diff options
-rw-r--r-- | game/.crepe-root | 0 | ||||
-rw-r--r-- | game/AquariumSubScene.cpp | 30 | ||||
-rw-r--r-- | game/ForestSubScene.cpp | 22 | ||||
-rw-r--r-- | game/HallwaySubScene.cpp | 20 | ||||
-rw-r--r-- | game/PlayerSubScene.cpp | 6 | ||||
-rw-r--r-- | game/StartSubScene.cpp | 52 | ||||
-rw-r--r-- | game/main.cpp | 317 | ||||
-rw-r--r-- | mwe/events/include/event.h | 2 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.h | 6 |
9 files changed, 69 insertions, 386 deletions
diff --git a/game/.crepe-root b/game/.crepe-root new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/game/.crepe-root diff --git a/game/AquariumSubScene.cpp b/game/AquariumSubScene.cpp index 4f13acf..40e22b7 100644 --- a/game/AquariumSubScene.cpp +++ b/game/AquariumSubScene.cpp @@ -14,8 +14,7 @@ float AquariumSubScene::create(Scene & scn, float 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"}; + Asset aquarium_begin_asset{"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, @@ -25,8 +24,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { 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"}; + Asset aquarium_middle_1_asset{"asset/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, @@ -38,8 +36,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { 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"}; + Asset aquarium_middle_2_asset{"asset/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, @@ -49,8 +46,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { 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"}; + Asset aquarium_middle_3_asset{"asset/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, @@ -62,8 +58,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { 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"}; + Asset aquarium_middle_4_asset{"asset/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, @@ -74,8 +69,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { 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"}; + Asset aquarium_end_asset{"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, @@ -88,14 +82,14 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { void AquariumSubScene::add_background(Scene & scn, float begin_x) { GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); - Asset bg_1_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_1_TVOS.png"}; + Asset bg_1_1_asset{"asset/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"}; + Asset bg_1_2_asset{"asset/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, @@ -103,14 +97,14 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) { .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"}; + Asset bg_2_1_asset{"asset/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"}; + Asset bg_2_2_asset{"asset/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, @@ -118,14 +112,14 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) { .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"}; + Asset bg_3_1_asset{"asset/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"}; + Asset bg_3_2_asset{"asset/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, diff --git a/game/ForestSubScene.cpp b/game/ForestSubScene.cpp index 9be875d..810ef17 100644 --- a/game/ForestSubScene.cpp +++ b/game/ForestSubScene.cpp @@ -20,7 +20,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n 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"}; + Asset begin_asset{"asset/background/forest/forestFG_1_TVOS.png"}; begin.add_component<Sprite>(begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, @@ -31,7 +31,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n 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"}; + Asset middle_1_asset{"asset/background/forest/forestFG_3_TVOS.png"}; middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 2, @@ -42,7 +42,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n 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"}; + Asset middle_2_asset{"asset/background/forest/forestFG_3_TVOS.png"}; middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 3, @@ -53,7 +53,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n 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"}; + Asset end_asset{"asset/background/forest/forestFG_2_TVOS.png"}; end.add_component<Sprite>(end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, @@ -69,7 +69,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) { GameObject bg_1 = scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_1_asset{"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"}; + Asset bg_1_asset{"asset/background/forest/forestBG1_1_TVOS.png"}; bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 2, @@ -77,14 +77,14 @@ void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name }); 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"}; + Asset bg_2_1_asset{"asset/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"}; + Asset bg_2_2_asset{"asset/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, @@ -93,28 +93,28 @@ void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name }); 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"}; + Asset bg_3_1_asset{"asset/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"}; + Asset bg_3_2_asset{"asset/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"}; + Asset