diff options
54 files changed, 1817 insertions, 93 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 937b5e6..edc8a93 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -16,11 +16,29 @@ add_executable(main GameScene.cpp background/HallwaySubScene.cpp MoveCameraManualyScript.cpp - PlayerScript.cpp - PlayerSubScene.cpp + player/PlayerScript.cpp + player/PlayerSubScene.cpp StartGameScript.cpp + player/PlayerEndScript.cpp background/StartSubScene.cpp main.cpp + mainmenu/IButtonScript.cpp + mainmenu/ButtonSubScene.cpp + mainmenu/MainMenuScene.cpp + mainmenu/ITransitionScript.cpp + mainmenu/TransitionStartScript.cpp + mainmenu/ButtonTransitionPreviewScript.cpp + mainmenu/ShopMenuScene.cpp + mainmenu/BannerSubScene.cpp + mainmenu/ButtonSetShopScript.cpp + mainmenu/ButtonSetMainMenuScript.cpp + coins/CoinSubScene.cpp + coins/CoinPool.cpp + coins/CoinSystemScript.cpp + coins/CoinScript.cpp + hud/HudSubScene.cpp + hud/HudScript.cpp + hud/SpeedScript.cpp ) target_link_libraries(main PUBLIC crepe) diff --git a/game/Config.h b/game/Config.h index ec753df..81dd7ea 100644 --- a/game/Config.h +++ b/game/Config.h @@ -1,4 +1,5 @@ #pragma once +#include "types.h" static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes @@ -13,9 +14,33 @@ static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene +static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene +static constexpr int COLL_LAY_LASER = 7; // Only for GameScene +static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene static constexpr int GAME_HEIGHT = 800; // In game units static constexpr int VIEWPORT_X = 1100; // In game units // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units + +// Font settings +static constexpr const char* FONT = "Jetpackia"; +static constexpr crepe::vec2 FONTOFFSET = {0,0}; + +// Save data + +// Amount of coins in game +static constexpr const char* TOTAL_COINS_GAME = "total_coins_game"; + +// Amount of coins in current run +static constexpr const char* TOTAL_COINS_RUN = "total_coins_run"; + +// Distance +static constexpr const char* DISTANCE_GAME = "distance_game"; +static constexpr const char* DISTANCE_RUN = "distance_run"; + +// Global tags and names +static constexpr const char* PLAYER_NAME = "player"; +static constexpr int PLAYER_SPEED = 7500; // In game units +static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 2511567..bd12d50 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,10 +1,16 @@ #include "GameScene.h" #include "Config.h" #include "MoveCameraManualyScript.h" -#include "PlayerSubScene.h" #include "StartGameScript.h" +#include "coins/CoinSubScene.h" +#include "coins/CoinPool.h" +#include "coins/CoinSystemScript.h" #include "background/BackgroundSubScene.h" +#include "hud/HudScript.h" +#include "hud/HudSubScene.h" +#include "hud/SpeedScript.h" +#include "player/PlayerSubScene.h" #include <cmath> #include <crepe/api/Animator.h> @@ -36,7 +42,11 @@ void GameScene::load_scene() { } ); camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); - camera.add_component<Rigidbody>(Rigidbody::Data {}); + camera.add_component<BehaviorScript>().set_script<CoinSystemScript>(); + camera.add_component<BehaviorScript>().set_script<HudScript>(); + camera.add_component<BehaviorScript>().set_script<SpeedScript>(); + + camera.add_component<Rigidbody>(Rigidbody::Data{}); PlayerSubScene player(*this); @@ -66,6 +76,63 @@ void GameScene::load_scene() { GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); + + //create coin pool + CoinPool coin_system; + coin_system.create_coins(*this); + + HudSubScene hud; + hud.create(*this); + + // zapper, laser and missile (below) for testing purpose only!!! + GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); + Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; + Sprite & zapper_sprite = zapper.add_component<Sprite>( + zapper_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(100, 100), + } + ); + zapper.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_ZAPPER, + }); + zapper.add_component<BoxCollider>(vec2(100, 100)); + GameObject laser = new_object("laser", "laser", vec2(2000, 0)); + Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; + Sprite & laser_sprite = laser.add_component<Sprite>( + laser_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(100, 100), + } + ); + laser.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_LASER, + }); + laser.add_component<BoxCollider>(vec2(100, 100)); + GameObject missile = new_object("missile", "missile", vec2(4000, 0)); + Asset missile_asset {"asset/obstacles/missile/missile.png"}; + Sprite & missile_sprite = missile.add_component<Sprite>( + missile_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(100, 100), + } + ); + missile.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_MISSILE, + }); + missile.add_component<BoxCollider>(vec2(100, 100)); } string GameScene::get_name() const { return "scene1"; } diff --git a/game/PlayerScript.cpp b/game/PlayerScript.cpp deleted file mode 100644 index 1c388f5..0000000 --- a/game/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/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp deleted file mode 100644 index 00b7810..0000000 --- a/game/PlayerSubScene.cpp +++ /dev/null @@ -1,76 +0,0 @@ -#include "PlayerSubScene.h" -#include "Config.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/barry/defaultBody.png"}; - Sprite & player_body_sprite = player.add_component<Sprite>( - player_body_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .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/barry/defaultHead.png"}; - Sprite & player_head_sprite = player.add_component<Sprite>( - player_head_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .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/barry/jetpackDefault.png"}; - Sprite & player_jetpack_sprite = player.add_component<Sprite>( - player_jetpack_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .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_layers = {COLL_LAY_BOT_TOP}, - .collision_layer = COLL_LAY_PLAYER, - }); - player.add_component<BoxCollider>(vec2(50, 50)); - player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..c786eb4 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,4 +1,5 @@ #include "StartGameScript.h" +#include "Config.h" #include <crepe/api/Animator.h> #include <crepe/api/ParticleEmitter.h> @@ -50,7 +51,7 @@ void StartGameScript::fixed_update(crepe::duration_t dt) { // 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); + rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0); BehaviorScript & player_script = this->get_components_by_name<BehaviorScript>("player").front(); player_script.active = true; diff --git a/game/coins/CoinData.h b/game/coins/CoinData.h new file mode 100644 index 0000000..09b3448 --- /dev/null +++ b/game/coins/CoinData.h @@ -0,0 +1,11 @@ +#pragma once + +#include "types.h" +#include <string> + +struct CoinData{ + crepe::vec2 start_location = {0,0}; + std::string name = ""; + bool active = false; + CoinData(crepe::vec2 start_location) : start_location(start_location),name(""), active(false) {} +}; diff --git a/game/coins/CoinPool.cpp b/game/coins/CoinPool.cpp new file mode 100644 index 0000000..5720c2f --- /dev/null +++ b/game/coins/CoinPool.cpp @@ -0,0 +1,10 @@ +#include "CoinPool.h" +#include "CoinSubScene.h" + +using namespace crepe; +using namespace std; + +void CoinPool::create_coins(crepe::Scene & scn) { + CoinSubScene coin; + while(coin.