diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-20 12:52:15 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-20 12:52:15 +0100 | 
| commit | 6570bf598a3b3768fe34827529df5ea0b4b26f0e (patch) | |
| tree | 863f6520fd13017dffa5e01ce6b0f60770b4c505 /src | |
| parent | 43c6971591aaff8ada4adc1b1b4146b19d43f8e9 (diff) | |
move game files
Diffstat (limited to 'src')
29 files changed, 360 insertions, 1611 deletions
| diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp new file mode 100644 index 0000000..93ba500 --- /dev/null +++ b/src/example/AITest.cpp @@ -0,0 +1,90 @@ +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/Mediator.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +class Script1 : public Script { +	bool shutdown(const ShutDownEvent & event) { +		// Very dirty way of shutting down the game +		throw "ShutDownEvent"; +		return true; +	} + +	bool mousemove(const MouseMoveEvent & event) { +		/*RefVector<AI> aivec = this->get_components<AI>(); +		AI & ai = aivec.front().get(); +		ai.flee_target +			= vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/ +		return true; +	} + +	void init() { +		subscribe<ShutDownEvent>( +			[this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); }); +		subscribe<MouseMoveEvent>( +			[this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); }); +	} +}; + +class Scene1 : public Scene { +public: +	void load_scene() override { +		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); + +		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}, +				 }); + +		AI & ai = game_object1.add_component<AI>(3000); +		// ai.arrive_on(); +		// ai.flee_on(); +		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{ +			.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, +										   }); +	} + +	string get_name() const override { return "Scene1"; } +}; + +int main() { +	LoopManager engine; +	engine.add_scene<Scene1>(); +	engine.start(); + +	return 0; +} diff --git a/src/example/AquariumSubScene.cpp b/src/example/AquariumSubScene.cpp deleted file mode 100644 index 4f13acf..0000000 --- a/src/example/AquariumSubScene.cpp +++ /dev/null @@ -1,135 +0,0 @@ -#include "AquariumSubScene.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -float AquariumSubScene::create(Scene & scn, float begin_x) { -	this->add_background(scn, begin_x); - -	GameObject aquarium_begin -		= scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); -	Asset aquarium_begin_asset{ -		"asset/jetpack_joyride/background/aquarium/glassTubeFG_1_TVOS.png"}; -	aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{ -																   .sorting_in_layer = 4, -																   .order_in_layer = 0, -																   .size = vec2(0, 800), -															   }); -	begin_x += 600; - -	GameObject aquarium_middle_1 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); -	Asset aquarium_middle_1_asset{ -		"asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 2, -																		 .size = vec2(0, 800), -																	 }); -	begin_x += 400; - -	this->add_background(scn, begin_x - 200); - -	GameObject aquarium_middle_2 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); -	Asset aquarium_middle_2_asset{ -		"asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 3, -																		 .size = vec2(0, 800), -																	 }); -	begin_x += 400; - -	GameObject aquarium_middle_3 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); -	Asset aquarium_middle_3_asset{ -		"asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 4, -																		 .size = vec2(0, 800), -																	 }); -	begin_x += 400; - -	this->add_background(scn, begin_x - 200); - -	GameObject aquarium_middle_4 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); -	Asset aquarium_middle_4_asset{ -		"asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 5, -																		 .size = vec2(0, 800), -																	 }); -	begin_x += 600; - -	this->add_background(scn, begin_x); - -	GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); -	Asset aquarium_end_asset{ -		"asset/jetpack_joyride/background/aquarium/glassTubeFG_2_TVOS.png"}; -	aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{ -															   .sorting_in_layer = 4, -															   .order_in_layer = 1, -															   .size = vec2(0, 800), -														   }); -	begin_x += 600; - -	return begin_x; -} - -void AquariumSubScene::add_background(Scene & scn, float begin_x) { -	GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); -	Asset bg_1_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_1_TVOS.png"}; -	bg_1.add_component<Sprite>(bg_1_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 2, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, 100), -											 }); -	Asset bg_1_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_2_TVOS.png"}; -	bg_1.add_component<Sprite>(bg_1_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 2, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, 100), -											 }); -	GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); -	Asset bg_2_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_1_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, -50), -											 }); -	Asset bg_2_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_2_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, -50), -											 }); -	GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); -	Asset bg_3_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_1_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, -200), -											 }); -	Asset bg_3_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_2_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, -200), -											 }); -} diff --git a/src/example/AquariumSubScene.h b/src/example/AquariumSubScene.h deleted file mode 100644 index 2a188bc..0000000 --- a/src/example/AquariumSubScene.h +++ /dev/null @@ -1,13 +0,0 @@ -#pragma once - -namespace crepe { -class Scene; -} - -class AquariumSubScene { -public: -	float create(crepe::Scene & scn, float begin_x); - -private: -	void add_background(crepe::Scene & scn, float begin_x); -}; diff --git a/src/example/BackgroundSubScene.cpp b/src/example/BackgroundSubScene.cpp deleted file mode 100644 index 6fdc598..0000000 --- a/src/example/BackgroundSubScene.cpp +++ /dev/null @@ -1,37 +0,0 @@ -#include "BackgroundSubScene.h" -#include "AquariumSubScene.h" -#include "ForestSubScene.h" -#include "HallwaySubScene.h" -#include "StartSubScene.h" - -#include <crepe/api/Color.h> - -using namespace crepe; -using namespace std; - -BackgroundSubScene::BackgroundSubScene(Scene & scn) { -	StartSubScene start; -	HallwaySubScene hallway; -	ForestSubScene forest; -	AquariumSubScene aquarium; - -	float begin_x = 400; - -	begin_x = start.create(scn, begin_x); - -	begin_x = hallway.create(scn, begin_x, 1, Color::YELLOW); - -	begin_x = forest.create(scn, begin_x, "1"); - -	begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA); - -	begin_x = aquarium.create(scn, begin_x); - -	begin_x = hallway.create(scn, begin_x, 3, Color::CYAN); - -	begin_x = forest.create(scn, begin_x, "2"); - -	begin_x = hallway.create(scn, begin_x, 4, Color::GREEN); - -	begin_x = aquarium.create(scn, begin_x); -} diff --git a/src/example/BackgroundSubScene.h b/src/example/BackgroundSubScene.h deleted file mode 100644 index 06bdac4..0000000 --- a/src/example/BackgroundSubScene.h +++ /dev/null @@ -1,10 +0,0 @@ -#pragma once - -namespace crepe { -class Scene; -} - -class BackgroundSubScene { -public: -	BackgroundSubScene(crepe::Scene & scn); -}; diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 4b9f4f1..afe6cb7 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -1,32 +1,23 @@ -set(GAME_HEADERS -	AquariumSubScene.h -	BackgroundSubScene.h -	ForestSubScene.h -	ForestParallaxScript.h -	HallwaySubScene.h -	StartSubScene.h -	GameScene.h -	StartGameScript.h -	MoveCameraManualyScript.h -	PlayerSubScene.h -	PlayerScript.h -) +# all examples +add_custom_target(examples) -set(GAME_SOURCES -	game.cpp -	AquariumSubScene.cpp -	BackgroundSubScene.cpp -	ForestSubScene.cpp -	ForestParallaxScript.cpp -	HallwaySubScene.cpp -	StartSubScene.cpp -	GameScene.cpp -	StartGameScript.cpp -	MoveCameraManualyScript.cpp -	PlayerSubScene.cpp -	PlayerScript.cpp -) +# add_example(target_name [SOURCES...]) +function(add_example target_name) +	# if SOURCES is not specified +	if(NOT ARGV1) +		# A .cpp file with target_name exists, and should be used +		set(sources ${target_name}.cpp) +	else() +		set(sources ${ARGV}) +	endif() -add_executable(game ${GAME_SOURCES} ${GAME_HEADERS}) +	add_executable(${target_name} EXCLUDE_FROM_ALL ${sources}) +	target_link_libraries(${target_name} PUBLIC crepe) +	add_dependencies(examples ${target_name}) +endfunction() -target_link_libraries(game PUBLIC crepe) +add_example(rendering_particle) +add_example(button) +add_example(replay) +add_example(loadfont) +add_example(AITest) diff --git a/src/example/ForestParallaxScript.cpp b/src/example/ForestParallaxScript.cpp deleted file mode 100644 index 27e30eb..0000000 --- a/src/example/ForestParallaxScript.cpp +++ /dev/null @@ -1,28 +0,0 @@ -#include "ForestParallaxScript.h" - -using namespace crepe; -using namespace std; - -ForestParallaxScript::ForestParallaxScript(float begin_x, float end_x, -										   std::string unique_bg_name) -	: begin_x(begin_x), -	  end_x(end_x), -	  name(unique_bg_name) {} - -void ForestParallaxScript::fixed_update(crepe::duration_t dt) { -	RefVector<Transform> vec_2 -		= this->get_components_by_name<Transform>("forest_bg_2_" + name); -	RefVector<Transform> vec_3 -		= this->get_components_by_name<Transform>("forest_bg_3_" + name); - -	for (Transform & t : vec_2) { -		if (t.position.x > end_x - 400) { -			t.position.x = begin_x - 400; -		} -	} -	for (Transform & t : vec_3) { -		if (t.position.x > end_x - 400) { -			t.position.x = begin_x - 400; -		} -	} -} diff --git a/src/example/ForestParallaxScript.h b/src/example/ForestParallaxScript.h deleted file mode 100644 index a65a684..0000000 --- a/src/example/ForestParallaxScript.h +++ /dev/null @@ -1,15 +0,0 @@ -#pragma once - -#include <crepe/api/Script.h> - -class ForestParallaxScript : public crepe::Script { -public: -	ForestParallaxScript(float begin_x, float end_x, std::string unique_bg_name); - -	void fixed_update(crepe::duration_t dt); - -private: -	const float begin_x; -	const float end_x; -	const std::string name; -}; diff --git a/src/example/ForestSubScene.cpp b/src/example/ForestSubScene.cpp deleted file mode 100644 index 9be875d..0000000 --- a/src/example/ForestSubScene.cpp +++ /dev/null @@ -1,131 +0,0 @@ -#include "ForestSubScene.h" -#include "ForestParallaxScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) { -	GameObject script = scn.new_object("forest_script", "background"); -	script.add_component<BehaviorScript>().set_script<ForestParallaxScript>( -		begin_x - 400, begin_x + 3000 + 400, unique_bg_name); - -	this->add_background(scn, begin_x, unique_bg_name); - -	GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0)); -	Asset begin_asset{"asset/jetpack_joyride/background/forest/forestFG_1_TVOS.png"}; -	begin.add_component<Sprite>(begin_asset, Sprite::Data{ -												 .sorting_in_layer = 4, -												 .order_in_layer = 0, -												 .size = vec2(0, 800), -											 }); -	begin_x += 800; - -	this->add_background(scn, begin_x, unique_bg_name); - -	GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); -	Asset middle_1_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; -	middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 2, -													   .size = vec2(0, 800), -												   }); -	begin_x += 800; - -	this->add_background(scn, begin_x, unique_bg_name); - -	GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); -	Asset middle_2_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; -	middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 3, -													   .size = vec2(0, 800), -												   }); -	begin_x += 800; - -	this->add_background(scn, begin_x, unique_bg_name); - -	GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0)); -	Asset end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_TVOS.png"}; -	end.add_component<Sprite>(end_asset, Sprite::Data{ -											 .sorting_in_layer = 4, -											 .order_in_layer = 1, -											 .size = vec2(0, 800), -										 }); -	begin_x += 600; - -	this->add_background(scn, begin_x + 200, unique_bg_name); - -	return begin_x; -} - -void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) { -	GameObject bg_1 -		= scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); -	Asset bg_1_asset{"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"}; -	bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{ -											   .sorting_in_layer = 3, -											   .order_in_layer = 2, -											   .size = vec2(0, 