diff options
| -rw-r--r-- | .gitignore | 1 | ||||
| -rw-r--r-- | src/crepe/api/Animator.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/api/Scene.h | 2 | ||||
| -rw-r--r-- | src/example/AITest.cpp | 90 | ||||
| -rw-r--r-- | src/example/Aquarium.cpp | 135 | ||||
| -rw-r--r-- | src/example/Aquarium.h | 13 | ||||
| -rw-r--r-- | src/example/Background.cpp | 37 | ||||
| -rw-r--r-- | src/example/Background.h | 10 | ||||
| -rw-r--r-- | src/example/CMakeLists.txt | 36 | ||||
| -rw-r--r-- | src/example/Forest.cpp | 161 | ||||
| -rw-r--r-- | src/example/Forest.h | 15 | ||||
| -rw-r--r-- | src/example/Hallway.cpp | 128 | ||||
| -rw-r--r-- | src/example/Hallway.h | 21 | ||||
| -rw-r--r-- | src/example/Start.cpp | 56 | ||||
| -rw-r--r-- | src/example/Start.h | 16 | ||||
| -rw-r--r-- | src/example/button.cpp | 54 | ||||
| -rw-r--r-- | src/example/game.cpp | 267 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 95 | 
18 files changed, 640 insertions, 499 deletions
| @@ -16,3 +16,4 @@ CTestTestfile.cmake  _deps  CMakeUserPresets.json  compile.sh +asset/jetpack_joyride diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 4ce4bf0..5016e7e 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -52,6 +52,6 @@ void Animator::set_anim(int col) {  void Animator::next_anim() {  	Animator::Data & ctx = this->data; -	ctx.row = ctx.row++ % this->grid_size.x; +	ctx.row = ++ctx.row % this->grid_size.x;  	this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w;  } diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index dcca9d4..d552a43 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -60,7 +60,7 @@ private:  	OptionalRef<Mediator> mediator;  	//! \} -protected: +public:  	/**  	* \brief Retrieve the reference to the SaveManager instance  	* diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp deleted file mode 100644 index 93ba500..0000000 --- a/src/example/AITest.cpp +++ /dev/null @@ -1,90 +0,0 @@ -#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/Aquarium.cpp b/src/example/Aquarium.cpp new file mode 100644 index 0000000..df44483 --- /dev/null +++ b/src/example/Aquarium.cpp @@ -0,0 +1,135 @@ +#include "Aquarium.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 Aquarium::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 Aquarium::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/Aquarium.h b/src/example/Aquarium.h new file mode 100644 index 0000000..8815e9c --- /dev/null +++ b/src/example/Aquarium.h @@ -0,0 +1,13 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class Aquarium { +public: +	float create(crepe::Scene & scn, float begin_x); + +private: +	void add_background(crepe::Scene & scn, float begin_x); +}; diff --git a/src/example/Background.cpp b/src/example/Background.cpp new file mode 100644 index 0000000..f348936 --- /dev/null +++ b/src/example/Background.cpp @@ -0,0 +1,37 @@ +#include "Background.h" +#include "Aquarium.h" +#include "Forest.h" +#include "Hallway.h" +#include "Start.h" + +#include <crepe/api/Color.h> + +using namespace crepe; +using namespace std; + +Background::Background(Scene & scn) { +	Start start; +	Hallway hallway; +	Forest forest; +	Aquarium aquarium; + +	float begin_x = 0; + +	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/Background.h b/src/example/Background.h new file mode 100644 index 0000000..7c5a2bb --- /dev/null +++ b/src/example/Background.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class Background { +public: +	Background(crepe::Scene & scn); +}; diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 187ed46..911a99c 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -1,22 +1,20 @@ -# all examples -add_custom_target(examples) +set(GAME_HEADERS +	Aquarium.h +	Background.h +	Forest.h +	Hallway.h +	Start.h +) -# 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 ${ARGV}) -	endif() +set(GAME_SOURCES +	game.cpp +	Aquarium.cpp +	Background.cpp +	Forest.cpp +	Hallway.cpp +	Start.cpp +) -	add_executable(${target_name} EXCLUDE_FROM_ALL ${sources}) -	target_link_libraries(${target_name} PUBLIC crepe) -	add_dependencies(examples ${target_name}) -endfunction() +add_executable(game ${GAME_SOURCES} ${GAME_HEADERS}) -add_example(rendering_particle) -add_example(game) -add_example(button) -add_example(AITest) +target_link_libraries(game PUBLIC crepe) diff --git a/src/example/Forest.cpp b/src/example/Forest.cpp new file mode 100644 index 0000000..3c45e09 --- /dev/null +++ b/src/example/Forest.cpp @@ -0,0 +1,161 @@ +#include "Forest.