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/coins/CoinPool.h b/game/coins/CoinPool.h new file mode 100644 index 0000000..83058f7 --- /dev/null +++ b/game/coins/CoinPool.h @@ -0,0 +1,12 @@ +#pragma once + +#include "api/Scene.h" + + +class CoinPool { +public: + void create_coins(crepe::Scene & scn); +private: + static constexpr int MAXIMUM_AMOUNT = 100; +}; + diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp new file mode 100644 index 0000000..5a1e922 --- /dev/null +++ b/game/coins/CoinScript.cpp @@ -0,0 +1,24 @@ +#include "CoinScript.h" +#include "api/CircleCollider.h" +#include "api/Sprite.h" +#include "manager/SaveManager.h" +#include "../Config.h" + +using namespace crepe; +using namespace std; + +bool CoinScript::on_collision(const CollisionEvent & collisionData){ + if(collisionData.info.other.metadata.name != PLAYER_NAME) return true; + //collide with player + this->get_component<Sprite>().active = false; + this->get_component<CircleCollider>().active = false; + SaveManager & savemgr = this->get_save_manager(); + int amount = savemgr.get<int>(TOTAL_COINS_RUN,0).get() + 1; + savemgr.set(TOTAL_COINS_RUN, amount); + return true; +} + +void CoinScript::init(){ + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); +} + diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h new file mode 100644 index 0000000..96e54fa --- /dev/null +++ b/game/coins/CoinScript.h @@ -0,0 +1,9 @@ +#pragma once + +#include "api/Script.h" + +class CoinScript : public crepe::Script { +public: + void init() override; + bool on_collision(const crepe::CollisionEvent & collisionData); +}; diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp new file mode 100644 index 0000000..58f74ef --- /dev/null +++ b/game/coins/CoinSubScene.cpp @@ -0,0 +1,44 @@ +#include "CoinSubScene.h" +#include "api/Animator.h" +#include "api/BehaviorScript.h" +#include "api/CircleCollider.h" +#include "api/Rigidbody.h" +#include "api/Scene.h" +#include "api/AudioSource.h" +#include <concepts> +#include <iostream> +#include "CoinScript.h" +#include "../Config.h" + +using namespace crepe; +using namespace std; + +int CoinSubScene::create(Scene & scn){ + vec2 size = {20, 20}; + + static int coin_counter = 0; + string unique_name = "coin_" + to_string(coin_counter++); + cout << "new coin: "<< unique_name << endl; + + GameObject coin = scn.new_object(unique_name.c_str(),"coin",vec2{650,0},0,1); + coin.add_component<Rigidbody>(Rigidbody::Data{ + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER}, + }); + coin.add_component<CircleCollider>(size.x / 2).active = false; + crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>(Asset{"asset/coin/coin1_TVOS.png"}, Sprite::Data{ + .sorting_in_layer = 100, + .order_in_layer = 100, + .size = size, + }); + coin_sprite->active = false; + coin.add_component<Animator>(coin_sprite, ivec2{32, 32}, uvec2{8, 1}, + Animator::Data{ + .fps = 15, + .looping = true, + }); + coin.add_component<AudioSource>(Asset{"asset/sfx/coin_pickup_1.ogg"}); + coin.add_component<BehaviorScript>().set_script<CoinScript>(); + return coin_counter; +} diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h new file mode 100644 index 0000000..f85f427 --- /dev/null +++ b/game/coins/CoinSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/GameObject.h> + +namespace crepe { +class Scene; +} + +class CoinSubScene { +public: + int create(crepe::Scene & scn); +}; diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp new file mode 100644 index 0000000..41b1d3d --- /dev/null +++ b/game/coins/CoinSystemScript.cpp @@ -0,0 +1,252 @@ +#include "CoinSystemScript.h" +#include "CoinPool.h" +#include "api/CircleCollider.h" +#include "api/Metadata.h" +#include "api/Sprite.h" +#include "api/Transform.h" +#include <random> +#include "iostream" + +using namespace crepe; +using namespace std; + +std::vector<CoinData> CoinSystemScript::coin_locations; + +void CoinSystemScript::init() { + engine.seed(rd()); +} + +void CoinSystemScript::add_location(const crepe::vec2& location){ + coin_locations.push_back(CoinData(location)); +} + +float CoinSystemScript::preset_1(const vec2 & begin_position){ + vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)}; + vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)}; + + // Add locations for the top row + for (int i = 0; i < COLUM_AMOUNT_1; ++i) { + add_location(top); + top.x += this->COLUM_OFFSET_1; + } + + // Add locations for the bottom row + bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; + for (int i = 0; i < COLUM_AMOUNT_1; ++i) { + add_location(bottom); + bottom.x += this->COLUM_OFFSET_1; + } + + // Add locations for the next set of the top row + top.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; + for (int i = 0; i < COLUM_AMOUNT_1; ++i) { + add_location(top); + top.x += this->COLUM_OFFSET_1; + } + + // Add locations for the next set of the bottom row + bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; + for (int i = 0; i < COLUM_AMOUNT_1; ++i) { + add_location(bottom); + bottom.x += this->COLUM_OFFSET_1; + } + + return bottom.x-begin_position.x; +} + +float CoinSystemScript::preset_2(const vec2 & begin_position){ + vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2}; + vec2 middle = begin_position; + vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2}; + + // Add locations for the next set of the bottom row + for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { + add_location(bottom); + bottom.x += this->COLUM_OFFSET_2; + } + + // Add locations for the next set of the middle row + for (int i = 0; i < COLUM_AMOUNT_2; ++i) { + add_location(middle); + middle.x += this->COLUM_OFFSET_2; + } + + // Add locations for the next set of the top row + for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { + add_location(top); + top.x += this->COLUM_OFFSET_2; + } + + return middle.x-begin_position.x; +} + +float CoinSystemScript::preset_3(const vec2 & begin_position){ + vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)}; + + + // Add locations for the top row + for (int i = 0; i < COLUM_AMOUNT_3; ++i) { + add_location(location); + location.x += this->COLUM_OFFSET_3; + } + + // Add locations for the bottom row + location.y +=this->ROW_OFFSET_3; + location.x += this->COLUM_OFFSET_3; + for (int i = 0; i < COLUM_AMOUNT_3; ++i) { + add_location(location); + location.x += this->COLUM_OFFSET_3; + } + + // Add locations for the next set of the top row + location.y +=this->ROW_OFFSET_3; + location.x += this->COLUM_OFFSET_3; + for (int i = 0; i < COLUM_AMOUNT_3; ++i) { + add_location(location); + location.x += this->COLUM_OFFSET_3; + } + + return location.x-begin_position.x; +} + +float CoinSystemScript::preset_4(const vec2 & begin_position){ + vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)}; + + + // Add locations for the top row + for (int i = 0; i < COLUM_AMOUNT_4; ++i) { + add_location(location); + location.x += this->COLUM_OFFSET_4; + } + + // Add locations for the bottom row + location.y -=this->ROW_OFFSET_4; + location.x += this->COLUM_OFFSET_4; + for (int i = 0; i < COLUM_AMOUNT_4; ++i) { + add_location(location); + location.x += this->COLUM_OFFSET_4; + } + + // Add locations for the next set of the top row + location.y -=this->ROW_OFFSET_4; + location.x += this->COLUM_OFFSET_4; + for (int i = 0; i < COLUM_AMOUNT_4; ++i) { + add_location(location); + location.x += this->COLUM_OFFSET_4; + } + + return location.x-begin_position.x; +} + +float CoinSystemScript::preset_5(const vec2 & begin_position){ + vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2}; + for (int i = 0; i < COLUM_AMOUNT_5; ++i){ + add_location(location); + location.x += this->COLUM_OFFSET_5; + } + return location.x-begin_position.x; +} + + + +void CoinSystemScript::frame_update(crepe::duration_t dt) +{ + this->despawn_coins(); + this->generate_locations(); + this->spawn_coins(); +} + +void CoinSystemScript::despawn_coins() { + // Get the current x-position of the CoinSystem's Transform component + float position = this->get_component<Transform>().position.x; + + // Retrieve all active coin sprites tagged as "coin" + RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin"); + + for (Sprite& coin_sprite : coin_sprites) { + if (!coin_sprite.active) continue; // Skip inactive sprites + + // Retrieve the corresponding Transform, Metadata, and CircleCollider components + Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); + Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); + CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get(); + + // Check if the coin is out of bounds based on DESPAWN_DISTANCE + if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) { + // Find the coin in the coin_locations vector using its name + auto it = std::find_if( + coin_locations.begin(), + coin_locations.end(), + [&coin_metadata](const CoinData& data) { + return data.name == coin_metadata.name; + } + ); + + // If a match is found, erase it from coin_locations + if (it != coin_locations.end()) { + coin_locations.erase(it); + coin_sprite.active = false; + coin_collider.active = false; + } + } + } +} + +void CoinSystemScript::spawn_coins(){ + // Get the current x-position of the CoinSystem's Transform component + float position = this->get_component<Transform>().position.x; + + // Iterate through the list of coin locations + for (auto& coin : coin_locations) { + // Skip this coin if it is already active + if (coin.active)continue; + // Skip this coin if it is not within the defined spawn area + if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue; + + // Retrieve all sprites tagged as "coin" + RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin"); + + // Check for an available (inactive) coin sprite + for (Sprite& coin_sprite : coin_sprites) { + // Skip this sprite if it is already active + if (coin_sprite.active) continue; + + // Found an available (inactive) coin sprite + // Retrieve its associated components + Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); + Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); + CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get(); + + // Assign data and set active + coin.name = coin_metadata.name; + coin.active = true; + coin_sprite.active = true; + coin_collider.active = true; + coin_transform.position = coin.start_location; + + // Break out of the inner loop since we've assigned this coin to an available sprite + break; + } + } +} + +void CoinSystemScript::generate_locations(){ + float position = this->get_component<Transform>().position.x; + if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return; + + std::discrete_distribution<int> dist(weights.begin(), weights.end()); + int selected_index = dist(engine); + + std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX); + float spacing = space_dist(engine); + + + cout << "selected " << selected_index << std::endl; + cout << "spacing " << spacing << std::endl; + // Call the corresponding function and return the new x position + this->system_position += functions[selected_index]({this->system_position,0}); + this->system_position += spacing; +} + + + diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h new file mode 100644 index 0000000..51739d6 --- /dev/null +++ b/game/coins/CoinSystemScript.h @@ -0,0 +1,90 @@ +#pragma once + +#include "CoinData.h" +#include "api/CircleCollider.h" +#include "api/Script.h" +#include "api/Sprite.h" +#include "api/Transform.h" +#include <random> + +class CoinSystemScript : public crepe::Script { +public: + CoinSystemScript() {}; + void init() override; + void frame_update(crepe::duration_t dt) override; +private: + void add_location(const crepe::vec2& location); + void despawn_coins(); + void spawn_coins(); + void generate_locations(); + float preset_1(const crepe::vec2 & begin_position); + float preset_2(const crepe::vec2 & begin_position); + float preset_3(const crepe::vec2 & begin_position); + float preset_4(const crepe::vec2 & begin_position); + float preset_5(const crepe::vec2 & begin_position); +private: + std::vector<std::function<float(const crepe::vec2&)>> functions = { + [this](const crepe::vec2& pos) { return preset_1(pos); }, + [this](const crepe::vec2& pos) { return preset_2(pos); }, + [this](const crepe::vec2& pos) { return preset_3(pos); }, + [this](const crepe::vec2& pos) { return preset_4(pos); }, + [this](const crepe::vec2& pos) { return preset_5(pos); } + }; + std::vector<int> weights = {20, 20,20,20, 20}; + std::random_device rd; + std::default_random_engine engine; + float system_position = 1200; + static constexpr float SYSTEM_POSITION_OFFSET = 200; +private: + static constexpr float SPAWN_SPACING_MIN = 400; + static constexpr float SPAWN_SPACING_MAX = 1000; + static constexpr float SPAWN_DISTANCE = 400; + static constexpr float DESPAWN_DISTANCE = 400; + static constexpr float SPAWN_AREA = 50; + static std::vector<CoinData> coin_locations; +private: +// preset one settings +// ***** ***** +// +// +// +// ***** ***** + static constexpr float ROW_OFFSET_1 = 100; + static constexpr float COLUM_OFFSET_1 = 25; + static constexpr int COLUM_AMOUNT_1 = 5; +private: +// preset two settings +// +// ******** +// ********** +// ******** +// + static constexpr float ROW_OFFSET_2 = 25; + static constexpr float COLUM_OFFSET_2 = 25; + static constexpr int COLUM_AMOUNT_2 = 10; +// preset three settings +// *** +// +// *** +// +// *** + static constexpr float ROW_OFFSET_3 = 100; + static constexpr float COLUM_OFFSET_3 = 25; + static constexpr int COLUM_AMOUNT_3 = 3; +// preset four settings +// *** +// +// *** +// +// *** + static constexpr float ROW_OFFSET_4 = 100; + static constexpr float COLUM_OFFSET_4 = 25; + static constexpr int COLUM_AMOUNT_4 = 3; +// preset five settings +// +// *** +// + static constexpr float ROW_OFFSET_5 = 25; + static constexpr float COLUM_OFFSET_5 = 25; + static constexpr int COLUM_AMOUNT_5 = 3; +}; diff --git a/game/hud/HudConfig.h b/game/hud/HudConfig.h new file mode 100644 index 0000000..5972f0a --- /dev/null +++ b/game/hud/HudConfig.h @@ -0,0 +1,27 @@ +#pragma once +#include "types.h" + +static constexpr crepe::vec2 TOP_LEFT = {-530,-230}; +static constexpr const char* HUD_DISTANCE = "hud_distance"; +static constexpr const char* HUD_BEST = "hud_best"; +static constexpr const char* HUD_COINS = "hud_coins"; + +// Distance +static constexpr const char* DISTANCE_PLACEHOLDER = "0000m"; +static constexpr const char* DISTANCE_UNIT = "m"; +static constexpr int DISTANCE_LENGTH = 5; +static constexpr float DISTANCE_CHAR_WIDTH = 12; +static constexpr float STEP_SIZE_DISTANCE = 100; + +// BEST +static constexpr const char* BEST = "BEST:"; +static constexpr int BEST_LENGTH = 5; +static constexpr float BEST_CHAR_WIDTH = 10; +static constexpr crepe::vec2 BEST_OFFSET = {0,25}; + +// COINS +static constexpr const char* COINS = "0000"; +static constexpr int COINS_LENGTH = 4; +static constexpr float COINS_CHAR_WIDTH = 10; +static constexpr crepe::vec2 COINS_OFFSET = {0,50}; +