800), -										   }); -	GameObject bg_2 -		= scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); -	Asset bg_2_1_asset{"asset/jetpack_joyride/background/forest/forestBG2_1_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, 0), -											 }); -	Asset bg_2_2_asset{"asset/jetpack_joyride/background/forest/forestBG2_2_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, 0), -											 }); -	GameObject bg_3 -		= scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); -	Asset bg_3_1_asset{"asset/jetpack_joyride/background/forest/forestBG3_1_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(300, 0), -											 }); -	Asset bg_3_2_asset{"asset/jetpack_joyride/background/forest/forestBG3_2_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(100, 0), -											 }); -	Asset bg_3_3_asset{"asset/jetpack_joyride/background/forest/forestBG3_3_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_3_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(-100, 0), -											 }); -	Asset bg_3_4_asset{"asset/jetpack_joyride/background/forest/forestBG3_4_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_4_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(-300, 0), -											 }); - -	bg_2.add_component<Rigidbody>(Rigidbody::Data{ -		.linear_velocity = vec2(30, 0), -	}); -	bg_3.add_component<Rigidbody>(Rigidbody::Data{ -		.linear_velocity = vec2(40, 0), -	}); -} diff --git a/src/example/ForestSubScene.h b/src/example/ForestSubScene.h deleted file mode 100644 index 0a04001..0000000 --- a/src/example/ForestSubScene.h +++ /dev/null @@ -1,15 +0,0 @@ -#pragma once - -#include <string> - -namespace crepe { -class Scene; -} - -class ForestSubScene { -public: -	float create(crepe::Scene & scn, float begin_x, std::string unique_bg_name); - -private: -	void add_background(crepe::Scene & scn, float begin_x, std::string name); -}; diff --git a/src/example/GameScene.cpp b/src/example/GameScene.cpp deleted file mode 100644 index c280474..0000000 --- a/src/example/GameScene.cpp +++ /dev/null @@ -1,55 +0,0 @@ -#include "GameScene.h" -#include "BackgroundSubScene.h" -#include "MoveCameraManualyScript.h" -#include "PlayerSubScene.h" -#include "StartGameScript.h" - -#include <cmath> -#include <crepe/api/Animator.h> -#include <crepe/api/Asset.h> -#include <crepe/api/BehaviorScript.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/ParticleEmitter.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Transform.h> -#include <crepe/types.h> -#include <iostream> - -using namespace crepe; -using namespace std; - -void GameScene::load_scene() { -	BackgroundSubScene background(*this); - -	GameObject camera = new_object("camera", "camera", vec2(650, 0)); -	camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), -								 Camera::Data{ -									 .bg_color = Color::RED, -								 }); -	camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); -	camera.add_component<Rigidbody>(Rigidbody::Data{}); - -	PlayerSubScene player(*this); - -	GameObject floor = new_object("floor", "game_world", vec2(0, 325)); -	floor.add_component<Rigidbody>(Rigidbody::Data{ -		.body_type = Rigidbody::BodyType::STATIC, -	}); -	floor.add_component<BoxCollider>(vec2(INFINITY, 200)); -	GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); -	ceiling.add_component<Rigidbody>(Rigidbody::Data{ -		.body_type = Rigidbody::BodyType::STATIC, -	}); -	ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); - -	GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); -	start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); -} - -string GameScene::get_name() const { return "scene1"; } diff --git a/src/example/GameScene.h b/src/example/GameScene.h deleted file mode 100644 index 16e2919..0000000 --- a/src/example/GameScene.h +++ /dev/null @@ -1,11 +0,0 @@ -#pragma once - -#include <crepe/api/Scene.h> -#include <string> - -class GameScene : public crepe::Scene { -public: -	void load_scene(); - -	std::string get_name() const; -}; diff --git a/src/example/HallwaySubScene.cpp b/src/example/HallwaySubScene.cpp deleted file mode 100644 index 4fe2267..0000000 --- a/src/example/HallwaySubScene.cpp +++ /dev/null @@ -1,128 +0,0 @@ -#include "HallwaySubScene.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_num, -							  Color sector_color) { -	GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); -	Asset begin_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; -	begin.add_component<Sprite>(begin_asset, Sprite::Data{ -												 .sorting_in_layer = 4, -												 .order_in_layer = 0, -												 .size = vec2(0, 800), -											 }); -	begin_x += 600; - -	this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); -	this->add_lamp(begin, vec2(330, -120), 11); -	this->add_lamp(begin, vec2(430, -120), 9); - -	GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); -	Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; -	middle_1.add_component<Sprite>(middle_asset, Sprite::Data{ -													 .sorting_in_layer = 4, -													 .order_in_layer = 2, -													 .size = vec2(0, 800), -												 }); -	begin_x += 600; - -	GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); -	Asset middle_asset_2{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; -	middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 3, -													   .size = vec2(0, 800), -												   }); -	begin_x += 200; - -	GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); -	Asset middle_asset_3{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; -	middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 4, -													   .size = vec2(0, 800), -												   }); -	begin_x += 400; - -	this->add_lamp(middle_3, vec2(0, -120)); - -	GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); -	Asset middle_asset_4{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; -	middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 5, -													   .size = vec2(0, 800), -												   }); -	begin_x += 600; - -	GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); -	Asset end_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; -	end.add_component<Sprite>(end_asset, Sprite::Data{ -											 .sorting_in_layer = 4, -											 .order_in_layer = 1, -											 .size = vec2(0, 800), -										 }); -	begin_x += 600; - -	return begin_x; -} - -void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { -	Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; -	