diff options
296 files changed, 10512 insertions, 2078 deletions
diff --git a/.clang-format b/.clang-format index 1ee37ec..9ebf218 100644 --- a/.clang-format +++ b/.clang-format @@ -24,6 +24,9 @@ AlignEscapedNewlines: DontAlign BreakBeforeBinaryOperators: All AlwaysBreakTemplateDeclarations: Yes PackConstructorInitializers: CurrentLine +# only option that doesn't result in copious indentation +AlignAfterOpenBracket: BlockIndent +SpaceBeforeCpp11BracedList: true ... # vim: ft=yaml @@ -20,6 +20,8 @@ TAB_SIZE = 2 HTML_INDEX_NUM_ENTRIES = 999 HTML_EXTRA_STYLESHEET = src/doc/style.css SHOW_HEADERFILE = NO +DISABLE_INDEX = NO +GENERATE_TREEVIEW = NO REPEAT_BRIEF = NO diff --git a/game/AquariumSubScene.cpp b/game/AquariumSubScene.cpp deleted file mode 100644 index 40e22b7..0000000 --- a/game/AquariumSubScene.cpp +++ /dev/null @@ -1,129 +0,0 @@ -#include "AquariumSubScene.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -float AquariumSubScene::create(Scene & scn, float begin_x) { - this->add_background(scn, begin_x); - - GameObject aquarium_begin - = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); - Asset aquarium_begin_asset{"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; - aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - begin_x += 600; - - GameObject aquarium_middle_1 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_1_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - begin_x += 400; - - this->add_background(scn, begin_x - 200); - - GameObject aquarium_middle_2 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_2_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); - begin_x += 400; - - GameObject aquarium_middle_3 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_3_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 4, - .size = vec2(0, 800), - }); - begin_x += 400; - - this->add_background(scn, begin_x - 200); - - GameObject aquarium_middle_4 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_4_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 5, - .size = vec2(0, 800), - }); - begin_x += 600; - - this->add_background(scn, begin_x); - - GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); - Asset aquarium_end_asset{"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; - aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 600; - - return begin_x; -} - -void AquariumSubScene::add_background(Scene & scn, float begin_x) { - GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); - Asset bg_1_1_asset{"asset/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/background/aquarium/AquariumBG1_2_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 400), - .position_offset = vec2(200, 100), - }); - GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); - Asset bg_2_1_asset{"asset/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/background/aquarium/AquariumBG2_2_TVOS.png"}; - bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 1, - .size = vec2(0, 400), - .position_offset = vec2(-200, -50), - }); - GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); - Asset bg_3_1_asset{"asset/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/background/aquarium/AquariumBG3_2_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 400), - .position_offset = vec2(-200, -200), - }); -} diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index dc55523..a94beca 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -3,25 +3,122 @@ cmake_minimum_required(VERSION 3.28) set(CMAKE_C_STANDARD 11) set(CMAKE_CXX_STANDARD 20) set(CMAKE_EXPORT_COMPILE_COMMANDS 1) -set(CMAKE_BUILD_TYPE Debug) - +set(CMAKE_BUILD_TYPE Release) project(game C CXX) add_subdirectory(../src crepe) -add_executable(main - AquariumSubScene.cpp - BackgroundSubScene.cpp - ForestParallaxScript.cpp - ForestSubScene.cpp + +add_executable(main) + +target_sources(main PUBLIC + # enemy + enemy/BattleScript.cpp + enemy/EnemyPool.cpp + enemy/EnemyBulletScript.cpp + enemy/EnemyBulletSubScene.cpp + enemy/EnemyBulletPool.cpp + enemy/EnemySubScene.cpp + enemy/EnemyScript.cpp + + #background + background/AquariumSubScene.cpp + background/AquariumScript.cpp + background/BackgroundSubScene.cpp + background/ForestParallaxScript.cpp + background/ForestSubScene.cpp + background/HallwaySubScene.cpp + background/StartSubScene.cpp + background/HallwayScript.cpp + + # mainscenes + GameScene.cpp + menus/shop/ShopMenuScene.cpp + menus/shop/ShopLoadScript.cpp + menus/shop/ButtonBuySelectBubbleScript.cpp + menus/shop/ButtonBuySelectBulletScript.cpp + menus/mainmenu/MainMenuScene.cpp + PreviewScene.cpp + main.cpp + + # missile + missile/MissilePool.cpp + missile/MissileScript.cpp + missile/MissileSubScene.cpp + missile/AlertSubScene.cpp + missile/AlertScript.cpp + missile/SpawnEvent.cpp + + #scheduling + scheduler/ObjectsScheduler.cpp + + # Preview + preview/SmokeSubScene.cpp + preview/NpcSubScene.cpp + preview/NpcScript.cpp + preview/PrevPlayerSubScene.cpp + preview/PrevPlayerScript.cpp + preview/PreviewStopRecSubScript.cpp + preview/PreviewStartRecSubScript.cpp + preview/PreviewReplaySubScript.cpp + + # scripts GameScene.cpp - HallwaySubScene.cpp MoveCameraManualyScript.cpp - PlayerScript.cpp - PlayerSubScene.cpp StartGameScript.cpp - StartSubScene.cpp - main.cpp + QuitScript.cpp + + # player + player/PlayerScript.cpp + player/PlayerSubScene.cpp + player/PlayerBulletPool.cpp + player/PlayerBulletScript.cpp + player/PlayerBulletSubScene.cpp + player/PlayerEndScript.cpp + player/PlayerAudioScript.cpp + + # workers + workers/WorkersSubScene.cpp + workers/WorkerScript.cpp + workers/PanicFromPlayerScript.cpp + workers/CollisionScript.cpp + + # menus + menus/BannerSubScene.cpp + menus/ButtonSubScene.cpp + menus/IButtonScript.cpp + menus/ButtonSetShopSubScript.cpp + menus/ButtonSetMainMenuSubScript.cpp + menus/ButtonReplaySubScript.cpp + menus/ButtonNextMainMenuSubScript.cpp + menus/FloatingWindowSubScene.cpp + menus/IFloatingWindowScript.cpp + menus/ButtonShowCreditsSubScript.cpp + menus/mainmenu/ButtonTransitionPreviewSubScript.cpp + menus/mainmenu/ITransitionScript.cpp + menus/mainmenu/TransitionStartSubScript.cpp + menus/mainmenu/CreditsSubScene.cpp + menus/mainmenu/CreditsSubScript.cpp + menus/endgame/EndGameSubScene.cpp + menus/endgame/EndGameSubScript.cpp + + # coins + coins/CoinSubScene.cpp + coins/CoinPoolSubScene.cpp + coins/CoinSystemScript.cpp + coins/CoinScript.cpp + + # hud + hud/HudSubScene.cpp + hud/HudScript.cpp + hud/SpeedScript.cpp + + #random + Random.cpp ) +add_subdirectory(background) +add_subdirectory(prefab) + target_link_libraries(main PUBLIC crepe) +target_include_directories(main PRIVATE .) diff --git a/game/Config.h b/game/Config.h new file mode 100644 index 0000000..d2b5fc4 --- /dev/null +++ b/game/Config.h @@ -0,0 +1,60 @@ +#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 +static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes +static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes +static constexpr int SORT_IN_LAY_COINS = 7; // Only for GameScene +static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS_BACK = 9; // Only for GameScene +static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS_FRONT = 12; // Only for GameScene +static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene + +static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene +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 COLL_LAY_BULLET = 9; // Only for GameScene +static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene +static constexpr int COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene + +static constexpr float GAME_HEIGHT = 800; // In game units +static constexpr float HALLWAY_HEIGHT = 450; // In game units + +static constexpr float VIEWPORT_X = 1100; // In game units +// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished +static constexpr float VIEWPORT_Y = 500; // In game units + +// Font settings +static constexpr const char * FONT = "Jetpackia"; +static constexpr crepe::vec2 FONTOFFSET = {0, 0}; + +// 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"; + +// Player config +static constexpr const char * PLAYER_NAME = "player"; +static constexpr int PLAYER_SPEED = 7500; // In game units +static constexpr float PLAYER_GRAVITY_SCALE = 2.2; // factor +static constexpr float PLAYER_HELP_KICK_SCALE = 0.2; // factor +static constexpr float PLAYER_HELP_KICK_MAX = 0.3; // factor + +static constexpr const char * CAMERA_NAME = "camera"; +// Jetpack particles +static constexpr const char * JETPACK_PARTICLES = "jetpack_particles"; + +static constexpr bool DISABLE_REPLAY = false; diff --git a/game/EngineConfig.h b/game/EngineConfig.h new file mode 100644 index 0000000..6a03a14 --- /dev/null +++ b/game/EngineConfig.h @@ -0,0 +1,19 @@ +#pragma once + +#include "Config.h" + +#include <crepe/api/Config.h> + +static const crepe::Config ENGINE_CONFIG { + .log { + .level = crepe::Log::Level::DEBUG, + }, + .physics { + // this division factor is now the amount of seconds it approximately takes to naturally + // fall from the ceiling to floor + .gravity = HALLWAY_HEIGHT / 0.5, + }, + .window_settings { + .window_title = "Jetpack joyride clone", + }, +}; diff --git a/game/Events.h b/game/Events.h new file mode 100644 index 0000000..cf0be68 --- /dev/null +++ b/game/Events.h @@ -0,0 +1,5 @@ +#pragma once + +#include "api/Event.h" + +struct EndGameEvent : public crepe::Event {}; diff --git a/game/ForestParallaxScript.cpp b/game/ForestParallaxScript.cpp deleted file mode 100644 index 27e30eb..0000000 --- a/game/ForestParallaxScript.cpp +++ /dev/null @@ -1,28 +0,0 @@ -#include "ForestParallaxScript.h" - -using namespace crepe; -using namespace std; - -ForestParallaxScript::ForestParallaxScript(float begin_x, float end_x, - std::string unique_bg_name) - : begin_x(begin_x), - end_x(end_x), - name(unique_bg_name) {} - -void ForestParallaxScript::fixed_update(crepe::duration_t dt) { - RefVector<Transform> vec_2 - = this->get_components_by_name<Transform>("forest_bg_2_" + name); - RefVector<Transform> vec_3 - = this->get_components_by_name<Transform>("forest_bg_3_" + name); - - for (Transform & t : vec_2) { - if (t.position.x > end_x - 400) { - t.position.x = begin_x - 400; - } - } - for (Transform & t : vec_3) { - if (t.position.x > end_x - 400) { - t.position.x = begin_x - 400; - } - } -} diff --git a/game/ForestSubScene.cpp b/game/ForestSubScene.cpp deleted file mode 100644 index 810ef17..0000000 --- a/game/ForestSubScene.cpp +++ /dev/null @@ -1,131 +0,0 @@ -#include "ForestSubScene.h" -#include "ForestParallaxScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) { - GameObject script = scn.new_object("forest_script", "background"); - script.add_component<BehaviorScript>().set_script<ForestParallaxScript>( - begin_x - 400, begin_x + 3000 + 400, unique_bg_name); - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/background/forest/forestFG_1_TVOS.png"}; - begin.add_component<Sprite>(begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - begin_x += 800; - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); - Asset middle_1_asset{"asset/background/forest/forestFG_3_TVOS.png"}; - middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - begin_x += 800; - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); - Asset middle_2_asset{"asset/background/forest/forestFG_3_TVOS.png"}; - middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); - begin_x += 800; - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/background/forest/forestFG_2_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 600; - - this->add_background(scn, begin_x + 200, unique_bg_name); - - return begin_x; -} - -void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) { - GameObject bg_1 - = scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_1_asset{"asset/background/forest/forestBG1_1_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - GameObject bg_2 - = scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_2_1_asset{"asset/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/background/forest/forestBG2_2_TVOS.png"}; - bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 1, - .size = vec2(0, 400), - .position_offset = vec2(-200, 0), - }); - GameObject bg_3 - = scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_3_1_asset{"asset/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/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/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/background/forest/forestBG3_4_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_4_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 200), - .position_offset = vec2(-300, 0), - }); - - bg_2.add_component<Rigidbody>(Rigidbody::Data{ - .linear_velocity = vec2(30, 0), - }); - bg_3.add_component<Rigidbody>(Rigidbody::Data{ - .linear_velocity = vec2(40, 0), - }); -} diff --git a/game/GameScene.cpp b/game/GameScene.cpp index c280474..7803c9d 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,12 +1,33 @@ #include "GameScene.h" -#include "BackgroundSubScene.h" -#include "MoveCameraManualyScript.h" -#include "PlayerSubScene.h" +#include "Config.h" #include "StartGameScript.h" +#include "coins/CoinPoolSubScene.h" +#include "coins/CoinSystemScript.h" + +#include "background/BackgroundSubScene.h" +#include "enemy/BattleScript.h" +#include "enemy/EnemyBulletPool.h" +#include "enemy/EnemyBulletSubScene.h" +#include "enemy/EnemyPool.h" +#include "enemy/EnemySubScene.h" +#include "hud/HudScript.h" +#include "hud/HudSubScene.h" +#include "hud/SpeedScript.h" +#include "menus/endgame/EndGameSubScene.h" +#include "missile/MissilePool.h" +#include "missile/SpawnEvent.h" +#include "player/PlayerBulletPool.h" +#include "player/PlayerBulletSubScene.h" +#include "player/PlayerSubScene.h" +#include "prefab/ZapperPoolSubScene.h" +#include "scheduler/ObjectsScheduler.h" +#include "workers/WorkersSubScene.h" #include <cmath> +#include <crepe/api/AI.h> #include <crepe/api/Animator.h> #include <crepe/api/Asset.h> +#include <crepe/api/AudioSource.h> #include <crepe/api/BehaviorScript.h> #include <crepe/api/BoxCollider.h> #include <crepe/api/Camera.h> @@ -19,7 +40,6 @@ #include <crepe/api/Sprite.h> #include <crepe/api/Transform.h> #include <crepe/types.h> -#include <iostream> using namespace crepe; using namespace std; @@ -27,29 +47,84 @@ using namespace std; void GameScene::load_scene() { BackgroundSubScene background(*this); - GameObject camera = new_object("camera", "camera", vec2(650, 0)); - camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), - Camera::Data{ - .bg_color = Color::RED, - }); - camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); - camera.add_component<Rigidbody>(Rigidbody::Data{}); + GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0)); + camera.add_component<Camera>( + ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), + Camera::Data { + .bg_color = Color::BLACK, + } + ); + //camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); + camera.add_component<BehaviorScript>().set_script<CoinSystemScript>(); + camera.add_component<BehaviorScript>().set_script<HudScript>(); + camera.add_component<BehaviorScript>().set_script<SpeedScript>(); + camera.add_component<BehaviorScript>().set_script<BattleScript>(); + camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); + camera.add_component<BehaviorScript>().set_script<ObjectsScheduler>(); + camera.add_component<Rigidbody>(Rigidbody::Data {}); + AI & enemy_path_1 = camera.add_component<AI>(400); + enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true); + AI & enemy_path_2 = camera.add_component<AI>(400); + enemy_path_2.make_oval_path(100, 100, {0, 0}, 1.5708, true); + AI & enemy_path_3 = camera.add_component<AI>(400); + enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true); + // camer.add_component<AI> PlayerSubScene player(*this); + MissilePool missile_pool(*this); + WorkersSubScene workers(*this); GameObject floor = new_object("floor", "game_world", vec2(0, 325)); - floor.add_component<Rigidbody>(Rigidbody::Data{ + floor.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, }); floor.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350)); + floor_low.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_LOW, + }); + floor_low.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300)); + floor_high.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_HIGH, + }); GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); - ceiling.add_component<Rigidbody>(Rigidbody::Data{ + ceiling.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, }); ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); + ZapperPoolSubScene {*this}; + 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 + CoinPoolSubScene coin_system; + coin_system.create_coins(*this); + EnemyBulletPool enemy_bullet_pool; + enemy_bullet_pool.create_bullets(*this); + PlayerBulletPool player_bullet_pool; + player_bullet_pool.create_bullets(*this); + EnemyPool enemy_pool; + enemy_pool.create_enemies(*this); + HudSubScene hud; + hud.create(*this); + + GameObject background_music = new_object("background_music", "audio", vec2(0, 0)); + Asset background_music_asset {"asset/music/level.ogg"}; + background_music.add_component<AudioSource>(background_music_asset); + + GameObject boom_audio = new_object("boom_audio", "audio", vec2(0, 0)); + Asset boom_audio_asset {"asset/sfx/window_smash.ogg"}; + boom_audio.add_component<AudioSource>(boom_audio_asset); + + EndGameSubScene endgamewindow; + endgamewindow.create(*this); } string GameScene::get_name() const { return "scene1"; } diff --git a/game/HallwaySubScene.cpp b/game/HallwaySubScene.cpp deleted file mode 100644 index 486b8c6..0000000 --- a/game/HallwaySubScene.cpp +++ /dev/null @@ -1,128 +0,0 @@ -#include "HallwaySubScene.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_num, - Color sector_color) { - GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"}; - begin.add_component<Sprite>(begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - begin_x += 600; - - this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); - this->add_lamp(begin, vec2(330, -120), 11); - this->add_lamp(begin, vec2(430, -120), 9); - - GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_1.add_component<Sprite>(middle_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - begin_x += 600; - - GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_2{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); - begin_x += 200; - - GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_3{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 4, - .size = vec2(0, 800), - }); - begin_x += 400; - - this->add_lamp(middle_3, vec2(0, -120)); - - GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_4{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 5, - .size = vec2(0, 800), - }); - begin_x += 600; - - GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 600; - - return begin_x; -} - -void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/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/background/hallway/alarmGlow_TVOS.png"}; - Sprite & lamp_glow_sprite = obj.add_component<Sprite>( - lamp_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 300), - .position_offset = offset - vec2(65, -30), - }); - obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), - Animator::Data{ - .fps = fps, - .looping = true, - }); -} - -void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, - Color sector_color) { - Asset sector_text_asset{"asset/background/hallway/sectorText_TVOS.png"}; - obj.add_component<Sprite>(sector_text_asset, Sprite::Data{ - .color = sector_color, - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset sector_num_asset{"asset/background/hallway/sectorNumbers_TVOS.png"}; - Sprite & sector_num_sprite = obj.add_component<Sprite>( - sector_num_asset, Sprite::Data{ - .color = sector_color, - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset + vec2(200, 0), - }); - Animator & sector_num_anim = obj.add_component<Animator>( - sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{}); - int column = (sector_num - 1) / 4; - int row = (sector_num - 1) % 4; - sector_num_anim.set_anim(column); - for (int i = 0; i < row; i++) { - sector_num_anim.next_anim(); - } - sector_num_anim.pause(); -} diff --git a/game/MoveCameraManualyScript.cpp b/game/MoveCameraManualyScript.cpp index 0181333..9d75a75 100644 --- a/game/MoveCameraManualyScript.cpp +++ b/game/MoveCameraManualyScript.cpp @@ -4,8 +4,9 @@ using namespace crepe; using namespace std; void MoveCameraManualyScript::init() { - subscribe<KeyPressEvent>( - [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->keypressed(ev); + }); } bool MoveCameraManualyScript::keypressed(const KeyPressEvent & event) { 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 01a383a..0000000 --- a/game/PlayerSubScene.cpp +++ /dev/null @@ -1,62 +0,0 @@ -#include "PlayerSubScene.h" -#include "PlayerScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -PlayerSubScene::PlayerSubScene(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); - Asset player_body_asset{"asset/barry/defaultBody.png"}; - Sprite & player_body_sprite - = player.add_component<Sprite>(player_body_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 0, - .size = vec2(0, 50), - }); - player.add_component<Animator>(player_body_sprite, ivec2(32, 32), uvec2(4, 8), - Animator::Data{ - .fps = 5, - .looping = true, - }); - Asset player_head_asset{"asset/barry/defaultHead.png"}; - Sprite & player_head_sprite - = player.add_component<Sprite>(player_head_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 1, - .size = vec2(0, 50), - .position_offset = vec2(0, -20), - }); - player.add_component<Animator>(player_head_sprite, ivec2(32, 32), uvec2(4, 8), - Animator::Data{ - .fps = 5, - .looping = true, - }); - Asset player_jetpack_asset{"asset/barry/jetpackDefault.png"}; - Sprite & player_jetpack_sprite = player.add_component<Sprite>( - player_jetpack_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 2, - .size = vec2(0, 60), - .position_offset = vec2(-20, 0), - }); - player_jetpack_sprite.active = false; - player.add_component<Animator>(player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), - Animator::Data{ - .fps = 5, - .looping = true, - }); - player.