\ No newline at end of file diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp new file mode 100644 index 0000000..deeea14 --- /dev/null +++ b/game/hud/HudScript.cpp @@ -0,0 +1,40 @@ +#include "HudScript.h" +#include "api/Text.h" +#include "api/Transform.h" +#include "manager/SaveManager.h" +#include "../Config.h" +#include "HudConfig.h" +#include <climits> + +using namespace crepe; +using namespace std; + +void HudScript::init() { + savemgr = &this->get_save_manager(); + savemgr->set(TOTAL_COINS_RUN,0); + Text & txt = this->get_components_by_name<Text>(HUD_BEST).front(); + string record = BEST+to_string(savemgr->get<int>(DISTANCE_GAME,0).get())+DISTANCE_UNIT; + txt.text = record; + txt.dimensions = {BEST_CHAR_WIDTH*record.size(),(BEST_CHAR_WIDTH)*2}; + txt.offset = TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{record.size() * BEST_CHAR_WIDTH/2,0}; +} + +void HudScript::frame_update(crepe::duration_t dt) { + + // string number = std::to_string(savemgr->get<int>(DISTANCE_RUN,0).get()); + + // Distance + Text & txt_dt = this->get_components_by_name<Text>(HUD_DISTANCE).front(); + Transform & tf = this->get_components_by_name<Transform>(PLAYER_NAME).front(); + string distance = to_string(static_cast<int>(tf.position.x/STEP_SIZE_DISTANCE)) + DISTANCE_UNIT; + txt_dt.text = distance; + txt_dt.dimensions = {DISTANCE_CHAR_WIDTH*distance.size(),(DISTANCE_CHAR_WIDTH)*2}; + txt_dt.offset = TOP_LEFT+FONTOFFSET + vec2{distance.size() * DISTANCE_CHAR_WIDTH/2,0}; + + // Coins + Text & txt_co = this->get_components_by_name<Text>(HUD_COINS).front(); + string amount_of_coins = to_string(savemgr->get<int>(TOTAL_COINS_RUN,0).get()); + txt_co.text = amount_of_coins; + txt_co.dimensions = {COINS_CHAR_WIDTH*amount_of_coins.size(),(COINS_CHAR_WIDTH)*2}; + txt_co.offset = TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{amount_of_coins.size() * COINS_CHAR_WIDTH/2,0}; +} diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h new file mode 100644 index 0000000..aa92582 --- /dev/null +++ b/game/hud/HudScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include "api/Script.h" +#include "manager/SaveManager.h" + +class HudScript : public crepe::Script { +public: + void init() override; + void frame_update(crepe::duration_t dt) override; +private: + crepe::SaveManager* savemgr; +}; diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp new file mode 100644 index 0000000..126f933 --- /dev/null +++ b/game/hud/HudSubScene.cpp @@ -0,0 +1,36 @@ +#include "HudSubScene.h" +#include "api/GameObject.h" +#include "api/Text.h" +#include "../Config.h" +#include "HudConfig.h" + +using namespace crepe; +using namespace std; + +void HudSubScene::create(Scene & scn){ + + // Distance + GameObject hud_dis = scn.new_object(HUD_DISTANCE); + + crepe::vec2 size_distance = {DISTANCE_CHAR_WIDTH*DISTANCE_LENGTH,(DISTANCE_CHAR_WIDTH)*2}; + hud_dis.add_component<Text>(size_distance, FONT,Text::Data{ + .world_space = false, + .text_color = Color::WHITE, + }, TOP_LEFT+FONTOFFSET + vec2{DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH/2,0}, DISTANCE_PLACEHOLDER); + + // Best + GameObject hud_best = scn.new_object(HUD_BEST); + crepe::vec2 size_best = {BEST_CHAR_WIDTH*BEST_LENGTH,(BEST_CHAR_WIDTH)*2}; + hud_best.add_component<Text>(size_best, FONT,Text::Data{ + .world_space = false, + .text_color = Color::GREY, + }, TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{BEST_LENGTH * BEST_CHAR_WIDTH/2,0}, BEST); + + // Coins + GameObject hud_coin = scn.new_object(HUD_COINS); + crepe::vec2 size = {COINS_CHAR_WIDTH*COINS_LENGTH,(COINS_CHAR_WIDTH)*2}; + hud_coin.add_component<Text>(size, FONT,Text::Data{ + .world_space = false, + .text_color = Color::YELLOW, + }, TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{COINS_LENGTH * COINS_CHAR_WIDTH/2,0}, COINS); +} diff --git a/game/hud/HudSubScene.h b/game/hud/HudSubScene.h new file mode 100644 index 0000000..711a34d --- /dev/null +++ b/game/hud/HudSubScene.h @@ -0,0 +1,8 @@ +#pragma once + +#include "api/Scene.h" +class HudSubScene +{ +public: + void create(crepe::Scene & scn); +}; diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp new file mode 100644 index 0000000..69534d9 --- /dev/null +++ b/game/hud/SpeedScript.cpp @@ -0,0 +1,35 @@ +#include "SpeedScript.h" +#include "api/Event.h" +#include "api/KeyCodes.h" +#include "manager/LoopTimerManager.h" + +using namespace crepe; +using namespace std; + +void SpeedScript::init() { + this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + if(ev.key != Keycode::HOME) return false; + LoopTimerManager & lp = this->get_loop_timer(); + this->toggle = !this->toggle; + if(this->toggle) + { + this->timescale = lp.get_time_scale(); + lp.set_time_scale(0); + } + else { + lp.set_time_scale(this->timescale); + } + + return true; + }); +} + +void SpeedScript::fixed_update(crepe::duration_t dt){ + LoopTimerManager & lp = this->get_loop_timer(); + if(this->get_key_state(Keycode::PAGE_UP)){ + lp.set_time_scale(lp.get_time_scale()+0.1); + } + if(this->get_key_state(Keycode::PAGE_DOWN)){ + lp.set_time_scale(lp.get_time_scale()-0.1); + } +} diff --git a/game/hud/SpeedScript.h b/game/hud/SpeedScript.h new file mode 100644 index 0000000..8bd7271 --- /dev/null +++ b/game/hud/SpeedScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "api/Script.h" +#include "manager/SaveManager.h" + +class SpeedScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; +private: + crepe::SaveManager* savemgr; + bool toggle = true; + float timescale = 1; +}; diff --git a/game/main.cpp b/game/main.cpp index 325b66d..ddc596d 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -2,11 +2,15 @@ #include <crepe/api/Script.h> #include "GameScene.h" +#include "mainmenu/MainMenuScene.h" +#include "mainmenu/ShopMenuScene.h" using namespace crepe; int main() { Engine gameloop; + gameloop.add_scene<MainMenuScene>(); + gameloop.add_scene<ShopMenuScene>(); gameloop.add_scene<GameScene>(); return gameloop.main(); diff --git a/game/mainmenu/BannerSubScene.cpp b/game/mainmenu/BannerSubScene.cpp new file mode 100644 index 0000000..0659d96 --- /dev/null +++ b/game/mainmenu/BannerSubScene.cpp @@ -0,0 +1,42 @@ +#include "BannerSubScene.h" +#include "MainMenuConfig.h" +#include "../Config.h" + + +#include <crepe/api/Sprite.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Text.h> + +using namespace crepe; +using namespace std; + +void BannerSubScene::create(Scene & scn,const Data & data){ + GameObject menu_banner = scn.new_object("menu_banner","", {0,-414}); + menu_banner.add_component<Sprite>( + Asset("asset/ui/settings_container/top_middle_setting.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, + .size = {1100,88}, + }); + menu_banner.add_component<Sprite>( + Asset("asset/ui/settings_container/top_2_middle_setting.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, + .size = {1100,66}, + .position_offset {0,77}, + }); + menu_banner.add_component<Sprite>( + Asset("asset/ui/settings_container/banner_bottom.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, + .size = {1100,7}, + .position_offset {0,113}, + }); + crepe::vec2 size = {data.banner_title_width,(data.banner_title_width/data.banner_title.size())*2}; + + menu_banner.add_component<Text>( size, FONT, Text::Data{ + .world_space = true, + .text_color = Color::WHITE, + }, data.banner_title_offset + FONTOFFSET, data.banner_title); + +} diff --git a/game/mainmenu/BannerSubScene.h b/game/mainmenu/BannerSubScene.h new file mode 100644 index 0000000..341943d --- /dev/null +++ b/game/mainmenu/BannerSubScene.h @@ -0,0 +1,19 @@ +#pragma once + +#include "types.h" +#include <crepe/api/GameObject.h> + +namespace crepe { +class Scene; +} + +class BannerSubScene { +public: +struct Data{ + const std::string & banner_title = "NODATA"; + const float banner_title_width = 100; + const crepe::vec2 & banner_title_offset = {0,0}; + }; +public: + void create(crepe::Scene & scn,const Data & data); +}; diff --git a/game/mainmenu/ButtonSetMainMenuScript.cpp b/game/mainmenu/ButtonSetMainMenuScript.cpp new file mode 100644 index 0000000..808d8a2 --- /dev/null +++ b/game/mainmenu/ButtonSetMainMenuScript.cpp @@ -0,0 +1,19 @@ +#include "ButtonSetMainMenuScript.h" +#include "MainMenuConfig.h" +#include "iostream" + +using namespace crepe; +using namespace std; + +void ButtonSetMainMenuScript::init(){ + cout << "script init" << endl; + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonSetMainMenuScript::on_button_press(const ButtonPressEvent& e){ + this->set_next_scene(MainMenuConfig::MAINMENU_SCENE); + cout << "Start triggered:" << e.metadata.game_object_id << std::endl; + return false; +} + diff --git a/game/mainmenu/ButtonSetMainMenuScript.h b/game/mainmenu/ButtonSetMainMenuScript.h new file mode 100644 index 0000000..44c21aa --- /dev/null +++ b/game/mainmenu/ButtonSetMainMenuScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" +#include <crepe/api/Script.h> + +class ButtonSetMainMenuScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent& e); +private: + float velocity = 20; +protected: + bool transition = false; +}; diff --git a/game/mainmenu/ButtonSetShopScript.cpp b/game/mainmenu/ButtonSetShopScript.cpp new file mode 100644 index 0000000..0c855ec --- /dev/null +++ b/game/mainmenu/ButtonSetShopScript.cpp @@ -0,0 +1,19 @@ +#include "ButtonSetShopScript.h" +#include "MainMenuConfig.h" +#include "iostream" + +using namespace crepe; +using namespace std; + +void ButtonSetShopScript::init(){ + cout << "script init" << endl; + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonSetShopScript::on_button_press(const ButtonPressEvent& e){ + this->set_next_scene(MainMenuConfig::SHOP_SCENE); + cout << "Start triggered:" << e.metadata.game_object_id << std::endl; + return false; +} + diff --git a/game/mainmenu/ButtonSetShopScript.h b/game/mainmenu/ButtonSetShopScript.h new file mode 100644 index 0000000..51db928 --- /dev/null +++ b/game/mainmenu/ButtonSetShopScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" +#include <crepe/api/Script.h> + +class ButtonSetShopScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent& e); +private: + float velocity = 20; +protected: + bool transition = false; +}; diff --git a/game/mainmenu/ButtonSubScene.cpp b/game/mainmenu/ButtonSubScene.cpp new file mode 100644 index 0000000..760fc0d --- /dev/null +++ b/game/mainmenu/ButtonSubScene.cpp @@ -0,0 +1,128 @@ +#include "ButtonSubScene.h" +#include "ButtonSetMainMenuScript.h" +#include "ButtonSetShopScript.h" +#include "ButtonTransitionPreviewScript.h" +#include "IButtonScript.h" +#include "MainMenuConfig.h" +#include "../Config.h" +#include "api/Color.h" + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Button.h> +#include <crepe/api/Text.h> + +using namespace crepe; +using namespace std; + +void ButtonSubScene::create(Scene & scn,const Data & data){ + GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale); + this->set_button_overlay(button_object,data); + this->btn_text(button_object,data); + this->set_script(button_object,data); + this->set_icon(button_object,data); +} + +void ButtonSubScene::btn_text(crepe::GameObject & button_object,const Data & data){ + + crepe::vec2 size = {data.text_width,(data.text_width/data.text.size())*2}; + button_object.add_component<Text>(size, FONT,Text::Data{ + .world_space = data.worldspace, + .text_color = Color::WHITE, + }, data.text_offset+FONTOFFSET, data.text); +} + +void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & data){ + switch (data.script_type) { + case ScriptSelect::PREVIEW: + button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewScript>(); + break; + case ScriptSelect::SHOP: + button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>(); + break; + case ScriptSelect::MAINMENU: + button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>(); + break; + case ScriptSelect::NONE: + button_object.add_component<BehaviorScript>().set_script<IButtonScript>(); + break; + } +} + +void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){ + switch (data.icon_type) { + case IconSelect::SHOP: + button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+3, + .size = MainMenuConfig::ICON_SIZE, + .position_offset = data.icon_offset, + .world_space = data.worldspace, + }); + break; + case IconSelect::COINS: + button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+3, + .size = MainMenuConfig::ICON_SIZE, + .position_offset = data.icon_offset, + .world_space = data.worldspace, + }); + break; + case IconSelect::NONE: + break; + } +} + +void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object,const Data & data){ + switch (data.button_type) { + case ButtonSelect::LARGE: + this->large_btn_overlay(button_object,data); + break; + case ButtonSelect::SMALL: + this->small_btn_overlay(button_object,data); + break; + } +} + +void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object,const Data & data){ + button_object.add_component<Sprite>(Asset("asset/ui/buttonBacking.png"),Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, + .size = MainMenuConfig::LARGE_OVERLAY_SIZE, + .world_space = data.worldspace, + }); + button_object.add_component<Button>(MainMenuConfig::LARGE_OVERLAY_SIZE,Button::Data{}); + if(!data.color_side) return; + this->btn_color_side(button_object,SIDE_PANEL_OFFSET,data); +} + +void ButtonSubScene::small_btn_overlay(crepe::GameObject & button_object,const Data & data){ + button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, + .size = MainMenuConfig::SMALL_OVERLAY_SIZE_RIGHT, + .position_offset = {20,0}, + .world_space = data.worldspace, + }); + button_object.add_component<Sprite>(Asset("asset/ui/backbuttonleft.png"),Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, + .size = MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT, + .position_offset = {-80,0}, + .world_space = data.worldspace, + }); + button_object.add_component<Button>(vec2{MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT.x+MainMenuConfig::SMALL_OVERLAY_SIZE_RIGHT.x,MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT.y},Button::Data{}); +} + +void ButtonSubScene::btn_color_side(crepe::GameObject & button_object,const vec2 & offset,const Data & data){ + button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+2, + .size = MainMenuConfig::SIDE_PANEL_SIZE, + .position_offset = offset, + .world_space = data.worldspace, + }); + button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{ + .flip = {true,false}, + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+2, + .size = MainMenuConfig::SIDE_PANEL_SIZE, + .position_offset = {-offset.x,offset.y}, + .world_space = data.worldspace, + }); +} diff --git a/game/mainmenu/ButtonSubScene.h b/game/mainmenu/ButtonSubScene.h new file mode 100644 index 0000000..843dbcd --- /dev/null +++ b/game/mainmenu/ButtonSubScene.h @@ -0,0 +1,58 @@ +#pragma once + +#include <crepe/api/GameObject.h> +#include <string> +#include "MainMenuConfig.h" + +namespace crepe { +class Scene; +} + +class ButtonSubScene { +public: + //script enum + enum class ScriptSelect { + PREVIEW, + SHOP, + MAINMENU, + NONE, + }; + //icon enum + enum class IconSelect { + SHOP, + COINS, + NONE, + }; + //icon enum + enum class ButtonSelect { + SMALL, + LARGE, + }; + //data struct + struct Data{ + const std::string & text = "NODATA"; + const crepe::vec2 & text_offset = {0,0}; + const float text_width = 200; + const crepe::vec2 & icon_offset = {0,0}; + const IconSelect icon_type = IconSelect::NONE; + const crepe::vec2 & position = {0,0}; + const ScriptSelect script_type = ScriptSelect::NONE; + const ButtonSelect button_type = ButtonSelect::LARGE; + const float scale = 1; + const bool worldspace = true; + const bool color_side = true; + const std::string & tag = ""; + }; +public: + void create(crepe::Scene & scn,const Data & data); +private: + void large_btn_overlay(crepe::GameObject & button_object,const Data & data); + void small_btn_overlay(crepe::GameObject & button_object,const Data & data); + void btn_color_side(crepe::GameObject & button_object,const crepe::vec2 & offset,const Data & data); + void btn_text(crepe::GameObject & button_object,const Data & data); + void set_script(crepe::GameObject & button_object,const Data & data); + void set_icon(crepe::GameObject & button_object,const Data & data); + void set_button_overlay(crepe::GameObject & button_object,const Data & data); +private: + static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113,0}; +}; diff --git a/game/mainmenu/ButtonTransitionPreviewScript.cpp b/game/mainmenu/ButtonTransitionPreviewScript.cpp new file mode 100644 index 0000000..d73c0f3 --- /dev/null +++ b/game/mainmenu/ButtonTransitionPreviewScript.cpp @@ -0,0 +1,24 @@ +#include "ButtonTransitionPreviewScript.h" +#include "MainMenuConfig.h" +#include "iostream" + +using namespace crepe; +using namespace std; + + +void