bg_3_3_asset{"asset/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"}; + Asset bg_3_4_asset{"asset/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, diff --git a/game/HallwaySubScene.cpp b/game/HallwaySubScene.cpp index 4fe2267..486b8c6 100644 --- a/game/HallwaySubScene.cpp +++ b/game/HallwaySubScene.cpp @@ -12,7 +12,7 @@ using namespace std; float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_num, Color sector_color) { GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; + Asset begin_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"}; begin.add_component<Sprite>(begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, @@ -25,7 +25,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu this->add_lamp(begin, vec2(430, -120), 9); GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; + Asset middle_asset{"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_1.add_component<Sprite>(middle_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 2, @@ -34,7 +34,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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"}; + Asset middle_asset_2{"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 3, @@ -43,7 +43,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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"}; + Asset middle_asset_3{"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 4, @@ -54,7 +54,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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"}; + Asset middle_asset_4{"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 5, @@ -63,7 +63,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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"}; + Asset end_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"}; end.add_component<Sprite>(end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, @@ -75,14 +75,14 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu } void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; + Asset lamp_asset{"asset/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"}; + Asset lamp_glow_asset{"asset/background/hallway/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component<Sprite>( lamp_glow_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -99,7 +99,7 @@ void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color) { - Asset sector_text_asset{"asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"}; + Asset sector_text_asset{"asset/background/hallway/sectorText_TVOS.png"}; obj.add_component<Sprite>(sector_text_asset, Sprite::Data{ .color = sector_color, .sorting_in_layer = 5, @@ -107,7 +107,7 @@ void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned .size = vec2(0, 100), .position_offset = offset, }); - Asset sector_num_asset{"asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"}; + Asset sector_num_asset{"asset/background/hallway/sectorNumbers_TVOS.png"}; Sprite & sector_num_sprite = obj.add_component<Sprite>( sector_num_asset, Sprite::Data{ .color = sector_color, diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp index 4f4ba9f..01a383a 100644 --- a/game/PlayerSubScene.cpp +++ b/game/PlayerSubScene.cpp @@ -12,7 +12,7 @@ using namespace std; PlayerSubScene::PlayerSubScene(Scene & scn) { GameObject player = scn.new_object("player", "player", vec2(-100, 200)); - Asset player_body_asset{"asset/jetpack_joyride/barry/defaultBody.png"}; + Asset player_body_asset{"asset/barry/defaultBody.png"}; Sprite & player_body_sprite = player.add_component<Sprite>(player_body_asset, Sprite::Data{ .sorting_in_layer = 10, @@ -24,7 +24,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .fps = 5, .looping = true, }); - Asset player_head_asset{"asset/jetpack_joyride/barry/defaultHead.png"}; + Asset player_head_asset{"asset/barry/defaultHead.png"}; Sprite & player_head_sprite = player.add_component<Sprite>(player_head_asset, Sprite::Data{ .sorting_in_layer = 10, @@ -37,7 +37,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .fps = 5, .looping = true, }); - Asset player_jetpack_asset{"asset/jetpack_joyride/barry/jetpackDefault.png"}; + Asset player_jetpack_asset{"asset/barry/jetpackDefault.png"}; Sprite & player_jetpack_sprite = player.add_component<Sprite>( player_jetpack_asset, Sprite::Data{ .sorting_in_layer = 10, diff --git a/game/StartSubScene.cpp b/game/StartSubScene.cpp index 07738a4..5d810c2 100644 --- a/game/StartSubScene.cpp +++ b/game/StartSubScene.cpp @@ -16,14 +16,14 @@ float StartSubScene::create(Scene & scn, float begin_x) { this->create_wall_fragments(scn, begin_x - 300); GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; + Asset begin_asset{"asset/background/start/titleFG_1_TVOS.png"}; begin.add_component<Sprite>(begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, .size = vec2(0, 800), }); GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); - Asset hole_asset{"asset/jetpack_joyride/background/start/titleWallHole.png"}; + Asset hole_asset{"asset/background/start/titleWallHole.png"}; Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, @@ -37,7 +37,7 @@ float StartSubScene::create(Scene & scn, float begin_x) { this->add_jetpack_stand(begin, vec2(-125, 200)); GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; + Asset