obj.add_component<Sprite>(lamp_asset, Sprite::Data{ -											  .sorting_in_layer = 5, -											  .order_in_layer = 0, -											  .size = vec2(0, 100), -											  .position_offset = offset, -										  }); -	Asset lamp_glow_asset{"asset/jetpack_joyride/background/hallway/alarmGlow_TVOS.png"}; -	Sprite & lamp_glow_sprite = obj.add_component<Sprite>( -		lamp_glow_asset, Sprite::Data{ -							 .sorting_in_layer = 5, -							 .order_in_layer = 1, -							 .size = vec2(0, 300), -							 .position_offset = offset - vec2(65, -30), -						 }); -	obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), -								Animator::Data{ -									.fps = fps, -									.looping = true, -								}); -} - -void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, -										Color sector_color) { -	Asset sector_text_asset{"asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"}; -	obj.add_component<Sprite>(sector_text_asset, Sprite::Data{ -													 .color = sector_color, -													 .sorting_in_layer = 5, -													 .order_in_layer = 0, -													 .size = vec2(0, 100), -													 .position_offset = offset, -												 }); -	Asset sector_num_asset{"asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"}; -	Sprite & sector_num_sprite = obj.add_component<Sprite>( -		sector_num_asset, Sprite::Data{ -							  .color = sector_color, -							  .sorting_in_layer = 5, -							  .order_in_layer = 0, -							  .size = vec2(0, 100), -							  .position_offset = offset + vec2(200, 0), -						  }); -	Animator & sector_num_anim = obj.add_component<Animator>( -		sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{}); -	int column = (sector_num - 1) / 4; -	int row = (sector_num - 1) % 4; -	sector_num_anim.set_anim(column); -	for (int i = 0; i < row; i++) { -		sector_num_anim.next_anim(); -	} -	sector_num_anim.pause(); -} diff --git a/src/example/HallwaySubScene.h b/src/example/HallwaySubScene.h deleted file mode 100644 index acc9329..0000000 --- a/src/example/HallwaySubScene.h +++ /dev/null @@ -1,21 +0,0 @@ -#pragma once - -#include <crepe/types.h> - -namespace crepe { -class Scene; -class GameObject; -class Color; -} // namespace crepe - -class HallwaySubScene { -public: -	float create(crepe::Scene & scn, float begin_x, unsigned int sector_num, -				 crepe::Color sector_color); - -private: -	void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); - -	void add_sector_number(crepe::GameObject & obj, crepe::vec2 offset, -						   unsigned int sector_num, crepe::Color sector_color); -}; diff --git a/src/example/MoveCameraManualyScript.cpp b/src/example/MoveCameraManualyScript.cpp deleted file mode 100644 index 0181333..0000000 --- a/src/example/MoveCameraManualyScript.cpp +++ /dev/null @@ -1,22 +0,0 @@ -#include "MoveCameraManualyScript.h" - -using namespace crepe; -using namespace std; - -void MoveCameraManualyScript::init() { -	subscribe<KeyPressEvent>( -		[this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); -} - -bool MoveCameraManualyScript::keypressed(const KeyPressEvent & event) { -	if (event.key == Keycode::RIGHT) { -		Transform & cam = this->get_components_by_name<Transform>("camera").front(); -		cam.position.x += 100; -		return true; -	} else if (event.key == Keycode::LEFT) { -		Transform & cam = this->get_components_by_name<Transform>("camera").front(); -		cam.position.x -= 100; -		return true; -	} -	return false; -} diff --git a/src/example/MoveCameraManualyScript.h b/src/example/MoveCameraManualyScript.h deleted file mode 100644 index 5a09055..0000000 --- a/src/example/MoveCameraManualyScript.h +++ /dev/null @@ -1,11 +0,0 @@ -#pragma once - -#include <crepe/api/Script.h> - -class MoveCameraManualyScript : public crepe::Script { -public: -	void init(); - -private: -	bool keypressed(const crepe::KeyPressEvent & event); -}; diff --git a/src/example/PlayerScript.cpp b/src/example/PlayerScript.cpp deleted file mode 100644 index 1c388f5..0000000 --- a/src/example/PlayerScript.cpp +++ /dev/null @@ -1,11 +0,0 @@ -#include "PlayerScript.h" - -#include <crepe/api/Rigidbody.h> - -using namespace crepe; -using namespace std; - -void PlayerScript::fixed_update(crepe::duration_t dt) { -	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); -	if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); -} diff --git a/src/example/PlayerScript.h b/src/example/PlayerScript.h deleted file mode 100644 index 84c4f7f..0000000 --- a/src/example/PlayerScript.h +++ /dev/null @@ -1,8 +0,0 @@ -#pragma once - -#include <crepe/api/Script.h> - -class PlayerScript : public crepe::Script { -public: -	void fixed_update(crepe::duration_t dt); -}; diff --git a/src/example/PlayerSubScene.cpp b/src/example/PlayerSubScene.cpp deleted file mode 100644 index 4f4ba9f..0000000 --- a/src/example/PlayerSubScene.cpp +++ /dev/null @@ -1,62 +0,0 @@ -#include "PlayerSubScene.h" -#include "PlayerScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -PlayerSubScene::PlayerSubScene(Scene & scn) { -	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); -	Asset player_body_asset{"asset/jetpack_joyride/barry/defaultBody.png"}; -	Sprite & player_body_sprite -		= player.add_component<Sprite>(player_body_asset, Sprite::Data{ -															  .sorting_in_layer = 10, -															  .order_in_layer = 0, -															  .size = vec2(0, 50), -														  }); -	player.add_component<Animator>(player_body_sprite, ivec2(32, 32), uvec2(4, 8), -								   Animator::Data{ -									   .fps = 5, -									   .looping = true, -								   }); -	Asset player_head_asset{"asset/jetpack_joyride/barry/defaultHead.png"}; -	Sprite & player_head_sprite -		= player.add_component<Sprite>(player_head_asset, Sprite::Data{ -															  .sorting_in_layer = 10, -															  .order_in_layer = 1, -															  .size = vec2(0, 50), -															  .position_offset = vec2(0, -20), -														  }); -	player.add_component<Animator>(player_head_sprite, ivec2(32, 32), uvec2(4, 8), -								   Animator::Data{ -									   .fps = 5, -									   .looping = true, -								   }); -	Asset player_jetpack_asset{"asset/jetpack_joyride/barry/jetpackDefault.png"}; -	Sprite & player_jetpack_sprite = player.add_component<Sprite>( -		player_jetpack_asset, Sprite::Data{ -								  .sorting_in_layer = 10, -								  .order_in_layer = 2, -								  .size = vec2(0, 60), -								  .position_offset = vec2(-20, 0), -							  }); -	player_jetpack_sprite.active = false; -	player.add_component<Animator>(player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), -								   Animator::Data{ -									   .fps = 5, -									   .looping = true, -								   }); -	player.