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 20, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2(100, 0), - .collision_layer = 10, - }); - player.add_component<BoxCollider>(vec2(50, 50)); - player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp new file mode 100644 index 0000000..bc28192 --- /dev/null +++ b/game/PreviewScene.cpp @@ -0,0 +1,182 @@ +#include "PreviewScene.h" + +#include "Config.h" +#include "background/AquariumSubScene.h" +#include "background/ForestSubScene.h" +#include "background/HallwaySubScene.h" +#include "background/StartSubScene.h" +#include "hud/HudScript.h" +#include "hud/HudSubScene.h" +#include "hud/SpeedScript.h" +#include "menus/ButtonSubScene.h" +#include "missile/MissilePool.h" +#include "missile/SpawnEvent.h" +#include "preview/NpcSubScene.h" +#include "preview/PrevPlayerSubScene.h" +#include "preview/SmokeSubScene.h" + +#include "missile/MissileSubScene.h" + +#include <cmath> +#include <crepe/api/Animator.h> +#include <crepe/api/Asset.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/Event.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <crepe/ValueBroker.h> +#include <crepe/manager/SaveManager.h> +#include <crepe/types.h> +#include <iostream> + +using namespace crepe; +using namespace std; + +void PreviewScene::load_scene() { + + StartSubScene start; + HallwaySubScene hallway; + ForestSubScene forest; + AquariumSubScene aquarium; + + float begin_x = 400; + + begin_x = start.create(*this, begin_x); + + begin_x = hallway.create(*this, begin_x, 1, Color::YELLOW); + + begin_x = aquarium.create(*this, begin_x); + + begin_x = hallway.create(*this, begin_x, 2, Color::GREEN); + + GameObject camera = new_object("camera", "camera", vec2(650, 0)); + camera.add_component<Camera>( + ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), + Camera::Data { + .bg_color = Color::BLACK, + } + ); + + camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); + camera.add_component<BehaviorScript>().set_script<HudScript>(); + camera.add_component<BehaviorScript>().set_script<SpeedScript>(); + + GameObject floor = new_object("floor", "game_world", vec2(0, 325)); + floor.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, + }); + floor.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350)); + floor_low.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_LOW, + }); + floor_low.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300)); + floor_high.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_HIGH, + }); + GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); + ceiling.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, + }); + ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); + + GameObject world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1); + world.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = 100, + }); + + world.add_component<BoxCollider>(vec2(100, INFINITY), vec2(VIEWPORT_X, VIEWPORT_Y)); + world.add_component<BoxCollider>(vec2(100, INFINITY), vec2(100, VIEWPORT_Y)); + + PrevPlayerSubScene player(*this); + NpcSubScene npc(*this); + SmokeSubScene smoke(*this); + MissilePool mpool(*this); + + HudSubScene hud; + hud.create(*this); + + const float Y_POS_BUTTONS = -220; + const float X_POS_BUTTONS = -150; + const float X_POS_BUTTONS_SPACING = 145; + ButtonSubScene button; + button.create( + *this, + ButtonSubScene::Data { + .text = "BACK", + .text_width = 60, + .position = {X_POS_BUTTONS, Y_POS_BUTTONS}, + .script_type = ButtonSubScene::ScriptSelect::NEXT, + .button_type = ButtonSubScene::ButtonSelect::BACK, + .scale = 0.6, + .worldspace = false, + .tag = "Next button", + .sorting_layer_offset = 20, + } + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "START REC", + .text_width = 130, + .position = {X_POS_BUTTONS + X_POS_BUTTONS_SPACING, Y_POS_BUTTONS}, + .script_type = ButtonSubScene::ScriptSelect::PREVIEW_START, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.6, + .worldspace = false, + .tag = "Next button", + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::YELLOW, + } + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "STOP REC", + .text_width = 120, + .position = {X_POS_BUTTONS + X_POS_BUTTONS_SPACING * 2, Y_POS_BUTTONS}, + .script_type = ButtonSubScene::ScriptSelect::PREVIEW_STOP, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.6, + .worldspace = false, + .tag = "Next button", + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::BLUE, + } + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "REPLAY", + .text_width = 90, + .position = {X_POS_BUTTONS + X_POS_BUTTONS_SPACING * 3, Y_POS_BUTTONS}, + .script_type = ButtonSubScene::ScriptSelect::PREVIEW_REPLAY, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.6, + .worldspace = false, + .tag = "Next button", + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::ORANGE, + } + ); +} + +string PreviewScene::get_name() const { return "preview scene"; } diff --git a/game/PreviewScene.h b/game/PreviewScene.h new file mode 100644 index 0000000..afe911e --- /dev/null +++ b/game/PreviewScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class PreviewScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/QuitScript.cpp b/game/QuitScript.cpp new file mode 100644 index 0000000..0c9f55a --- /dev/null +++ b/game/QuitScript.cpp @@ -0,0 +1,21 @@ + + +#include "QuitScript.h" + +#include <crepe/api/Event.h> +#include <crepe/api/KeyCodes.h> + +using namespace crepe; + +bool QuitScript::on_event(const KeyPressEvent & ev) { + if (Keycode::ESCAPE == ev.key) { + trigger_event<ShutDownEvent>(ShutDownEvent {}); + } + return false; +} + +void QuitScript::init() { + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->on_event(ev); + }); +} diff --git a/game/QuitScript.h b/game/QuitScript.h new file mode 100644 index 0000000..b79a744 --- /dev/null +++ b/game/QuitScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Script.h> + +class QuitScript : public crepe::Script { +private: + bool on_event(const crepe::KeyPressEvent & ev); + +public: + void init(); +}; diff --git a/game/Random.cpp b/game/Random.cpp new file mode 100644 index 0000000..64cf1f3 --- /dev/null +++ b/game/Random.cpp @@ -0,0 +1,29 @@ +#include <cstdlib> + +#include "Random.h" + +float Random::f(float upper, float lower) { + float range = upper - lower; + float x = ((float) rand() / (float) (RAND_MAX)) * range; + return x + lower; +} + +double Random::d(double upper, double lower) { + double range = upper - lower; + double x = ((double) rand() / (double) (RAND_MAX)) * range; + return x + lower; +} + +int Random::i(int upper, int lower) { + int range = upper - lower; + int x = rand() % range; + return x + lower; +} + +unsigned Random::u(unsigned upper, unsigned lower) { + unsigned range = upper - lower; + unsigned x = rand() % range; + return x + lower; +} + +bool Random::b() { return rand() % 