end_asset{"asset/background/start/titleFG_2_TVOS.png"}; end.add_component<Sprite>(end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, @@ -51,14 +51,14 @@ float StartSubScene::create(Scene & scn, float begin_x) { } void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; + Asset lamp_asset{"asset/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"}; + Asset lamp_glow_asset{"asset/background/start/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component<Sprite>( lamp_glow_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -75,14 +75,14 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { } void StartSubScene::add_table(GameObject & obj, vec2 offset) { - Asset table_asset{"asset/jetpack_joyride/background/start/table.png"}; + Asset table_asset{"asset/background/start/table.png"}; obj.add_component<Sprite>(table_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, }); - Asset gramophone_asset{"asset/jetpack_joyride/background/start/gramophone_TVOS.png"}; + Asset gramophone_asset{"asset/background/start/gramophone_TVOS.png"}; Sprite & gramophone_sprite = obj.add_component<Sprite>( gramophone_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -98,21 +98,21 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) { } void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { - Asset light_asset{"asset/jetpack_joyride/background/start/title_light_TVOS.png"}; + Asset light_asset{"asset/background/start/title_light_TVOS.png"}; obj.add_component<Sprite>(light_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 0, .size = vec2(0, 200), .position_offset = offset, }); - Asset light_glow_asset{"asset/jetpack_joyride/background/start/lightEffect2.png"}; + Asset light_glow_asset{"asset/background/start/lightEffect2.png"}; obj.add_component<Sprite>(light_glow_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 1, .size = vec2(0, 100), .position_offset = offset + vec2(0, 75), }); - Asset light_effect_asset{"asset/jetpack_joyride/background/start/lightEffect.png"}; + Asset light_effect_asset{"asset/background/start/lightEffect.png"}; obj.add_component<Sprite>(light_effect_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 0, @@ -122,7 +122,7 @@ void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { } void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { - Asset jetpack_stand_asset{"asset/jetpack_joyride/background/start/JetpackStand.png"}; + Asset jetpack_stand_asset{"asset/background/start/JetpackStand.png"}; Sprite & jetpeck_stand_sprite = obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -136,7 +136,7 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse .looping = true, }) .pause(); - Asset do_not_steal = {"asset/jetpack_joyride/background/start/doNotTouchSign_TVOS.png"}; + Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"}; obj.add_component<Sprite>(do_not_steal, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 1, @@ -147,7 +147,7 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); - Asset frag_1_asset{"asset/jetpack_joyride/background/start/StartWall_frag1.png"}; + Asset frag_1_asset{"asset/background/start/StartWall_frag1.png"}; Sprite & frag_1_sprite = frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -168,7 +168,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_1.add_component<CircleCollider>(25); GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); - Asset frag_2_asset{"asset/jetpack_joyride/background/start/StartWall_frag2.png"}; + Asset frag_2_asset{"asset/background/start/StartWall_frag2.png"}; Sprite & frag_2_sprite = frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -189,7 +189,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_2.add_component<CircleCollider>(55); GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); - Asset frag_3_asset{"asset/jetpack_joyride/background/start/StartWall_frag3.png"}; + Asset frag_3_asset{"asset/background/start/StartWall_frag3.png"}; Sprite & frag_3_sprite = frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -210,7 +210,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_3.add_component<CircleCollider>(35); GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); - Asset frag_4_asset{"asset/jetpack_joyride/background/start/StartWall_frag4.png"}; + Asset frag_4_asset{"asset/background/start/StartWall_frag4.png"}; Sprite & frag_4_sprite = frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -231,7 +231,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_4.add_component<CircleCollider>(60); GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); - Asset frag_5_asset{"asset/jetpack_joyride/background/start/StartWall_frag5.png"}; + Asset frag_5_asset{"asset/background/start/StartWall_frag5.png"}; Sprite & frag_5_sprite = frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -252,7 +252,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_5.add_component<CircleCollider>(5); GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); - Asset frag_6_asset{"asset/jetpack_joyride/background/start/StartWall_frag6.png"}; + Asset frag_6_asset{"asset/background/start/StartWall_frag6.png"}; Sprite & frag_6_sprite = frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -273,7 +273,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_6.add_component<CircleCollider>(30); GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); - Asset