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 20, -		.body_type = Rigidbody::BodyType::DYNAMIC, -		.linear_velocity = vec2(100, 0), -		.collision_layer = 10, -	}); -	player.add_component<BoxCollider>(vec2(50, 50)); -	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/src/example/PlayerSubScene.h b/src/example/PlayerSubScene.h deleted file mode 100644 index bf94c32..0000000 --- a/src/example/PlayerSubScene.h +++ /dev/null @@ -1,10 +0,0 @@ -#pragma once - -namespace crepe { -class Scene; -} - -class PlayerSubScene { -public: -	PlayerSubScene(crepe::Scene & scn); -}; diff --git a/src/example/StartGameScript.cpp b/src/example/StartGameScript.cpp deleted file mode 100644 index 50ba86c..0000000 --- a/src/example/StartGameScript.cpp +++ /dev/null @@ -1,61 +0,0 @@ -#include "StartGameScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -void StartGameScript::fixed_update(crepe::duration_t dt) { -	Transform & player_transform = this->get_components_by_name<Transform>("player").front(); - -	// Create hole in wall and activate panic lamp -	if (player_transform.position.x > 75 && !this->created_hole) { -		Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back(); -		lamp_sprite.active = true; -		Sprite & hole_sprite = this->get_components_by_name<Sprite>("start_hole").front(); -		hole_sprite.active = true; - -		RefVector<Rigidbody> frags_rg -			= this->get_components_by_tag<Rigidbody>("wall_fragment"); -		RefVector<Sprite> frags_sprite = this->get_components_by_tag<Sprite>("wall_fragment"); -		for (Rigidbody & frag_rg : frags_rg) { -			frag_rg.active = true; -		} -		for (Sprite & frag_sprite : frags_sprite) { -			frag_sprite.active = true; -		} - -		RefVector<ParticleEmitter> smoke_emitters -			= this->get_components_by_name<ParticleEmitter>("smoke_particles"); -		for (ParticleEmitter & emitter : smoke_emitters) { -			emitter.active = true; -		} - -		this->created_hole = true; -	} - -	// Take jetpack from jetpack stand -	if (player_transform.position.x > 275 && !this->took_jetpack) { -		Animator & jetpack_stand_anim -			= this->get_components_by_name<Animator>("start_begin").back(); -		jetpack_stand_anim.next_anim(); -		Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back(); -		jetpack_sprite.active = true; - -		this->took_jetpack = true; -	} - -	// Start camera movement, enable player jumping and disable this script -	if (player_transform.position.x > 500) { -		Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); -		rb.data.linear_velocity = vec2(100, 0); -		BehaviorScript & player_script -			= this->get_components_by_name<BehaviorScript>("player").front(); -		player_script.active = true; -		BehaviorScript & this_script -			= this->get_components_by_name<BehaviorScript>("start_game_script").front(); -		this_script.active = false; -	} -} diff --git a/src/example/StartGameScript.h b/src/example/StartGameScript.h deleted file mode 100644 index ad62e1a..0000000 --- a/src/example/StartGameScript.h +++ /dev/null @@ -1,12 +0,0 @@ -#pragma once - -#include <crepe/api/Script.h> - -class StartGameScript : public crepe::Script { -public: -	void fixed_update(crepe::duration_t dt); - -private: -	bool created_hole = false; -	bool took_jetpack = false; -}; diff --git a/src/example/StartSubScene.cpp b/src/example/StartSubScene.cpp deleted file mode 100644 index 07738a4..0000000 --- a/src/example/StartSubScene.cpp +++ /dev/null @@ -1,442 +0,0 @@ -#include "StartSubScene.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/CircleCollider.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -float StartSubScene::create(Scene & scn, float begin_x) { -	this->create_wall_fragments(scn, begin_x - 300); - -	GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); -	Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; -	begin.add_component<Sprite>(begin_asset, Sprite::Data{ -												 .sorting_in_layer = 4, -												 .order_in_layer = 0, -												 .size = vec2(0, 800), -											 }); -	GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); -	Asset hole_asset{"asset/jetpack_joyride/background/start/titleWallHole.png"}; -	Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{ -																	  .sorting_in_layer = 4, -																	  .order_in_layer = 1, -																	  .size = vec2(0, 200), -																  }); -	hole_sprite.active = false; -	begin_x += 700; - -	this->add_table(begin, vec2(-150, 150)); -	this->add_light(begin, vec2(-125, -150)); -	this->add_jetpack_stand(begin, vec2(-125, 200)); - -	GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); -	Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; -	end.add_component<Sprite>(end_asset, Sprite::Data{ -											 .sorting_in_layer = 4, -											 .order_in_layer = 1, -											 .size = vec2(0, 800), -										 }); -	begin_x += 100; - -	this->add_lamp(end, vec2(-350, -95)); - -	return begin_x; -} - -void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { -	Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; -	obj.add_component<Sprite>(lamp_asset, Sprite::Data{ -											  .sorting_in_layer = 5, -											  .order_in_layer = 0, -											  .size = vec2(0, 100), -											  .position_offset = offset, -										  }); -	Asset lamp_glow_asset{"asset/jetpack_joyride/background/start/alarmGlow_TVOS.png"}; -	Sprite & lamp_glow_sprite = obj.add_component<Sprite>( -		lamp_glow_asset, Sprite::Data{ -							 .sorting_in_layer = 5, -							 .order_in_layer = 1, -							 .size = vec2(0, 300), -							 .position_offset = offset - vec2(65, -55), -						 }); -	lamp_glow_sprite.active = false; -	obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), -								Animator::Data{ -									.fps = fps, -									.looping = true, -								}); -} - -void StartSubScene::add_table(GameObject & obj, vec2 offset) { -	Asset table_asset{"asset/jetpack_joyride/background/start/table.png"}; -	obj.add_component<Sprite>(table_asset, Sprite::Data{ -											   .sorting_in_layer = 5, -											   .order_in_layer = 0, -											   .size = vec2(0, 100), -											   .position_offset = offset, -										   }); -	Asset gramophone_asset{"asset/jetpack_joyride/background/start/gramophone_TVOS.png"}; -	