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| author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-05 22:15:38 +0100 | 
|---|---|---|
| committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-05 22:15:38 +0100 | 
| commit | 453aeafda1503aeafa54b8f6e293936c1a3db5ea (patch) | |
| tree | d97f86686f8847f40e6f9e3a51c6878d17896a44 /src/example | |
| parent | 9604616001ac273f2c966c3c829638e905def7bf (diff) | |
dynamic and static bug fixes
Diffstat (limited to 'src/example')
| -rw-r--r-- | src/example/game.cpp | 143 | 
1 files changed, 136 insertions, 7 deletions
| diff --git a/src/example/game.cpp b/src/example/game.cpp index ade90c9..be756bd 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -1,3 +1,4 @@ +#include "api/CircleCollider.h"  #include "manager/ComponentManager.h"  #include "api/Scene.h"  #include "manager/Mediator.h" @@ -18,7 +19,8 @@ using namespace crepe;  using namespace std; -class MyScript : public Script { +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; @@ -50,6 +52,98 @@ class MyScript : public Script {  				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;  		} @@ -77,8 +171,8 @@ public:  		ComponentManager & mgr = m.component_manager;  		Color color(0, 0, 0, 255); -		float screen_size_width = 640; -		float screen_size_height = 480; +		float screen_size_width = 320; +		float screen_size_height = 240;  		float world_collider = 1000;  		//define playable world  		GameObject world = mgr.new_object( @@ -101,7 +195,7 @@ public:  			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{640, 480}, vec2{640, 480}, 1.0f); +		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); @@ -115,11 +209,46 @@ public:  			.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<MyScript>(); -		auto img = Texture("asset/texture/green_square.png"); -		game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1, +		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"; } |