ButtonTransitionPreviewScript::init(){ + cout << "script init" << endl; + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonTransitionPreviewScript::on_button_press(const ButtonPressEvent& e){ + if(!this->transition) this->transition = true; + cout << "Start triggered:" << e.metadata.game_object_id << std::endl; + return false; +} + +const char* ButtonTransitionPreviewScript::get_scene_name() const { + // Provide the next scene defined in MainMenuConfig + return MainMenuConfig::PREVIEW_SCENE; +} diff --git a/game/mainmenu/ButtonTransitionPreviewScript.h b/game/mainmenu/ButtonTransitionPreviewScript.h new file mode 100644 index 0000000..4e5e6c9 --- /dev/null +++ b/game/mainmenu/ButtonTransitionPreviewScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include "IButtonScript.h" +#include "ITransitionScript.h" + +class ButtonTransitionPreviewScript : public ITransitionScript, public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent& e); + const char* get_scene_name() const override; +}; diff --git a/game/mainmenu/IButtonScript.cpp b/game/mainmenu/IButtonScript.cpp new file mode 100644 index 0000000..ab907c4 --- /dev/null +++ b/game/mainmenu/IButtonScript.cpp @@ -0,0 +1,33 @@ +#include "IButtonScript.h" +#include "api/Sprite.h" +#include "iostream" +#include "system/InputSystem.h" +#include "types.h" +using namespace crepe; +using namespace std; + +void IButtonScript::init(){ + cout << "script init" << endl; + this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent& e) { return this->on_button_exit(e); }); + this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent& e) { return this->on_button_enter(e); }); +} +bool IButtonScript::on_button_exit(const ButtonExitEvent& e){ + RefVector<Sprite> sprites = this->get_components<Sprite>(); + for(Sprite & sprite : sprites) + { + sprite.data.color = Color{255,255,255,255}; + } + + cout << "button triggered:" << e.metadata.game_object_id << std::endl; + return false; +} +bool IButtonScript::on_button_enter(const ButtonEnterEvent& e){ + RefVector<Sprite> sprites = this->get_components<Sprite>(); + for(Sprite & sprite : sprites) + { + sprite.data.color = Color{200,200,200,255}; + } + cout << "button Enter:" << e.metadata.game_object_id << std::endl; + return false; +} + diff --git a/game/mainmenu/IButtonScript.h b/game/mainmenu/IButtonScript.h new file mode 100644 index 0000000..10b57bf --- /dev/null +++ b/game/mainmenu/IButtonScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +class IButtonScript : public virtual crepe::Script { +public: + virtual void init(); + virtual bool on_button_exit(const crepe::ButtonExitEvent& e); + virtual bool on_button_enter(const crepe::ButtonEnterEvent& e); +}; + + diff --git a/game/mainmenu/ITransitionScript.cpp b/game/mainmenu/ITransitionScript.cpp new file mode 100644 index 0000000..e923073 --- /dev/null +++ b/game/mainmenu/ITransitionScript.cpp @@ -0,0 +1,31 @@ +#include "ITransitionScript.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "iostream" +#include <crepe/api/Camera.h> +#include "MainMenuConfig.h" +#include "types.h" + +using namespace crepe; +using namespace std; + +void ITransitionScript::frame_update(crepe::duration_t delta_time){ + if(this->transition) + { + // cout << "transition:" << velocity << std::endl; + Transform & cam = this->get_components_by_name<Transform>(MainMenuConfig::CAMERA_NAME).front(); + RefVector<Transform> info_tf = this->get_components_by_tag<Transform>(MainMenuConfig::MENU_INFO_TAG); + for (Transform & tf : info_tf) { + tf.position.y -= MainMenuConfig::VELOCITY_INFO_UP * delta_time.count(); + } + if(velocity < MainMenuConfig::VELOCITY_MAX && cam.position.x < MainMenuConfig::SLOW_DOWN) velocity += MainMenuConfig::VELOCITY_STEP * delta_time.count(); + else if(velocity > 20) velocity -= MainMenuConfig::VELOCITY_STEP * delta_time.count(); + if(cam.position.x < MainMenuConfig::END) cam.position.x += (velocity * delta_time.count()); + if(cam.position.x >= MainMenuConfig::END) + { + this->set_next_scene(this->get_scene_name()); + } + + } +} + diff --git a/game/mainmenu/ITransitionScript.h b/game/mainmenu/ITransitionScript.h new file mode 100644 index 0000000..78f1016 --- /dev/null +++ b/game/mainmenu/ITransitionScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Script.h> + +class ITransitionScript : public virtual crepe::Script { +public: + void frame_update(crepe::duration_t delta_time) override; + virtual const char* get_scene_name() const = 0; +private: + float velocity = 20; +protected: + bool transition = false; +}; diff --git a/game/mainmenu/MainMenuConfig.h b/game/mainmenu/MainMenuConfig.h new file mode 100644 index 0000000..0ce5980 --- /dev/null +++ b/game/mainmenu/MainMenuConfig.h @@ -0,0 +1,39 @@ +#pragma once +#include "types.h" +#include <string> + + +struct MainMenuConfig { + //generic menu config + static constexpr unsigned int STARTING_SORTING_IN_LAYER = 7; + static constexpr const char* CAMERA_NAME = "camera"; + //main menu config + static constexpr float STARTMAP_OFFSET = 50; + static constexpr crepe::vec2 MENU_OFFSET = {0,0}; + static constexpr float MENU_BUTTON_SPACING = 10; + static constexpr const char* MENU_BUTTON_NAME = "menu_button_background"; + static constexpr crepe::vec2 MENU_OFFSET_BUTTON = {-400,-200}; + static constexpr crepe::vec2 MENU_OFFSET_BUTTON_BACKGROUND = {-400,0}; + static constexpr const char* MENU_INFO_TAG = "menu_info"; + static constexpr crepe::vec2 MENU_OFFSET_INFO = {350,-365}; + static constexpr crepe::vec2 MENU_OFFSET_INFO_BACKGROUND = {350,-365}; //375 + //Scene names + static constexpr const char* START_SCENE = "scene1"; + static constexpr const char* PREVIEW_SCENE = "scene1"; + static constexpr const char* SHOP_SCENE = "shopmenu"; + static constexpr const char* MAINMENU_SCENE = "mainmenu"; + //Moving to new scene (Start and Preview) + static constexpr float SLOW_DOWN = 200; + static constexpr float END = 300; + static constexpr float VELOCITY_MAX = 200; + static constexpr float VELOCITY_STEP = 200; + static constexpr float VELOCITY_INFO_UP = 30; + //button config + static constexpr crepe::vec2 LARGE_OVERLAY_SIZE = {250,100}; + static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_RIGHT = {150,100}; + static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_LEFT = {50,100}; + static constexpr crepe::vec2 SIDE_PANEL_SIZE = {50,150}; + static constexpr crepe::vec2 ICON_SIZE = {50,50}; + +}; + diff --git a/game/mainmenu/MainMenuScene.cpp b/game/mainmenu/MainMenuScene.cpp new file mode 100644 index 0000000..c2306b1 --- /dev/null +++ b/game/mainmenu/MainMenuScene.cpp @@ -0,0 +1,94 @@ + +#include "MainMenuScene.h" +#include "ButtonSubScene.h" +#include "TransitionStartScript.h" +#include "api/BehaviorScript.h" +#include "api/Camera.h" +#include "../background/StartSubScene.h" +#include "MainMenuConfig.h" +#include "api/GameObject.h" +#include "api/Sprite.h" +#include "manager/SaveManager.h" +#include "../Config.h" + +using namespace crepe; +using namespace std; + +void MainMenuScene::load_scene(){ + ButtonSubScene button; + + GameObject camera_object = this->new_object(MainMenuConfig::CAMERA_NAME); + camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), + Camera::Data{ + .bg_color = Color::RED, + }); + camera_object.add_component<BehaviorScript>().set_script<TransitionStartScript>(); + + + //Button menu + GameObject menu_button = this->new_object(MainMenuConfig::MENU_BUTTON_NAME,MainMenuConfig::MENU_BUTTON_NAME,MainMenuConfig::MENU_OFFSET); + menu_button.add_component<Sprite>( + Asset("asset/ui/background.