Sprite & gramophone_sprite = obj.add_component<Sprite>( -		gramophone_asset, Sprite::Data{ -							  .sorting_in_layer = 5, -							  .order_in_layer = 1, -							  .size = vec2(0, 100), -							  .position_offset = offset + vec2(0, -50), -						  }); -	obj.add_component<Animator>(gramophone_sprite, ivec2(64, 128), uvec2(2, 1), -								Animator::Data{ -									.fps = 10, -									.looping = true, -								}); -} - -void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { -	Asset light_asset{"asset/jetpack_joyride/background/start/title_light_TVOS.png"}; -	obj.add_component<Sprite>(light_asset, Sprite::Data{ -											   .sorting_in_layer = 5, -											   .order_in_layer = 0, -											   .size = vec2(0, 200), -											   .position_offset = offset, -										   }); -	Asset light_glow_asset{"asset/jetpack_joyride/background/start/lightEffect2.png"}; -	obj.add_component<Sprite>(light_glow_asset, Sprite::Data{ -													.sorting_in_layer = 5, -													.order_in_layer = 1, -													.size = vec2(0, 100), -													.position_offset = offset + vec2(0, 75), -												}); -	Asset light_effect_asset{"asset/jetpack_joyride/background/start/lightEffect.png"}; -	obj.add_component<Sprite>(light_effect_asset, Sprite::Data{ -													  .sorting_in_layer = 5, -													  .order_in_layer = 0, -													  .size = vec2(0, 100), -													  .position_offset = offset + vec2(0, 350), -												  }); -} - -void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { -	Asset jetpack_stand_asset{"asset/jetpack_joyride/background/start/JetpackStand.png"}; -	Sprite & jetpeck_stand_sprite -		= obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{ -															 .sorting_in_layer = 5, -															 .order_in_layer = 1, -															 .size = vec2(0, 70), -															 .position_offset = offset, -														 }); -	obj.add_component<Animator>(jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1), -								Animator::Data{ -									.fps = 10, -									.looping = true, -								}) -		.pause(); -	Asset do_not_steal = {"asset/jetpack_joyride/background/start/doNotTouchSign_TVOS.png"}; -	obj.add_component<Sprite>(do_not_steal, Sprite::Data{ -												.sorting_in_layer = 5, -												.order_in_layer = 1, -												.size = vec2(0, 100), -												.position_offset = offset + vec2(-75, -25), -											}); -} - -void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { -	GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); -	Asset frag_1_asset{"asset/jetpack_joyride/background/start/StartWall_frag1.png"}; -	Sprite & frag_1_sprite -		= frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_1_sprite.active = false; -	Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 10, -		.linear_velocity = vec2(400, 400), -		.linear_velocity_coefficient = vec2(0.5, 0.6), -		.angular_velocity = 500, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_1_rb.active = false; -	frag_1.add_component<CircleCollider>(25); - -	GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); -	Asset frag_2_asset{"asset/jetpack_joyride/background/start/StartWall_frag2.png"}; -	Sprite & frag_2_sprite -		= frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_2_sprite.active = false; -	Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 20, -		.linear_velocity = vec2(400, 400), -		.linear_velocity_coefficient = vec2(0.35, 0.4), -		.angular_velocity = 400, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_2_rb.active = false; -	frag_2.add_component<CircleCollider>(55); - -	GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); -	Asset frag_3_asset{"asset/jetpack_joyride/background/start/StartWall_frag3.png"}; -	Sprite & frag_3_sprite -		= frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_3_sprite.active = false; -	Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 30, -		.linear_velocity = vec2(400, 400), -		.linear_velocity_coefficient = vec2(0.3, 0.3), -		.angular_velocity = 300, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_3_rb.active = false; -	frag_3.add_component<CircleCollider>(35); - -	GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); -	Asset frag_4_asset{"asset/jetpack_joyride/background/start/StartWall_frag4.png"}; -	Sprite & frag_4_sprite -		= frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_4_sprite.active = false; -	Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 40, -		.linear_velocity = vec2(700, 400), -		.linear_velocity_coefficient = vec2(0.2, 0.2), -		.angular_velocity = 200, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_4_rb.active = false; -	frag_4.add_component<CircleCollider>(60); - -	GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); -	Asset frag_5_asset{"asset/jetpack_joyride/background/start/StartWall_frag5.png"}; -	Sprite & frag_5_sprite -		= frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_5_sprite.active = false; -	Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 50, -		.linear_velocity = vec2(600, 800), -		.linear_velocity_coefficient = vec2(0.25, 0.15), -		.angular_velocity = 100, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_5_rb.active = false; -	frag_5.add_component<CircleCollider>(5); - -	GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); -	Asset frag_6_asset{"asset/jetpack_joyride/background/start/StartWall_frag6.png"}; -	Sprite & frag_6_sprite -		= frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_6_sprite.active = false; -	Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 30, -		.linear_velocity = vec2(300, 800), -		.linear_velocity_coefficient = vec2(0.35, 0.25), -		.angular_velocity = 100, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_6_rb.active = false; -	frag_6.add_component<CircleCollider>(30); - -	GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); -	Asset frag_7_asset{"asset/jetpack_joyride/background/start/StartWall_frag7.png"}; -	Sprite & frag_7_sprite -		= frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_7_sprite.active = false; -	Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 20, -		.linear_velocity = vec2(400, 500), -		.linear_velocity_coefficient = vec2(0.45, 0.6), -		.angular_velocity = 800, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_7_rb.active = false; -	frag_7.add_component<CircleCollider>(45); - -	GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); -	