2; } diff --git a/game/Random.h b/game/Random.h new file mode 100644 index 0000000..94f98d2 --- /dev/null +++ b/game/Random.h @@ -0,0 +1,10 @@ +#pragma once + +class Random { +public: + static float f(float upper = 1.0, float lower = 0.0); + static double d(double upper = 1.0, double lower = 0.0); + static int i(int upper, int lower = 0); + static unsigned u(unsigned upper, unsigned lower = 0); + static bool b(); +}; diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..6d47e65 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,6 +1,9 @@ #include "StartGameScript.h" +#include "Config.h" +#include "api/BehaviorScript.h" #include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Sprite.h> @@ -9,7 +12,6 @@ using namespace std; void StartGameScript::fixed_update(crepe::duration_t dt) { Transform & player_transform = this->get_components_by_name<Transform>("player").front(); - // Create hole in wall and activate panic lamp if (player_transform.position.x > 75 && !this->created_hole) { Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back(); @@ -33,6 +35,14 @@ void StartGameScript::fixed_update(crepe::duration_t dt) { emitter.active = true; } + AudioSource & boom_audio + = this->get_components_by_name<AudioSource>("boom_audio").front(); + boom_audio.play(); + + BehaviorScript & player_audio_script + = this->get_components_by_name<BehaviorScript>("player_audio").front(); + player_audio_script.active = true; + this->created_hole = true; } @@ -44,13 +54,17 @@ void StartGameScript::fixed_update(crepe::duration_t dt) { Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back(); jetpack_sprite.active = true; + AudioSource & background_music + = this->get_components_by_name<AudioSource>("background_music").front(); + background_music.play(true); + this->took_jetpack = true; } // Start camera movement, enable player jumping and disable this script if (player_transform.position.x > 500) { Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); - rb.data.linear_velocity = vec2(100, 0); + rb.data.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0); BehaviorScript & player_script = this->get_components_by_name<BehaviorScript>("player").front(); player_script.active = true; diff --git a/game/StartSubScene.cpp b/game/StartSubScene.cpp deleted file mode 100644 index 5d810c2..0000000 --- a/game/StartSubScene.cpp +++ /dev/null @@ -1,442 +0,0 @@ -#include "StartSubScene.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/CircleCollider.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -float StartSubScene::create(Scene & scn, float begin_x) { - this->create_wall_fragments(scn, begin_x - 300); - - GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/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/background/start/titleWallHole.png"}; - Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 200), - }); - hole_sprite.active = false; - begin_x += 700; - - this->add_table(begin, vec2(-150, 150)); - this->add_light(begin, vec2(-125, -150)); - this->add_jetpack_stand(begin, vec2(-125, 200)); - - GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/background/start/titleFG_2_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 100; - - this->add_lamp(end, vec2(-350, -95)); - - return begin_x; -} - -void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/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/background/start/alarmGlow_TVOS.png"}; - Sprite & lamp_glow_sprite = obj.add_component<Sprite>( - lamp_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 300), - .position_offset = offset - vec2(65, -55), - }); - lamp_glow_sprite.active = false; - obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), - Animator::Data{ - .fps = fps, - .looping = true, - }); -} - -void StartSubScene::add_table(GameObject & obj, vec2 offset) { - Asset table_asset{"asset/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/background/start/gramophone_TVOS.png"}; - Sprite & gramophone_sprite = obj.add_component<Sprite>( - gramophone_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, -50), - }); - obj.add_component<Animator>(gramophone_sprite, ivec2(64, 128), uvec2(2, 1), - Animator::Data{ - .fps = 10, - .looping = true, - }); -} - -void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { - Asset light_asset{"asset/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/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/background/start/lightEffect.png"}; - obj.add_component<Sprite>(light_effect_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, 350), - }); -} - -void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { - Asset jetpack_stand_asset{"asset/background/start/JetpackStand.png"}; - Sprite & jetpeck_stand_sprite - = obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 70), - .position_offset = offset, - }); - obj.add_component<Animator>(jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1), - Animator::Data{ - .fps = 10, - .looping = true, - }) - .pause(); - Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"}; - obj.add_component<Sprite>(do_not_steal, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(-75, -25), - }); -} - -void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { - GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); - Asset frag_1_asset{"asset/background/start/StartWall_frag1.png"}; - Sprite & frag_1_sprite - = frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_1_sprite.active = false; - Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 10, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.5, 0.6), - .angular_velocity = 500, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_1_rb.active = false; - frag_1.add_component<CircleCollider>(25); - - GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); - Asset frag_2_asset{"asset/background/start/StartWall_frag2.png"}; - Sprite & frag_2_sprite - = frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_2_sprite.active = false; - Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 20, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.35, 0.4), - .angular_velocity = 400, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_2_rb.active = false; - frag_2.add_component<CircleCollider>(55); - - GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); - Asset frag_3_asset{"asset/background/start/StartWall_frag3.png"}; - Sprite & frag_3_sprite - = frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_3_sprite.active = false; - Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 30, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.3, 0.3), - .angular_velocity = 300, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_3_rb.active = false; - frag_3.add_component<CircleCollider>(35); - - GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); - Asset frag_4_asset{"asset/background/start/StartWall_frag4.png"}; - Sprite & frag_4_sprite - = frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_4_sprite.active = false; - Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 40, - .linear_velocity = vec2(700, 400), - .linear_velocity_coefficient = vec2(0.2, 0.2), - .angular_velocity = 200, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_4_rb.active = false; - frag_4.add_component<CircleCollider>(60); - - GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); - Asset