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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-06 20:03:12 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-06 20:03:12 +0100
commit5eedba3a070c3a7a4f27ae3ec7dd41812695f7e9 (patch)
tree666955b4308e2d59f6958119f3efbcbf179c493d /src/example
parent75ca0750dcc07b6ca043320397917e33638e97b4 (diff)
parentcfd578dd0b7d5894ff0b0a0796d85cd5e9ae6e56 (diff)
Merge branch 'master' into niels/decoupling_pixel_and_pos
Diffstat (limited to 'src/example')
-rw-r--r--src/example/CMakeLists.txt1
-rw-r--r--src/example/game.cpp255
2 files changed, 256 insertions, 0 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;
+}