Asset frag_8_asset{"asset/jetpack_joyride/background/start/StartWall_frag8.png"}; -	Sprite & frag_8_sprite -		= frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_8_sprite.active = false; -	Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 30, -		.linear_velocity = vec2(400, 400), -		.linear_velocity_coefficient = vec2(0.5, 0.6), -		.angular_velocity = 500, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_8_rb.active = false; -	frag_8.add_component<CircleCollider>(25); - -	GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); -	Asset frag_9_asset{"asset/jetpack_joyride/background/start/StartWall_frag9.png"}; -	Sprite & frag_9_sprite -		= frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); -	frag_9_sprite.active = false; -	Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 40, -		.linear_velocity = vec2(200, 400), -		.linear_velocity_coefficient = vec2(0.5, 0.25), -		.angular_velocity = 500, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_9_rb.active = false; -	frag_9.add_component<CircleCollider>(15); - -	GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); -	Asset frag_10_asset{"asset/jetpack_joyride/background/start/StartWall_frag10.png"}; -	Sprite & frag_10_sprite -		= frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ -														   .sorting_in_layer = 5, -														   .order_in_layer = 5, -														   .size = vec2(0, 50), -													   }); -	frag_10_sprite.active = false; -	Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 50, -		.linear_velocity = vec2(400, 900), -		.linear_velocity_coefficient = vec2(0.35, 0.4), -		.angular_velocity = 300, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_10_rb.active = false; -	frag_10.add_component<CircleCollider>(60); - -	GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); -	Asset frag_11_asset{"asset/jetpack_joyride/background/start/StartWall_frag11.png"}; -	Sprite & frag_11_sprite -		= frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ -														   .sorting_in_layer = 5, -														   .order_in_layer = 5, -														   .size = vec2(0, 50), -													   }); -	frag_11_sprite.active = false; -	Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 60, -		.linear_velocity = vec2(600, 800), -		.linear_velocity_coefficient = vec2(0.3, 0.3), -		.angular_velocity = 200, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_11_rb.active = false; -	frag_11.add_component<CircleCollider>(5); - -	GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); -	Asset frag_12_asset{"asset/jetpack_joyride/background/start/StartWall_frag12.png"}; -	Sprite & frag_12_sprite -		= frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ -														   .sorting_in_layer = 5, -														   .order_in_layer = 5, -														   .size = vec2(0, 50), -													   }); -	frag_12_sprite.active = false; -	Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data{ -		.gravity_scale = 70, -		.linear_velocity = vec2(500, 800), -		.linear_velocity_coefficient = vec2(0.25, 0.15), -		.angular_velocity = 100, -		.angular_velocity_coefficient = 0.55, -		.elasticity_coefficient = 0.5, -		.collision_layer = 5, -	}); -	frag_12_rb.active = false; -	frag_12.add_component<CircleCollider>(50); - -	GameObject smoke_particles_1 -		= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); -	Asset smoke_asset_1{"asset/jetpack_joyride/particles/smoke.png"}; -	Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( -		smoke_asset_1, Sprite::Data{ -						   .color = Color(255, 255, 255, 50), -						   .sorting_in_layer = 15, -						   .order_in_layer = 0, -						   .size = vec2(0, 100), -					   }); -	ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>( -		smoke_sprite_1, ParticleEmitter::Data{ -							.emission_rate = 20, -							.min_speed = 40, -							.max_speed = 100, -							.min_angle = -30, -							.max_angle = 10, -							.end_lifespan = 4, -						}); -	emitter_1.active = false; - -	GameObject smoke_particles_2 -		= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); -	Asset smoke_asset_2{"asset/jetpack_joyride/particles/smoke.png"}; -	Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( -		smoke_asset_2, Sprite::Data{ -						   .color = Color(255, 255, 255, 50), -						   .sorting_in_layer = 15, -						   .order_in_layer = 0, -						   .size = vec2(0, 70), -					   }); -	ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>( -		smoke_sprite_2, ParticleEmitter::Data{ -							.emission_rate = 30, -							.min_speed = 40, -							.max_speed = 100, -							.min_angle = -45, -							.max_angle = 5, -							.end_lifespan = 3, -						}); -	emitter_2.active = false; -} diff --git a/src/example/StartSubScene.h b/src/example/StartSubScene.h deleted file mode 100644 index c83e3d5..0000000 --- a/src/example/StartSubScene.h +++ /dev/null @@ -1,20 +0,0 @@ -#pragma once - -#include <crepe/types.h> - -namespace crepe { -class Scene; -class GameObject; -} // namespace crepe - -class StartSubScene { -public: -	float create(crepe::Scene & scn, float begin_x); - -private: -	void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); -	void add_table(crepe::GameObject & obj, crepe::vec2 offset); -	void add_light(crepe::GameObject & obj, crepe::vec2 offset); -	void add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset); -	void create_wall_fragments(crepe::Scene & scn, float begin_x); -}; diff --git a/src/example/button.cpp b/src/example/button.cpp new file mode 100644 index 0000000..4220588 --- /dev/null +++ b/src/example/button.cpp @@ -0,0 +1,41 @@ +#include <SDL2/SDL_timer.h> +#include <chrono> +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Texture.h> +#include <crepe/api/Transform.