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; + +class ParallaxScript : public Script { +public: +	ParallaxScript(float begin_x, float end_x, std::string unique_bg_name) +		: begin_x(begin_x), +		  end_x(end_x), +		  name(unique_bg_name) {} + +	void update() { +		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; +			} +		} +	} + +private: +	const float begin_x; +	const float end_x; +	const std::string name; +}; + +float Forest::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<ParallaxScript>( +		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 Forest::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/Forest.h b/src/example/Forest.h new file mode 100644 index 0000000..f612c91 --- /dev/null +++ b/src/example/Forest.h @@ -0,0 +1,15 @@ +#pragma once + +#include <string> + +namespace crepe { +class Scene; +} + +class Forest { +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/Hallway.cpp b/src/example/Hallway.cpp new file mode 100644 index 0000000..c029acf --- /dev/null +++ b/src/example/Hallway.cpp @@ -0,0 +1,128 @@ +#include "Hallway.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 Hallway::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(-70, -120), 11); +	this->add_lamp(begin, vec2(30, -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 Hallway::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 Hallway::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/Hallway.h b/src/example/Hallway.h new file mode 100644 index 0000000..f173313 --- /dev/null +++ b/src/example/Hallway.h @@ -0,0 +1,21 @@ +#pragma once + +#include <crepe/types.h> + +namespace crepe { +class Scene; +class GameObject; +class Color; +} // namespace crepe + +class Hallway { +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/Start.cpp b/src/example/Start.cpp new file mode 100644 index 0000000..d1e1d07 --- /dev/null +++ b/src/example/Start.cpp @@ -0,0 +1,56 @@ +#include "Start.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +float Start::create(Scene & scn, float begin_x) { +	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), +											 }); +	begin_x += 700; + +	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 Start::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), +						 }); +	obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), +								Animator::Data{ +									.fps = fps, +									.looping = true, +								}); +} diff --git a/src/example/Start.h b/src/example/Start.h new file mode 100644 index 0000000..37d1141 --- /dev/null +++ b/src/example/Start.h @@ -0,0 +1,16 @@ +#pragma once + +#include <crepe/types.h> + +namespace crepe { +class Scene; +class GameObject; +} // namespace crepe + +class Start { +public: +	float create(crepe::Scene & scn, float begin_x); + +private: +	void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); +}; diff --git a/src/example/button.cpp b/src/example/button.cpp deleted file mode 100644 index 00bdc28..0000000 --- a/src/example/button.cpp +++ /dev/null @@ -1,54 +0,0 @@ -#include <SDL2/SDL_timer.h> -#include <chrono> -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> -#include <crepe/api/Animator.h> -#include <crepe/api/Button.h> -#include <crepe/api/Camera.h> -#include <crepe/api/Color.h> -#include <crepe/api/EventManager.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> -#include <crepe/api/Transform.h> -#include <crepe/system/AnimatorSystem.h> -#include <crepe/system/InputSystem.h> -#include <crepe/system/RenderSystem.h> -#include <crepe/types.h> -#include <iostream> -using namespace crepe; -using namespace std; - -int main(int argc, char * argv[]) { -	ComponentManager mgr; -	RenderSystem sys{mgr}; -	EventManager & event_mgr = EventManager::get_instance(); -	InputSystem input_sys{mgr}; -	AnimatorSystem asys{mgr}; -	GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1); -	camera_obj.