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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-07 14:21:31 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-07 14:21:31 +0100
commite7423549a26c0df6db930329e2c4067b1c6777b7 (patch)
tree0de96a7b935fead6cc9b5d04d09d713047372b1f /src/example
parentf3009ab8f0785a54d3fd83c0d758c8ebd901adda (diff)
parentfdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff)
merge with master
Diffstat (limited to 'src/example')
-rw-r--r--src/example/CMakeLists.txt1
-rw-r--r--src/example/game.cpp255
-rw-r--r--src/example/rendering_particle.cpp88
3 files changed, 301 insertions, 43 deletions
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 93b9ee2..8ef71bb 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -19,4 +19,5 @@ endfunction()
add_example(asset_manager)
add_example(savemgr)
add_example(rendering_particle)
+add_example(game)
add_example(button)
diff --git a/src/example/game.cpp b/src/example/game.cpp
new file mode 100644
index 0000000..4239c15
--- /dev/null
+++ b/src/example/game.cpp
@@ -0,0 +1,255 @@
+#include "api/CircleCollider.h"
+#include "api/Scene.h"
+#include "manager/ComponentManager.h"
+#include "manager/Mediator.h"
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/LoopManager.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Texture.h>
+#include <crepe/api/Transform.h>
+#include <crepe/api/Vector2.h>
+
+using namespace crepe;
+
+using namespace std;
+
+class MyScript1 : public Script {
+ bool flip = false;
+ bool oncollision(const CollisionEvent & test) {
+ Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ return true;
+ }
+ bool keypressed(const KeyPressEvent & test) {
+ Log::logf("Box script keypressed()");
+ switch (test.key) {
+ case Keycode::A: {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.x -= 1;
+ break;
+ }
+ case Keycode::W: {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.y -= 1;
+ break;
+ }
+ case Keycode::S: {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.y += 1;
+ break;
+ }
+ case Keycode::D: {
+ Transform & tf = this->get_component<Transform>();
+ tf.position.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;
+ }
+ 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() {
+ // Retrieve component from the same GameObject this script is on
+ }
+};
+
+class MyScript2 : public Script {
+ bool flip = false;
+ bool oncollision(const CollisionEvent & test) {
+ Log::logf("Box {} script on_collision()", test.info.this_collider.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); });
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+ }
+};
+
+class ConcreteScene1 : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+
+ Mediator & m = this->mediator;
+ ComponentManager & mgr = m.component_manager;
+ Color color(0, 0, 0, 255);
+
+ float screen_size_width = 320;
+ float screen_size_height = 240;
+ float world_collider = 1000;
+ //define playable world
+ GameObject world = mgr.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},
+ .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
+ 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
+ world.add_component<Camera>(
+ Color::WHITE,
+ ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)},
+ vec2{screen_size_width, screen_size_height}, 1.0f);
+
+ GameObject game_object1 = mgr.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 = 0,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {0, 0},
+ .constraints = {0, 0, 0},
+ .elastisity_coefficient = 1,
+ .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<BehaviorScript>().set_script<MyScript1>();
+ auto img1 = Texture("asset/texture/square.png");
+ game_object1.add_component<Sprite>(img1, color, Sprite::FlipSettings{false, false}, 1,
+ 1, 20);
+
+ //add circle with cirlcecollider deactiveated
+ game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
+ auto img2 = Texture("asset/texture/circle.png");
+ game_object1
+ .add_component<Sprite>(img2, color, Sprite::FlipSettings{false, false}, 1, 1, 20)
+ .active
+ = false;
+
+ GameObject game_object2 = mgr.new_object(
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
+ game_object2.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::STATIC,
+ .linear_velocity = {0, 0},
+ .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<BehaviorScript>().set_script<MyScript2>();
+ auto img3 = Texture("asset/texture/square.png");
+ game_object2.add_component<Sprite>(img3, color, Sprite::FlipSettings{false, false}, 1,
+ 1, 20);
+
+ //add circle with cirlcecollider deactiveated
+ game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
+ auto img4 = Texture("asset/texture/circle.png");
+ game_object2
+ .add_component<Sprite>(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 20)
+ .active
+ = false;
+ }
+
+ string get_name() const { return "scene1"; }
+};
+
+int main(int argc, char * argv[]) {
+
+ LoopManager gameloop;
+ gameloop.add_scene<ConcreteScene1>();
+ gameloop.start();
+ return 0;
+}
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 349d11e..29d475d 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,43 +1,22 @@
-#include "api/Animator.h"
-#include "api/Camera.h"
-#include "system/AnimatorSystem.h"
-#include "system/ParticleSystem.h"
-#include <SDL2/SDL_timer.h>
-#include <crepe/ComponentManager.h>
-
#include <crepe/Component.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
+#include <crepe/api/LoopManager.hpp>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
-#include <crepe/system/RenderSystem.h>
+#include <crepe/manager/ComponentManager.h>
+#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
-#include <chrono>
-
using namespace crepe;
using namespace std;
-int main(int argc, char * argv[]) {
- ComponentManager mgr;
- GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
- RenderSystem sys{mgr};
- ParticleSystem psys{mgr};
- AnimatorSystem asys{mgr};
-
- Color color(255, 255, 255, 100);
-
- auto img = Texture("asset/texture/test_ap43.png");
- Sprite & test_sprite = game_object.add_component<Sprite>(
- img, color, Sprite::FlipSettings{true, true}, 1, 1, 500);
-
- //game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
- game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
-
- /*
+/*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 10,
@@ -59,25 +38,48 @@ int main(int argc, char * argv[]) {
});
*/
- auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720},
- vec2{2000, 2000}, 1.0f);
+class TestScene : public Scene {
+public:
+ void load_scene() {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
- /*
- game_object
- .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color,
- .add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color,
- FlipSettings{false, false})
- .order_in_layer
- = 6;
- */
+ Color color(255, 255, 255, 255);
+
+ auto img = Texture("asset/spritesheet/pokemon_spritesheet.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 = {0, 100},
+ .angle_offset = 0,
+ .position_offset = {100, 0},
+ });
- auto start = std::chrono::steady_clock::now();
- while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
- psys.update();
- asys.update();
- sys.update();
- SDL_Delay(10);
+ auto & anim = game_object.add_component<Animator>(test_sprite, 4, 4,
+ Animator::Data{
+ .fps = 1,
+ .looping = false,
+ });
+ anim.set_anim(2);
+ anim.active = false;
+
+ auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{400, 400},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ });
}
+ string get_name() const { return "TestScene"; };
+};
+
+int main(int argc, char * argv[]) {
+ LoopManager engine;
+ engine.add_scene<TestScene>();
+ engine.start();
return 0;
}