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/EventManager.h> +#include <crepe/system/AnimatorSystem.h> +#include <crepe/system/InputSystem.h> +#include <crepe/system/RenderSystem.h> +#include <crepe/types.h> +using namespace crepe; +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); +	auto & camera = obj.add_component<Camera>( +		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(); +		input_sys.update(); +		sys.update(); +		event_mgr.dispatch_events(); +		SDL_Delay(30); +	} +	return 0; +} diff --git a/src/example/game.cpp b/src/example/game.cpp deleted file mode 100644 index a028791..0000000 --- a/src/example/game.cpp +++ /dev/null @@ -1,324 +0,0 @@ -#include "GameScene.h" - -#include <crepe/api/Engine.h> -#include <crepe/api/Script.h> - -using namespace crepe; -using namespace std; - -class ScriptBox : public Script { -public: -	bool oncollision(const CollisionEvent & test) { -		Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, -				  test.info.other.metadata.game_object_id); -		return true; -	} - -	void init() { -		subscribe<CollisionEvent>( -			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); -	} -}; - -class ScriptCircle : public Script { -public: -	bool oncollision(const CollisionEvent & test) { -		Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, -				  test.info.other.metadata.game_object_id); -		return true; -	} - -	void init() { -		subscribe<CollisionEvent>( -			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); -	} -}; - -class ScriptMoveToLeft : public Script { -public: -	void update() { -		Transform & transform = this->get_component<Transform>(); -		transform.position.x -= 0.02; -	} -}; - -class ScriptMoveToRight : public Script { -public: -	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}); - -		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), -														 }); - -		/*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), -		}); -		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; - -		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, -		}); -		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>(); - -		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>(); - -		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 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 = BODYTYPE_RIGHT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, -			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		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>(); - -		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>(); - -		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>(); - -		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 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"; } -}; - -int main(int argc, char * argv[]) { -	Engine gameloop; -	gameloop.add_scene<GameScene>(); - -	return gameloop.main(); -} diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp new file mode 100644 index 0000000..e459332 --- /dev/null +++ b/src/example/loadfont.cpp @@ -0,0 +1,49 @@ +#include <SDL2/SDL_ttf.h> +#include <crepe/api/Asset.h> +#include <crepe/api/Text.h> +#include <crepe/facade/Font.h> +#include <crepe/facade/FontFacade.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <exception> +#include <iostream> +#include <memory> +#include <optional> +using namespace crepe; +int main() { + +	// SDLFontContext font_facade; +	Mediator mediator; +	FontFacade font_facade{}; +	SDLContext sdl_context{mediator}; +	// ComponentManager component_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"); +		// 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{}); +		Asset asset = Asset("test test"); +		label->font.emplace(asset); +		std::cout << label->font.value().get_path() << std::endl; +		// label2->font = std::make_optional(asset); +		// std::cout << "Path: " << label2->font.get_path() << std::endl; +		ResourceManager & resource_mgr = mediator.resource_manager; +		const Font & res = resource_manager.get<Font>(label->font.value()); +		// TTF_Font * test_font = res.get_font(); +		// if (test_font == NULL) { +		// 	std::cout << "error with font" << std::endl; +		// } else { +		// 	std::cout << "correct font retrieved" << std::endl; +		// } +	} catch (const std::exception & e) { +		std::cout << "Standard exception thrown: " << e.what() << std::endl; +	} + +	return 0; +} diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp new file mode 100644 index 0000000..5440fdd --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,76 @@ + + +#include "api/Asset.h" +#include "api/Text.h" +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.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/Transform.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +class TestScene : public Scene { +public: +	void load_scene() { +		GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1); + +		Color color(255, 255, 255, 255); + +		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, +				 }); +		//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, +													 }); + +		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", +										Text::Data{.text_color = Color::RED}, "test TEST"); + +		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"; }; +}; + +int main(int argc, char * argv[]) { +	LoopManager engine; +	engine.add_scene<TestScene>(); +	engine.start(); +	return 0; +} diff --git a/src/example/replay.cpp b/src/example/replay.cpp new file mode 100644 index 0000000..82fd478 --- /dev/null +++ b/src/example/replay.cpp @@ -0,0 +1,84 @@ +#include <crepe/api/Config.h> +#include <crepe/api/Engine.h> +#include <crepe/api/Script.h> + +using namespace crepe; +using namespace std; + +class AnimationScript : public Script { +	Transform * transform; +	float t = 0; + +	void init() { transform = &get_component<Transform>(); } + +	void update() { +		t += 0.05; +		transform->position = {sin(t), cos(t)}; +	} +}; + +class Timeline : public Script { +	unsigned i = 0; +	recording_t recording; + +	void update() { +		switch (i++) { +			default: +				break; +			case 10: +				logf("record start"); +				replay.record_start(); +				break; +			case 60: +				logf("record end, playing recording"); +				this->recording = replay.record_end(); +				replay.play(this->recording); +				break; +			case 61: +				logf("done, releasing recording"); +				replay.release(this->recording); +				break; +			case 72: +				logf("exit"); +				queue_event<ShutDownEvent>(); +				break; +		}; +	} +}; + +class TestScene : public Scene { +public: +	using Scene::Scene; + +	void load_scene() { +		Mediator & mediator = this->mediator; +		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, +								  }); + +		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<BehaviorScript>().set_script<AnimationScript>(); + +		GameObject scapegoat = mgr.new_object(""); +		scapegoat.add_component<BehaviorScript>().set_script<Timeline>(); +	} + +	string get_name() const { return "scene1"; } +}; + +int main(int argc, char * argv[]) { +	Config & cfg = Config::get_instance(); +	cfg.log.level = Log::Level::DEBUG; + +	Engine engine; + +	engine.add_scene<TestScene>(); +	return engine.main(); +} |