frag_5_asset{"asset/background/start/StartWall_frag5.png"}; - Sprite & frag_5_sprite - = frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_5_sprite.active = false; - Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 50, - .linear_velocity = vec2(600, 800), - .linear_velocity_coefficient = vec2(0.25, 0.15), - .angular_velocity = 100, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_5_rb.active = false; - frag_5.add_component<CircleCollider>(5); - - GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); - Asset frag_6_asset{"asset/background/start/StartWall_frag6.png"}; - Sprite & frag_6_sprite - = frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_6_sprite.active = false; - Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 30, - .linear_velocity = vec2(300, 800), - .linear_velocity_coefficient = vec2(0.35, 0.25), - .angular_velocity = 100, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_6_rb.active = false; - frag_6.add_component<CircleCollider>(30); - - GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); - Asset frag_7_asset{"asset/background/start/StartWall_frag7.png"}; - Sprite & frag_7_sprite - = frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_7_sprite.active = false; - Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 20, - .linear_velocity = vec2(400, 500), - .linear_velocity_coefficient = vec2(0.45, 0.6), - .angular_velocity = 800, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_7_rb.active = false; - frag_7.add_component<CircleCollider>(45); - - GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); - Asset frag_8_asset{"asset/background/start/StartWall_frag8.png"}; - Sprite & frag_8_sprite - = frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_8_sprite.active = false; - Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 30, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.5, 0.6), - .angular_velocity = 500, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_8_rb.active = false; - frag_8.add_component<CircleCollider>(25); - - GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); - Asset frag_9_asset{"asset/background/start/StartWall_frag9.png"}; - Sprite & frag_9_sprite - = frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_9_sprite.active = false; - Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 40, - .linear_velocity = vec2(200, 400), - .linear_velocity_coefficient = vec2(0.5, 0.25), - .angular_velocity = 500, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_9_rb.active = false; - frag_9.add_component<CircleCollider>(15); - - GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); - Asset frag_10_asset{"asset/background/start/StartWall_frag10.png"}; - Sprite & frag_10_sprite - = frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_10_sprite.active = false; - Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 50, - .linear_velocity = vec2(400, 900), - .linear_velocity_coefficient = vec2(0.35, 0.4), - .angular_velocity = 300, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_10_rb.active = false; - frag_10.add_component<CircleCollider>(60); - - GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); - Asset frag_11_asset{"asset/background/start/StartWall_frag11.png"}; - Sprite & frag_11_sprite - = frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_11_sprite.active = false; - Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 60, - .linear_velocity = vec2(600, 800), - .linear_velocity_coefficient = vec2(0.3, 0.3), - .angular_velocity = 200, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_11_rb.active = false; - frag_11.add_component<CircleCollider>(5); - - GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); - Asset frag_12_asset{"asset/background/start/StartWall_frag12.png"}; - Sprite & frag_12_sprite - = frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_12_sprite.active = false; - Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 70, - .linear_velocity = vec2(500, 800), - .linear_velocity_coefficient = vec2(0.25, 0.15), - .angular_velocity = 100, - .angular_velocity_coefficient = 0.55, - .elasticity_coefficient = 0.5, - .collision_layer = 5, - }); - frag_12_rb.active = false; - frag_12.add_component<CircleCollider>(50); - - GameObject smoke_particles_1 - = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); - Asset smoke_asset_1{"asset/particles/smoke.png"}; - Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( - smoke_asset_1, Sprite::Data{ - .color = Color(255, 255, 255, 50), - .sorting_in_layer = 15, - .order_in_layer = 0, - .size = vec2(0, 100), - }); - ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>( - smoke_sprite_1, ParticleEmitter::Data{ - .emission_rate = 20, - .min_speed = 40, - .max_speed = 100, - .min_angle = -30, - .max_angle = 10, - .end_lifespan = 4, - }); - emitter_1.active = false; - - GameObject smoke_particles_2 - = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); - Asset smoke_asset_2{"asset/particles/smoke.png"}; - Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( - smoke_asset_2, Sprite::Data{ - .color = Color(255, 255, 255, 50), - .sorting_in_layer = 15, - .order_in_layer = 0, - .size = vec2(0, 70), - }); - ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>( - smoke_sprite_2, ParticleEmitter::Data{ - .emission_rate = 30, - .min_speed = 40, - .max_speed = 100, - .min_angle = -45, - .max_angle = 5, - .end_lifespan = 3, - }); - emitter_2.active = false; -} diff --git a/game/background/AquariumScript.cpp b/game/background/AquariumScript.cpp new file mode 100644 index 0000000..e698e3a --- /dev/null +++ b/game/background/AquariumScript.cpp @@ -0,0 +1,26 @@ +#include "AquariumScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void AquariumScript::fixed_update(crepe::duration_t dt) { + Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + + float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + + if (cam_left_x > this->start_x + this->lenght) { + //Move whole background 12000 to the right + RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_aqua"); + for (Transform & tran : trans) { + tran.position.x += 12000; + } + this->start_x += 12000; + } +} diff --git a/game/background/AquariumScript.h b/game/background/AquariumScript.h new file mode 100644 index 0000000..b068628 --- /dev/null +++ b/game/background/AquariumScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +class AquariumScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); + +private: + float start_x = 10200; + const float lenght = 3000; +}; diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp new file mode 100644 index 0000000..2a07daf --- /dev/null +++ b/game/background/AquariumSubScene.cpp @@ -0,0 +1,225 @@ +#include "AquariumSubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +float AquariumSubScene::create(Scene & scn, float begin_x) { + this->add_background(scn, begin_x); + + GameObject aquarium_begin + = scn.new_object("aquarium_begin", "background_aqua", vec2(begin_x, 0)); + Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; + aquarium_begin.add_component<Sprite>( + aquarium_begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + GameObject aquarium_middle_1 + = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_background(scn, begin_x - 