frag_7_asset{"asset/jetpack_joyride/background/start/StartWall_frag7.png"}; + Asset frag_7_asset{"asset/background/start/StartWall_frag7.png"}; Sprite & frag_7_sprite = frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -294,7 +294,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_7.add_component<CircleCollider>(45); GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); - Asset frag_8_asset{"asset/jetpack_joyride/background/start/StartWall_frag8.png"}; + Asset frag_8_asset{"asset/background/start/StartWall_frag8.png"}; Sprite & frag_8_sprite = frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -315,7 +315,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_8.add_component<CircleCollider>(25); GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); - Asset frag_9_asset{"asset/jetpack_joyride/background/start/StartWall_frag9.png"}; + Asset frag_9_asset{"asset/background/start/StartWall_frag9.png"}; Sprite & frag_9_sprite = frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -336,7 +336,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_9.add_component<CircleCollider>(15); GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); - Asset frag_10_asset{"asset/jetpack_joyride/background/start/StartWall_frag10.png"}; + Asset frag_10_asset{"asset/background/start/StartWall_frag10.png"}; Sprite & frag_10_sprite = frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -357,7 +357,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_10.add_component<CircleCollider>(60); GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); - Asset frag_11_asset{"asset/jetpack_joyride/background/start/StartWall_frag11.png"}; + Asset frag_11_asset{"asset/background/start/StartWall_frag11.png"}; Sprite & frag_11_sprite = frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -378,7 +378,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { frag_11.add_component<CircleCollider>(5); GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); - Asset frag_12_asset{"asset/jetpack_joyride/background/start/StartWall_frag12.png"}; + Asset frag_12_asset{"asset/background/start/StartWall_frag12.png"}; Sprite & frag_12_sprite = frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ .sorting_in_layer = 5, @@ -400,7 +400,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject smoke_particles_1 = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); - Asset smoke_asset_1{"asset/jetpack_joyride/particles/smoke.png"}; + Asset smoke_asset_1{"asset/particles/smoke.png"}; Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( smoke_asset_1, Sprite::Data{ .color = Color(255, 255, 255, 50), @@ -421,7 +421,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject smoke_particles_2 = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); - Asset smoke_asset_2{"asset/jetpack_joyride/particles/smoke.png"}; + Asset smoke_asset_2{"asset/particles/smoke.png"}; Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( smoke_asset_2, Sprite::Data{ .color = Color(255, 255, 255, 50), diff --git a/game/main.cpp b/game/main.cpp index a028791..325b66d 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1,322 +1,11 @@ -#include "GameScene.h" - #include <crepe/api/Engine.h> #include <crepe/api/Script.h> -using namespace crepe; -using namespace std; - -class ScriptBox : public Script { -public: - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, - test.info.other.metadata.game_object_id); - return true; - } - - void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - } -}; - -class ScriptCircle : public Script { -public: - bool oncollision(const CollisionEvent & test) { - Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, - test.info.other.metadata.game_object_id); - return true; - } - - void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - } -}; - -class ScriptMoveToLeft : public Script { -public: - void update() { - Transform & transform = this->get_component<Transform>(); - transform.position.x -= 0.02; - } -}; - -class ScriptMoveToRight : public Script { -public: - void update() { - Transform & transform = this->get_component<Transform>(); - transform.position.x += 0.02; - } -}; - -class ConcreteScene1 : public Scene { -public: - void load_scene() { - GameObject camera = this->new_object("camera"); - camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), - Camera::Data{.bg_color = Color::WHITE, .zoom = 1}); - - GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1); - Asset reference_asset = Asset("asset/texture/square.png"); - reference.add_component<Sprite>(reference_asset, Sprite::Data{ - .color = Color::RED, - .sorting_in_layer = 10, - .order_in_layer = 0, - .size = vec2(0.1, 0.1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0), - }); - - /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1); - Asset box_1_asset = Asset("asset/texture/square.png"); - box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0.5), - }); - Asset box_1_asset2 = Asset("asset/texture/test_ap43.png"); - box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, -0.5), - });*/ - - /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1); - Asset particles_asset = Asset("asset/texture/test_ap43.png"); - Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0), - }); - ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{ - .offset = vec2(0, 0), - .emission_rate = 1, - .min_speed = 1, - .max_speed = 1, - .min_angle = 0, - .max_angle = 0, - .end_lifespan = 4, - });*/ - - const bool SCRIPT = false; - - const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC; - const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC; - const bool BOUNCE_LEFT = false; - const bool BOUNCE_RIGHT = false; - const bool KINEMATIC_COLLISION = true; - const bool ONTOP = false; - - const float SCALE = 0.5; - const float OFFSET_X_LEFT = 0; - const float OFFSET_X_RIGHT = 0; - const float OFFSET_Y_LEFT = 0; - const float OFFSET_Y_RIGHT = 0; - - GameObject box_1 = this->new_object("box_1", "tag", - ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); - Asset box_1_asset = Asset("asset/texture/square.png"); - box_1.add_component<Sprite>(box_1_asset, - Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - box_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; - box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject circle_1 = this->new_object("ricle_1", "tag", - ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); - Asset circle_1_asset = Asset("asset/texture/circle.png"); - circle_1.add_component<Sprite>( - circle_1_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - circle_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active - = SCRIPT; - circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject circle_2 = this->new_object( - "ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); - Asset circle_2_asset = Asset("asset/texture/circle.png"); - circle_2.add_component<Sprite>( - circle_2_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - circle_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active - = SCRIPT; - circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject box_2 = this->new_object( - "box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); - Asset box_2_asset = Asset("asset/texture/square.png"); - box_2.add_component<Sprite>( - box_2_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - box_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; - box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject box_3 = this->new_object( - "box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); - Asset box_3_asset = Asset("asset/texture/square.png"); - box_3.add_component<Sprite>(box_3_asset, - Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - box_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; - box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject box_4 = this->new_object("box_4", "tag", - ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); - Asset box_4_asset = Asset("asset/texture/square.png"); - box_4.add_component<Sprite>( - box_4_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - box_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; - box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject circle_3 = this->new_object( - "ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); - Asset circle_3_asset = Asset("asset/texture/circle.png"); - circle_3.add_component<Sprite>( - circle_3_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - circle_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active - = SCRIPT; - circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject circle_4 = this->new_object("ricle_4", "tag", - ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); - Asset circle_4_asset = Asset("asset/texture/circle.png"); - circle_4.add_component<Sprite>( - circle_4_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - circle_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active - = SCRIPT; - circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>(); - } +#include "GameScene.h" - string get_name() const { return "scene1"; } -}; +using namespace crepe; -int main(int argc, char * argv[]) { +int main() { Engine gameloop; gameloop.add_scene<GameScene>(); diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h index e1b220b..ee1bf52 100644 --- a/mwe/events/include/event.h +++ b/mwe/events/include/event.h @@ -148,7 +148,7 @@ private: }; class ShutDownEvent : public Event { public: - ShutDownEvent() : Event("ShutDownEvent"){}; + ShutDownEvent() : Event("ShutDownEvent") {}; REGISTER_EVENT_TYPE(ShutDownEvent) diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 2cb80e5..45b238b 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -23,7 +23,7 @@ public: /** * \param metadata Metadata of the button pressed */ - ButtonPressEvent(const Metadata & metadata) : metadata(metadata){}; + ButtonPressEvent(const Metadata & metadata) : metadata(metadata) {}; }; //! Event triggered when the mouse enters a button class ButtonEnterEvent : public Event { @@ -33,7 +33,7 @@ public: /** * \param metadata Metadata of the button pressed */ - ButtonEnterEvent(const Metadata & metadata) : metadata(metadata){}; + ButtonEnterEvent(const Metadata & metadata) : metadata(metadata) {}; }; //! Event triggered when the mouse leaves a button class ButtonExitEvent : public Event { @@ -43,7 +43,7 @@ public: /** * \param metadata Metadata of the button pressed */ - ButtonExitEvent(const Metadata & metadata) : metadata(metadata){}; + ButtonExitEvent(const Metadata & metadata) : metadata(metadata) {}; }; /** |