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+0, + .size = {300,860}, + .position_offset = MainMenuConfig::MENU_OFFSET_BUTTON_BACKGROUND, + }); + + vec2 pos_btn = MainMenuConfig::MENU_OFFSET_BUTTON; + + //Preview btn + button.create(*this,ButtonSubScene::Data{ + .text = "PREVIEW", + .text_width = 200, + .position = pos_btn, + .script_type = ButtonSubScene::ScriptSelect::PREVIEW, + }); + + //Shop btn + pos_btn.y += MainMenuConfig::MENU_BUTTON_SPACING + MainMenuConfig::LARGE_OVERLAY_SIZE.y; + button.create(*this,ButtonSubScene::Data{ + .text = "SHOP", + .text_offset = {-20,0}, + .text_width = 115, + .icon_offset = {60,0}, + .icon_type = ButtonSubScene::IconSelect::SHOP, + .position = pos_btn, + .script_type = ButtonSubScene::ScriptSelect::SHOP, + }); + + //Start of map + StartSubScene start; + start.create(*this, MainMenuConfig::STARTMAP_OFFSET); + + //INFO menu + GameObject menu_info = this->new_object("MENU_INFO_BACKGROUND",MainMenuConfig::MENU_INFO_TAG,MainMenuConfig::MENU_OFFSET); + menu_info.add_component<Sprite>( + Asset("asset/ui/itemsButtonBlankDark.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+0, + .size = {250,80}, + .position_offset = MainMenuConfig::MENU_OFFSET_INFO, + .world_space = false, + }); + SaveManager & savemgr = this->get_save_manager(); + string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME,0).get()); + float amount_number = static_cast<float>(number.size()); + // savemgr.set(COIN_GAME_AMOUNT, amount); + button.create(*this,ButtonSubScene::Data{ + .text = number, + .text_offset = {-10-(amount_number-1)*10,0}, + .text_width = amount_number*20, + .icon_offset = {60,0}, + .icon_type = ButtonSubScene::IconSelect::COINS, + .position = MainMenuConfig::MENU_OFFSET_INFO, + .script_type = ButtonSubScene::ScriptSelect::SHOP, + .scale = 0.6, + .worldspace = false, + .color_side = false, + .tag = MainMenuConfig::MENU_INFO_TAG, + }); + +} + +string MainMenuScene::get_name() const { return "mainmenu"; } diff --git a/game/mainmenu/MainMenuScene.h b/game/mainmenu/MainMenuScene.h new file mode 100644 index 0000000..f7319cb --- /dev/null +++ b/game/mainmenu/MainMenuScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class MainMenuScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/mainmenu/ShopMenuScene.cpp b/game/mainmenu/ShopMenuScene.cpp new file mode 100644 index 0000000..d6ad870 --- /dev/null +++ b/game/mainmenu/ShopMenuScene.cpp @@ -0,0 +1,44 @@ + +#include "ShopMenuScene.h" +#include "ButtonSubScene.h" +#include "api/Camera.h" +#include "MainMenuConfig.h" +#include "api/Sprite.h" +#include "BannerSubScene.h" + +using namespace crepe; +using namespace std; + +void ShopMenuScene::load_scene(){ + GameObject camera_object = this->new_object(MainMenuConfig::CAMERA_NAME); + camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), + Camera::Data{ + .bg_color = Color::RED, + }); + BannerSubScene banner; + banner.create(*this,{ + .banner_title = "SHOP", + .banner_title_width = 200, + .banner_title_offset = {0,65}, + }); + GameObject menu_background = this->new_object("menu_background"); + menu_background.add_component<Sprite>( + Asset("asset/ui/background.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+0, + .size = {1100,860}, + .position_offset {0}, + }); + + ButtonSubScene button; + button.create(*this,ButtonSubScene::Data{ + .text = "BACK", + .text_width = 115, + .position = {-400,-350}, + .script_type = ButtonSubScene::ScriptSelect::MAINMENU, + .button_type = ButtonSubScene::ButtonSelect::SMALL, + .scale = 0.8 + }); +} + +string ShopMenuScene::get_name() const { return "shopmenu"; } diff --git a/game/mainmenu/ShopMenuScene.h b/game/mainmenu/ShopMenuScene.h new file mode 100644 index 0000000..7178372 --- /dev/null +++ b/game/mainmenu/ShopMenuScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class ShopMenuScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/mainmenu/TransitionStartScript.cpp b/game/mainmenu/TransitionStartScript.cpp new file mode 100644 index 0000000..5528bf9 --- /dev/null +++ b/game/mainmenu/TransitionStartScript.cpp @@ -0,0 +1,21 @@ +#include "TransitionStartScript.h" +#include "MainMenuConfig.h" +#include "api/Event.h" +#include "iostream" + +using namespace crepe; +using namespace std; + + +void TransitionStartScript::init(){ + cout << "script init" << endl; +} + +void TransitionStartScript::fixed_update(crepe::duration_t dt){ + if(this->get_key_state(Keycode::ENTER) && this->transition == false) this->transition = true; +} + +const char* TransitionStartScript::get_scene_name() const { + // Provide the next scene defined in MainMenuConfig + return MainMenuConfig::START_SCENE; +} diff --git a/game/mainmenu/TransitionStartScript.h b/game/mainmenu/TransitionStartScript.h new file mode 100644 index 0000000..76f532e --- /dev/null +++ b/game/mainmenu/TransitionStartScript.h @@ -0,0 +1,10 @@ +#pragma once + +#include "ITransitionScript.h" + +class TransitionStartScript : public ITransitionScript { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + const char* get_scene_name() const override; +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp new file mode 100644 index 0000000..e04fb9d --- /dev/null +++ b/game/player/PlayerEndScript.cpp @@ -0,0 +1,96 @@ +#include "PlayerEndScript.h" + +#include "../Config.h" +#include "manager/LoopTimerManager.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerEndScript::init() { + Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); + rb_player.data.elasticity_coefficient = 0.7; + + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { + if (ev.info.other.metadata.name == "floor") { + Transform & transform_player + = this->get_components_by_name<Transform>("player").front(); + RefVector<Animator> anim_player = this->get_components_by_name<Animator>("player"); + Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); + Rigidbody & rb_camera = this->get_components_by_name<Rigidbody>("camera").front(); + + float dt = this->get_loop_timer().get_fixed_delta_time().count(); + + if (jump == 0) { + int random_number = rand() % 4; + for (Animator & anim : anim_player) { + anim.active = false; + anim.set_anim(6); + for (int i = 0; i < random_number; i++) { + anim.next_anim(); + } + } + } else if (jump == 1) { + for (Animator & anim : anim_player) { + anim.next_anim(); + } + } + + if (jump == 0) { + rb_player.data.angular_velocity = 16000 * dt; + rb_player.data.angular_velocity_coefficient = 0.7; + jump++; + } else if (jump == 1) { + jump++; + } else if (jump == 2) { + RefVector<Rigidbody> rb_back_forest + = this->get_components_by_tag<Rigidbody>("forest_background"); + for (Rigidbody & rb : rb_back_forest) { + rb.data.linear_velocity_coefficient = vec2(0.5, 0.5); + } + + rb_player.data.angular_velocity = 0; + rb_player.data.elasticity_coefficient = 0; + rb_player.data.linear_velocity = vec2(PLAYER_SPEED * dt, 0); + rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5); + rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5); + for (Animator & anim : anim_player) { + anim.active = false; + anim.set_anim(7); + } + if (transform_player.rotation > 0 && transform_player.rotation < 90) { + // Do not call next_anim() + } else if (transform_player.rotation > 90 && transform_player.rotation < 180) { + for (Animator & anim : anim_player) { + anim.next_anim(); + } + } else if (transform_player.rotation > 180 && transform_player.rotation < 270) { + for (Animator & anim : anim_player) { + anim.next_anim(); + anim.next_anim(); + } + } else { + for (Animator & anim : anim_player) { + anim.next_anim(); + anim.next_anim(); + anim.next_anim(); + } + } + jump++; + } + + return true; + } + + return false; +} diff --git a/game/player/PlayerEndScript.h b/game/player/PlayerEndScript.h new file mode 100644 index 0000000..03ea8a9 --- /dev/null +++ b/game/player/PlayerEndScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PlayerEndScript : public crepe::Script { +public: + void init(); + +private: + bool on_collision(const crepe::CollisionEvent & ev); + +private: + int jump = 0; +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp new file mode 100644 index 0000000..c4ed6a0 --- /dev/null +++ b/game/player/PlayerScript.cpp @@ -0,0 +1,119 @@ +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +bool PlayerScript::on_collision(const CollisionEvent & ev) { + BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front(); + BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back(); + RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); + RefVector<ParticleEmitter> emitters + = this->get_components_by_name<ParticleEmitter>("player"); + + if (ev.info.other.metadata.tag == "zapper") { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(4); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + play_scr.active = false; + end_scr.active = true; + return true; + } else if (ev.info.other.metadata.tag == "laser") { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(4); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + play_scr.active = false; + end_scr.active = true; + return true; + } else if (ev.info.other.metadata.tag == "missile") { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(5); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + play_scr.active = false; + end_scr.active = true; + return true; + } + + return false; +} + +void PlayerScript::fixed_update(crepe::duration_t dt) { + RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); + RefVector<ParticleEmitter> emitters + = this->get_components_by_name<ParticleEmitter>("player"); + Transform & transform = this->get_components_by_name<Transform>("player").front(); + + for (ParticleEmitter & emitter : emitters) { + emitter.data.boundary.offset = vec2(0, -transform.position.y); + } + + Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); + if (this->get_key_state(Keycode::SPACE)) { + rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5)); + if (prev_anim != 1) { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(1); + anim.data.looping = true; + prev_anim = 1; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 30; + } + } + } else if (transform.position.y == 195) { + if (prev_anim != 0) { + for (Animator & anim : animators) { + anim.active = true; + anim.set_anim(0); + anim.data.looping = true; + prev_anim = 0; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + } + } else { + if (prev_anim != 2) { + for (Animator & anim : animators) { + anim.set_anim(2); + anim.data.looping = false; + prev_anim = 2; + } + for (ParticleEmitter & emitter : emitters) { + emitter.data.emission_rate = 0; + } + } + } +} diff --git a/game/PlayerScript.h b/game/player/PlayerScript.h index 84c4f7f..d8eb098 100644 --- a/game/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,8 +1,16 @@ #pragma once +#include <crepe/api/Event.h> #include <crepe/api/Script.h> class PlayerScript : public crepe::Script { public: + void init(); void fixed_update(crepe::duration_t dt); + +private: + bool on_collision(const crepe::CollisionEvent & ev); + +private: + int prev_anim = 0; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp new file mode 100644 index 0000000..c1e5e2f --- /dev/null +++ b/game/player/PlayerSubScene.cpp @@ -0,0 +1,153 @@ +#include "PlayerSubScene.h" +#include "PlayerEndScript.h" +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.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; + +PlayerSubScene::PlayerSubScene(Scene & scn) { + GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + + Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; + Sprite & player_bullet_sprite = player.add_component<Sprite>( + player_bullet, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 3, + .size = vec2(0, 6), + } + ); + player.add_component<ParticleEmitter>(player_bullet_sprite, ParticleEmitter::Data{ + .offset = vec2(-15, 15), + .emission_rate = 0, + .min_speed = 300, + .max_speed = 500, + .min_angle = 85, + .max_angle = 100, + .boundary = ParticleEmitter::Boundary { + .height = 400, + .reset_on_exit = true, + }, + }); + Asset player_bullet_x2 {"asset/other_effects/effect_smgbullet_x2.png"}; + Sprite & player_bullet_x2_sprite = player.add_component<Sprite>( + player_bullet_x2, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 3, + .size = vec2(0, 12), + } + ); + player.add_component<ParticleEmitter>(player_bullet_x2_sprite, ParticleEmitter::Data{ + .offset = vec2(-15, 15), + .emission_rate = 0, + .min_speed = 300, + .max_speed = 500, + .min_angle = 85, + .max_angle = 100, + .boundary = ParticleEmitter::Boundary { + .height = 400, + .reset_on_exit = true, + }, + }); + Asset player_shell {"asset/other_effects/effect_rocketmgshell_TVOS.png"}; + Sprite & player_shell_sprite = player.add_component<Sprite>( + player_shell, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 3, + .size = vec2(0, 12), + .angle_offset = 90, + } + ); + player.add_component<ParticleEmitter>(player_shell_sprite, ParticleEmitter::Data{ + .offset = vec2(-15, 15), + .emission_rate = 0, + .min_speed = 200, + .max_speed = 500, + .min_angle = 110, + .max_angle = 120, + .force_over_time = vec2(0, 1000), + .boundary = ParticleEmitter::Boundary { + .height = 400, + .reset_on_exit = true, + }, + }); + + Asset player_body_asset {"asset/barry/defaultBody.png"}; + Sprite & player_body_sprite = player.add_component<Sprite>( + player_body_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .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, + } + ); + player.add_component<BoxCollider>(vec2(50, 50)); + Asset player_head_asset {"asset/barry/defaultHead.png"}; + Sprite & player_head_sprite = player.add_component<Sprite>( + player_head_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .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, + } + ); + player.add_component<CircleCollider>(25, vec2(0, -20)); + Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & player_jetpack_sprite = player.add_component<Sprite>( + player_jetpack_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .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<BoxCollider>(vec2(40, 60), vec2(-20, 0)); + player.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = PLAYER_GRAVITY_SCALE, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), + .collision_layers + = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, + .collision_layer = COLL_LAY_PLAYER, + }); + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; + player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; +} diff --git a/game/PlayerSubScene.h b/game/player/PlayerSubScene.h index bf94c32..bf94c32 100644 --- a/game/PlayerSubScene.h +++ b/game/player/PlayerSubScene.h diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 6858aa8..1374198 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -10,3 +10,4 @@ const Color Color::BLACK {0x00, 0x00, 0x00}; const Color Color::CYAN {0x00, 0xff, 0xff}; const Color Color::YELLOW {0xff, 0xff, 0x00}; const Color Color::MAGENTA {0xff, 0x00, 0xff}; +const Color Color::GREY {0x80, 0x80, 0x80}; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 84edb5c..22c0c43 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -18,6 +18,7 @@ struct Color { static const Color MAGENTA; static const Color YELLOW; static const Color BLACK; + static const Color GREY; }; } // namespace crepe diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6b9e3ca..9c226a3 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -85,7 +85,7 @@ struct Config final { * This config option is the font size at which all fonts will be loaded initially. * */ - unsigned int size = 16; + unsigned int size = 500; } font; //! Configuration for click tolerance. struct { diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp index cd9786b..0bbe51f 100644 --- a/src/crepe/api/Engine.cpp +++ b/src/crepe/api/Engine.cpp @@ -56,6 +56,7 @@ void Engine::loop() { try { systems.frame_update(); + this->scene_manager.load_next_scene(); } catch (const exception & e) { Log::logf( Log::Level::WARNING, "Uncaught exception in frame update function: {}\n", |