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); - -	GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); -	auto s2 = Texture("asset/texture/test_ap43.png"); -	bool button_clicked = false; -	auto & sprite2 = button_obj.add_component<Sprite>( -		s2, Color::GREEN, Sprite::FlipSettings{false, false}, 2, 1, 100); -	std::function<void()> on_click = [&]() { std::cout << "button clicked" << std::endl; }; -	std::function<void()> on_enter = [&]() { std::cout << "enter" << std::endl; }; -	std::function<void()> on_exit = [&]() { std::cout << "exit" << std::endl; }; -	auto & button -		= button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}, on_click, false); -	button.on_mouse_enter = on_enter; -	button.on_mouse_exit = on_exit; -	button.is_toggle = true; -	button.active = true; -	auto start = std::chrono::steady_clock::now(); -	while (true) { -		input_sys.update(); -		sys.update(); -		asys.update(); -		event_mgr.dispatch_events(); -		SDL_Delay(30); -	} -	return 0; -} diff --git a/src/example/game.cpp b/src/example/game.cpp index 61f8760..8f3996b 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -1,272 +1,61 @@ -#include "api/CircleCollider.h" -#include "api/Scene.h" -#include "manager/ComponentManager.h" -#include "manager/Mediator.h" -#include "types.h" -#include <crepe/api/BoxCollider.h> +#include "Background.h" + +#include <crepe/api/BehaviorScript.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/Scene.h>  #include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Transform.h> -#include <crepe/api/Vector2.h> +#include <crepe/types.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: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.x -= 1; -				break; -			} -			case Keycode::W: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				// tf.data.linear_velocity.y -= 1; -				tf.add_force_linear({0, -1}); -				break; -			} -			case Keycode::S: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.y += 1; -				break; -			} -			case Keycode::D: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.x += 1; -				break; -			} -			case Keycode::E: { -				if (flip) { -					flip = false; -					this->get_component<BoxCollider>().active = true; -					this->get_components<Sprite>()[0].get().active = true; -					this->get_component<CircleCollider>().active = false; -					this->get_components<Sprite>()[1].get().active = false; -				} else { -					flip = true; -					this->get_component<BoxCollider>().active = false; -					this->get_components<Sprite>()[0].get().active = false; -					this->get_component<CircleCollider>().active = true; -					this->get_components<Sprite>()[1].get().active = true; -				} - -				//add collider switch -				break; -			} -			case Keycode::Q: { -				Rigidbody & rg = this->get_component<Rigidbody>(); -				rg.data.angular_velocity = 1; -				break; -			} -			default: -				break; -		} -		return false; -	} - +class MoveCameraScript : public Script { +public:  	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() { -		Rigidbody & tf = this->get_component<Rigidbody>(); -		Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x); -		Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y); -		// tf.data.linear_velocity = {0,0}; -	} -}; - -class MyScript2 : public Script { -	bool flip = false; -	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; +private: +	bool keypressed(const KeyPressEvent & event) { +		if (event.key == Keycode::RIGHT) { +			Transform & cam = this->get_components_by_name<Transform>("camera").front(); +			cam.position.x += 100; +		} else if (event.key == Keycode::LEFT) { +			Transform & cam = this->get_components_by_name<Transform>("camera").front(); +			cam.position.x -= 100;  		} -		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 +		return true;  	}  }; -class ConcreteScene1 : public Scene { +class Scene1 : public Scene {  public: -	using Scene::Scene; -  	void load_scene() { - -		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 = 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}, -		}); -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{screen_size_width / 2 + world_collider / 2, 0}); // right -		world.add_component<Camera>( -			ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, -			vec2{screen_size_width, screen_size_height}, -			Camera::Data{ -				.bg_color = Color::WHITE, -				.zoom = 1, -			}); - -		GameObject game_object1 = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); -		game_object1.add_component<Rigidbody>(Rigidbody::Data{ -			.mass = 1, -			.gravity_scale = 1, -			.body_type = Rigidbody::BodyType::DYNAMIC, -			.linear_velocity = {0, 1}, -			.constraints = {0, 0, 0}, -			.elastisity_coefficient = 0, -			.offset = {0, 0}, +		Background background(*this); + +		GameObject camera = new_object("camera", "camera", vec2(600, 0)); +		camera.add_component<Camera>(ivec2(1700, 720), vec2(2000, 800), +									 Camera::Data{ +										 .bg_color = Color::RED, +									 }); +		camera.add_component<BehaviorScript>().set_script<MoveCameraScript>(); +		camera.add_component<Rigidbody>(Rigidbody::Data{ +			.linear_velocity = vec2(100, 0),  		}); -		// add box with boxcollider -		game_object1.add_component<BoxCollider>(vec2{20, 20}); -		game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); - -		Asset img1{"asset/texture/square.png"}; -		game_object1.add_component<Sprite>(img1, Sprite::Data{ -													 .size = {20, 20}, -												 }); - -		//add circle with cirlcecollider deactiveated -		game_object1.add_component<CircleCollider>(10).active = false; -		Asset img2{"asset/texture/circle.png"}; -		game_object1 -			.add_component<Sprite>(img2, -								   Sprite::Data{ -									   .size = {20, 20}, -								   }) -			.active -			= false; - -		GameObject game_object2 = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); -		game_object2.add_component<Rigidbody>(Rigidbody::Data{ -			.mass = 1, -			.gravity_scale = 0, -			.body_type = Rigidbody::BodyType::STATIC, -			.linear_velocity = {0, 0}, -			.constraints = {0, 0, 0}, -			.elastisity_coefficient = 1, -			.offset = {0, 0}, -		}); -		// add box with boxcollider -		game_object2.add_component<BoxCollider>(vec2{20, 20}); -		game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); - -		game_object2.add_component<Sprite>(img1, Sprite::Data{ -													 .size = {20, 20}, -												 }); - -		//add circle with cirlcecollider deactiveated -		game_object2.add_component<CircleCollider>(10).active = false; - -		game_object2 -			.add_component<Sprite>(img2, -								   Sprite::Data{ -									   .size = {20, 20}, -								   }) -			.active -			= false;  	}  	string get_name() const { return "scene1"; }  };  int main(int argc, char * argv[]) { -  	LoopManager gameloop; -	gameloop.add_scene<ConcreteScene1>(); +	gameloop.add_scene<Scene1>();  	gameloop.start();  	return 0;  } diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp deleted file mode 100644 index 13e625f..0000000 --- a/src/example/rendering_particle.cpp +++ /dev/null @@ -1,95 +0,0 @@ -#include "api/Asset.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> -#include <iostream> - -using namespace crepe; -using namespace std; - -/* -	auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ -		.position = {0, 0}, -		.max_particles = 10, -		.emission_rate = 0.1, -		.min_speed = 6, -		.max_speed = 20, -		.min_angle = -20, -		.max_angle = 20, -		.begin_lifespan = 0, -		.end_lifespan = 60, -		.force_over_time = vec2{0, 0}, -		.boundary{ -			.width = 1000, -			.height = 1000, -			.offset = vec2{0, 0}, -			.reset_on_exit = false, -		}, -		.sprite = test_sprite, -	}); -	*/ - -class TestScene : public Scene { -public: -	void load_scene() { - -		cout << "TestScene" << endl; -		Mediator & mediator = this->mediator; -		ComponentManager & mgr = mediator.component_manager; -		GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); - -		Color color(255, 255, 255, 255); - -		Asset img{"asset/spritesheet/spritesheet_test.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 = {0, 0}, -				 }); - -		//auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{}); -		//anim.set_anim(0); - -		auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400}, -													   Camera::Data{ -														   .bg_color = Color::WHITE, -													   }); - -		function<void()> on_click = [&]() { cout << "button clicked" << std::endl; }; -		function<void()> on_enter = [&]() { cout << "enter" << std::endl; }; -		function<void()> on_exit = [&]() { cout << "exit" << std::endl; }; - -		auto & button -			= game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false); -		button.on_mouse_enter = on_enter; -		button.on_mouse_exit = on_exit; -		button.is_toggle = true; -		button.active = true; -	} - -	string get_name() const { return "TestScene"; }; -}; - -int main(int argc, char * argv[]) { -	LoopManager engine; -	engine.add_scene<TestScene>(); -	engine.start(); -	return 0; -} |