_scale = 0,
- .body_type = Rigidbody::BodyType::STATIC,
- .offset = {0, 0},
+ /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1);
+ Asset box_1_asset = Asset("asset/texture/square.png");
+ box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0.5),
});
- world.add_component<BoxCollider>(
- vec2{world_collider, world_collider},
- vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top
- world.add_component<BoxCollider>(
- 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},
- Camera::Data{
- .bg_color = Color::WHITE,
- .zoom = 1,
- });
+ Asset box_1_asset2 = Asset("asset/texture/test_ap43.png");
+ box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, -0.5),
+ });*/
+
+ /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1);
+ Asset particles_asset = Asset("asset/texture/test_ap43.png");
+ Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0),
+ });
+ ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{
+ .offset = vec2(0, 0),
+ .emission_rate = 1,
+ .min_speed = 1,
+ .max_speed = 1,
+ .min_angle = 0,
+ .max_angle = 0,
+ .end_lifespan = 4,
+ });*/
+
+ const bool SCRIPT = false;
- GameObject game_object1 = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- game_object1.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 1,
- .gravity_scale = 1,
- .body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = {0, 1},
- .constraints = {0, 0, 0},
- .elastisity_coefficient = 0,
- .offset = {0, 0},
+ const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC;
+ const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC;
+ const bool BOUNCE_LEFT = false;
+ const bool BOUNCE_RIGHT = false;
+ const bool KINEMATIC_COLLISION = true;
+ const bool ONTOP = false;
+
+ const float SCALE = 0.5;
+ const float OFFSET_X_LEFT = 0;
+ const float OFFSET_X_RIGHT = 0;
+ const float OFFSET_Y_LEFT = 0;
+ const float OFFSET_Y_RIGHT = 0;
+
+ GameObject box_1 = this->new_object("box_1", "tag", ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE);
+ Asset box_1_asset = Asset("asset/texture/square.png");
+ box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ box_1.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
});
- // add box with boxcollider
- game_object1.add_component<BoxCollider>(vec2{20, 20});
- game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
+ box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ box_1.add_component<BehaviorScript>().set_script<ScriptBox>();
- Asset img1{"asset/texture/square.png"};
- game_object1.add_component<Sprite>(img1, Sprite::Data{
- .size = {20, 20},
- });
+ GameObject circle_1 = this->new_object("ricle_1", "tag", ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE);
+ Asset circle_1_asset = Asset("asset/texture/circle.png");
+ circle_1.add_component<Sprite>(circle_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ circle_1.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>();
- //add circle with cirlcecollider deactiveated
- game_object1.add_component<CircleCollider>(10).active = false;
- Asset img2{"asset/texture/circle.png"};
- game_object1
- .add_component<Sprite>(img2,
- Sprite::Data{
- .size = {20, 20},
- })
- .active
- = false;
+ GameObject circle_2 = this->new_object("ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE);
+ Asset circle_2_asset = Asset("asset/texture/circle.png");
+ circle_2.add_component<Sprite>(circle_2_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ circle_2.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject game_object2 = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- game_object2.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 1,
+ GameObject box_2 = this->new_object("box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE);
+ Asset box_2_asset = Asset("asset/texture/square.png");
+ box_2.add_component<Sprite>(box_2_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ box_2.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
- .body_type = Rigidbody::BodyType::STATIC,
- .linear_velocity = {0, 0},
- .constraints = {0, 0, 0},
- .elastisity_coefficient = 1,
- .offset = {0, 0},
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
});
- // add box with boxcollider
- game_object2.add_component<BoxCollider>(vec2{20, 20});
- game_object2.add_component<BehaviorScript>().set_script<MyScript2>();
+ box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ box_2.add_component<BehaviorScript>().set_script<ScriptBox>();
- game_object2.add_component<Sprite>(img1, Sprite::Data{
- .size = {20, 20},
- });
+ GameObject box_3 = this->new_object("box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE);
+ Asset box_3_asset = Asset("asset/texture/square.png");
+ box_3.add_component<Sprite>(box_3_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ box_3.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ box_3.add_component<BehaviorScript>().set_script<ScriptBox>();
- //add circle with cirlcecollider deactiveated
- game_object2.add_component<CircleCollider>(10).active = false;
+ GameObject box_4 = this->new_object("box_4", "tag", ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE);
+ Asset box_4_asset = Asset("asset/texture/square.png");
+ box_4.add_component<Sprite>(box_4_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ box_4.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ box_4.add_component<BehaviorScript>().set_script<ScriptBox>();
- game_object2
- .add_component<Sprite>(img2,
- Sprite::Data{
- .size = {20, 20},
- })
- .active
- = false;
- Asset img5{"asset/texture/square.png"};
+ GameObject circle_3 = this->new_object("ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE);
+ Asset circle_3_asset = Asset("asset/texture/circle.png");
+ circle_3.add_component<Sprite>(circle_3_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ circle_3.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject 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,
- });
+ GameObject circle_4 = this->new_object("ricle_4", "tag", ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE);
+ Asset circle_4_asset = Asset("asset/texture/circle.png");
+ circle_4.add_component<Sprite>(circle_4_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ circle_4.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>();
}
string get_name() const { return "scene1"; }
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index add43f4..5440fdd 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,4 +1,7 @@
+
+
#include "api/Asset.h"
+#include "api/Text.h"
#include <crepe/Component.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
@@ -13,7 +16,6 @@
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
@@ -21,15 +23,11 @@ using namespace std;
class TestScene : public Scene {
public:
void load_scene() {
-
- cout << "TestScene" << endl;
- Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- GameObject game_object = mgr.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/spritesheet/spritesheet_test.png"};
+ Asset img{"asset/texture/square.png"};
Sprite & test_sprite = game_object.add_component<Sprite>(
img, Sprite::Data{
@@ -37,29 +35,34 @@ public:
.flip = Sprite::FlipSettings{false, false},
.sorting_in_layer = 2,
.order_in_layer = 2,
- .size = {0, 100},
+ .size = {1, 1},
.angle_offset = 0,
- .position_offset = {0, 0},
+ .position_offset = {0, 1},
+ .world_space = false,
});
+ //auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{});
- //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{});
- //anim.set_anim(0);
+ 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{720, 1280}, vec2{400, 400},
+ auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5},
Camera::Data{
.bg_color = Color::WHITE,
+ .postion_offset = {1000, 1000},
});
- function<void()> on_click = [&]() { cout << "button clicked" << std::endl; };
- function<void()> on_enter = [&]() { cout << "enter" << std::endl; };
- function<void()> on_exit = [&]() { cout << "exit" << std::endl; };
+ /*
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::RED}, "test TEST");
- auto & button
- = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false);
- button.on_mouse_enter = on_enter;
- button.on_mouse_exit = on_exit;
- button.is_toggle = true;
- button.active = true;
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, 0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::BLACK}, "TEST test");
+ */
}
string get_name() const { return "TestScene"; };