200); + this->add_bubbles(aquarium_middle_1, vec2(-400, 300), 2, 0.7f); + this->add_bubbles(aquarium_middle_1, vec2(-100, 300), 4, 1.0f); + this->add_bubbles(aquarium_middle_1, vec2(500, 300), 4, 0.9f); + + GameObject aquarium_middle_2 + = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_bubbles(aquarium_middle_2, vec2(300, 300), 2, 0.6f); + + GameObject aquarium_middle_3 + = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_background(scn, begin_x - 200); + + GameObject aquarium_middle_4 + = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + this->add_background(scn, begin_x); + this->add_bubbles(aquarium_middle_4, vec2(175, 300), 4, 1.0f); + this->add_bubbles(aquarium_middle_4, vec2(200, 300), 4, 0.7f); + + GameObject aquarium_end + = scn.new_object("aquarium_end", "background_aqua", vec2(begin_x, 0)); + Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; + aquarium_end.add_component<Sprite>( + aquarium_end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + return begin_x; +} + +void AquariumSubScene::add_background(Scene & scn, float begin_x) { + GameObject bg_1 = scn.new_object("aquarium_bg_1", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 400), + .position_offset = vec2(-200, 100), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 400), + .position_offset = vec2(200, 100), + } + ); + GameObject bg_2 = scn.new_object("aquarium_bg_2", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, 400), + .position_offset = vec2(200, -50), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, 400), + .position_offset = vec2(-200, -50), + } + ); + GameObject bg_3 = scn.new_object("aquarium_bg_3", "background_aqua", vec2(begin_x, 0)); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(200, -200), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(-200, -200), + } + ); +} + +void AquariumSubScene::add_bubbles( + GameObject & obj, vec2 offset, int order_in_layer, float scale +) { + Sprite & sprite = obj.add_component<Sprite>( + Asset {"asset/background/aquarium/bubble.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = order_in_layer, + .size = vec2(0, 12.5), + .scale_offset = scale, + } + ); + obj.add_component<ParticleEmitter>( + sprite, + ParticleEmitter::Data { + .offset = offset, + .max_particles = 20, + .emission_rate = 1.2, + .min_speed = 50, + .max_speed = 100, + .min_angle = 265, + .max_angle = 275, + .force_over_time = vec2(0, -50), + } + ); + Sprite & sprite_small = obj.add_component<Sprite>( + Asset {"asset/background/aquarium/bubble.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = order_in_layer, + .size = vec2(0, 7.5), + .scale_offset = scale, + } + ); + obj.add_component<ParticleEmitter>( + sprite_small, + ParticleEmitter::Data { + .offset = offset, + .max_particles = 20, + .emission_rate = 0.8, + .min_speed = 50, + .max_speed = 100, + .min_angle = 265, + .max_angle = 275, + .force_over_time = vec2(0, -50), + } + ); +} diff --git a/game/AquariumSubScene.h b/game/background/AquariumSubScene.h index 2a188bc..9dbb04e 100644 --- a/game/AquariumSubScene.h +++ b/game/background/AquariumSubScene.h @@ -1,8 +1,11 @@ #pragma once +#include <crepe/types.h> + namespace crepe { class Scene; -} +class GameObject; +} // namespace crepe class AquariumSubScene { public: @@ -10,4 +13,6 @@ public: private: void add_background(crepe::Scene & scn, float begin_x); + void + add_bubbles(crepe::GameObject & obj, crepe::vec2 offset, int order_in_layer, float scale); }; diff --git a/game/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp index 6fdc598..4bbd977 100644 --- a/game/BackgroundSubScene.cpp +++ b/game/background/BackgroundSubScene.cpp @@ -1,10 +1,14 @@ #include "BackgroundSubScene.h" +#include "AquariumScript.h" #include "AquariumSubScene.h" #include "ForestSubScene.h" +#include "HallwayScript.h" #include "HallwaySubScene.h" #include "StartSubScene.h" +#include <crepe/api/BehaviorScript.h> #include <crepe/api/Color.h> +#include <crepe/api/Scene.h> using namespace crepe; using namespace std; @@ -23,15 +27,11 @@ BackgroundSubScene::BackgroundSubScene(Scene & scn) { begin_x = forest.create(scn, begin_x, "1"); - begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA); + begin_x += 3000; begin_x = aquarium.create(scn, begin_x); - begin_x = hallway.create(scn, begin_x, 3, Color::CYAN); - - begin_x = forest.create(scn, begin_x, "2"); - - begin_x = hallway.create(scn, begin_x, 4, Color::GREEN); - - begin_x = aquarium.create(scn, begin_x); + GameObject scripts = scn.new_object("scrips_background", "background"); + scripts.add_component<BehaviorScript>().set_script<HallwayScript>(); + scripts.add_component<BehaviorScript>().set_script<AquariumScript>(); } diff --git a/game/BackgroundSubScene.h b/game/background/BackgroundSubScene.h index 06bdac4..06bdac4 100644 --- a/game/BackgroundSubScene.h +++ b/game/background/BackgroundSubScene.h diff --git a/game/background/CMakeLists.txt b/game/background/CMakeLists.txt new file mode 100644 index 0000000..1d705f5 --- /dev/null +++ b/game/background/CMakeLists.txt @@ -0,0 +1,9 @@ +target_sources(main PUBLIC + AquariumSubScene.cpp + BackgroundSubScene.cpp + ForestParallaxScript.cpp + ForestSubScene.cpp + HallwaySubScene.cpp + StartSubScene.cpp +) + diff --git a/game/background/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp new file mode 100644 index 0000000..7470da2 --- /dev/null +++ b/game/background/ForestParallaxScript.cpp @@ -0,0 +1,55 @@ +#include "ForestParallaxScript.h" + +#include "../Config.h" + +using namespace crepe; +using namespace std; + +ForestParallaxScript::ForestParallaxScript( + float begin_x, float end_x, std::string unique_bg_name +) + : begin_x(begin_x), + end_x(end_x), + name(unique_bg_name) {} + +void ForestParallaxScript::fixed_update(crepe::duration_t dt) { + RefVector<Transform> vec_2 + = this->get_components_by_name<Transform>("forest_bg_2_" + name); + RefVector<Transform> vec_3 + = this->get_components_by_name<Transform>("forest_bg_3_" + name); + + for (Transform & t : vec_2) { + if (t.position.x > end_x - 400) { + t.position.x = begin_x - 400; + } + } + for (Transform & t : vec_3) { + if (t.position.x > end_x - 400) { + t.position.x = begin_x - 400; + } + } + + //Move whole background 12000 to the right + Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + + float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + + if (cam_left_x > this->start_x + this->lenght) { + //Move whole background 12000 to the right + RefVector<Transform> trans + = this->get_components_by_tag<Transform>("background_forest"); + for (Transform & tran : trans) { + tran.position.x += 12000; + } + this->start_x += 12000; + + RefVector<Transform> trans_back + = this->get_components_by_tag<Transform>("forest_background"); + for (Transform & tran : trans_back) { + tran.position.x += 12000; + } + + begin_x += 12000; + end_x += 12000; + } +} diff --git a/game/ForestParallaxScript.h b/game/background/ForestParallaxScript.h index a65a684..d45fdd9 100644 --- a/game/ForestParallaxScript.h +++ b/game/background/ForestParallaxScript.h @@ -9,7 +9,9 @@ public: void fixed_update(crepe::duration_t dt); private: - const float begin_x; - const float end_x; + float begin_x; + float end_x; const std::string name; + float start_x = 4200; + const float lenght = 3000; }; diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp new file mode 100644 index 0000000..83e48dd --- /dev/null +++ b/game/background/ForestSubScene.cpp @@ -0,0 +1,169 @@ +#include "ForestSubScene.h" +#include "ForestParallaxScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) { + GameObject script = scn.new_object("forest_script", "background_forest"); + script.add_component<BehaviorScript>().set_script<ForestParallaxScript>( + begin_x - 400, begin_x + 3000 + 400, unique_bg_name + ); + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject begin = scn.new_object("forest_begin", "background_forest", vec2(begin_x, 0)); + Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 800; + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject middle_1 + = scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0)); + Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"}; + middle_1.add_component<Sprite>( + middle_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 800; + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject middle_2 + = scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0)); + Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"}; + middle_2.add_component<Sprite>( + middle_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 800; + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject end = scn.new_object("forest_end", "background_forest", vec2(begin_x, 0)); + Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"}; + end.add_component<Sprite>( + end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + this->add_background(scn, begin_x + 200, unique_bg_name); + + return begin_x; +} + +void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) { + GameObject bg_1 + = scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_1_asset {"asset/background/forest/forestBG1_1_TVOS.png"}; + bg_1.add_component<Sprite>( + bg_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 800), + } + ); + GameObject bg_2 + = scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_2_1_asset {"asset/background/forest/forestBG2_1_TVOS.png"}; + bg_2.add_component<Sprite>( + bg_2_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(200, 0), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(-200, 0), + } + ); + GameObject bg_3 + = scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_3_1_asset {"asset/background/forest/forestBG3_1_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(300, 0), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(100, 0), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(-100, 0), + } + ); + 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(-300, 0), + } + ); + + bg_2.add_component<Rigidbody>(Rigidbody::Data { + .linear_velocity = vec2(30, 0), + }); + bg_3.add_component<Rigidbody>(Rigidbody::Data { + .linear_velocity = vec2(40, 0), + }); +} diff --git a/game/ForestSubScene.h b/game/background/ForestSubScene.h index 0a04001..0a04001 100644 --- a/game/ForestSubScene.h +++ b/game/background/ForestSubScene.h diff --git a/game/background/HallwayScript.cpp b/game/background/HallwayScript.cpp new file mode 100644 index 0000000..a5bb94c --- /dev/null +++ b/game/background/HallwayScript.cpp @@ -0,0 +1,70 @@ +#include "HallwayScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void HallwayScript::fixed_update(crepe::duration_t dt) { + Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + + float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + + if (cam_left_x > this->start_x + this->lenght) { + //Move whole background 6000 to the right + RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_hall"); + for (Transform & tran : trans) { + tran.position.x += 6000; + } + this->start_x += 6000; + + //Change sector number + Animator & anim = this->get_components_by_name<Animator>("hallway_begin").front(); + int column = (current_sector - 1) / 4; + int row = (current_sector - 1) % 4; + anim.set_anim(column); + for (int i = 0; i < row; i++) { + anim.next_anim(); + } + RefVector<Sprite> sprites = this->get_components_by_name<Sprite>("hallway_begin"); + switch (current_sector % 7) { + case 0: + sprites[1].get().data.color = Color::YELLOW; + sprites[2].get().data.color = Color::YELLOW; + break; + case 1: + sprites[1].get().data.color = Color::MAGENTA; + sprites[2].get().data.color = Color::MAGENTA; + break; + case 2: + sprites[1].get().data.color = Color::CYAN; + sprites[2].get().data.color = Color::CYAN; + break; + case 3: + sprites[1].get().data.color = Color::GREEN; + sprites[2].get().data.color = Color::GREEN; + break; + case 4: + sprites[1].get().data.color = Color::RED; + sprites[2].get().data.color = Color::RED; + break; + case 5: + sprites[1].get().data.color = Color::BLUE; + sprites[2].get().data.color = Color::BLUE; + break; + case 6: + sprites[1].get().data.color = Color::WHITE; + sprites[2].get().data.color = Color::WHITE; + break; + } + current_sector++; + if (current_sector > 16) { + current_sector = 1; + } + } +} diff --git a/game/background/HallwayScript.h b/game/background/HallwayScript.h new file mode 100644 index 0000000..04b2933 --- /dev/null +++ b/game/background/HallwayScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Script.h> + +class HallwayScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); + +private: + float start_x = 1200; + const float lenght = 3000; + int current_sector = 2; +}; diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp new file mode 100644 index 0000000..31af2d5 --- /dev/null +++ b/game/background/HallwaySubScene.cpp @@ -0,0 +1,167 @@ +#include "HallwaySubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +float HallwaySubScene::create( + Scene & scn, float begin_x, unsigned int sector_num, Color sector_color +) { + GameObject begin = scn.new_object("hallway_begin", "background_hall", vec2(begin_x, 0)); + Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); + this->add_lamp(begin, vec2(330, -120), 11); + this->add_lamp(begin, vec2(430, -120), 9); + + GameObject middle_1 + = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0)); + Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_1.add_component<Sprite>( + middle_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + GameObject middle_2 + = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0)); + Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_2.add_component<Sprite>( + middle_asset_2, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 200; + + GameObject middle_3 + = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0)); + Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_3.add_component<Sprite>( + middle_asset_3, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_lamp(middle_3, vec2(0, -120)); + + GameObject middle_4 + = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0)); + Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_4.add_component<Sprite>( + middle_asset_4, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + GameObject end = scn.new_object("hallway_end", "background_hall", vec2(begin_x, 0)); + Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"}; + end.add_component<Sprite>( + end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + return begin_x; +} + +void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { + Asset lamp_asset {"asset/background/hallway/alarmLight_TVOS.png"}; + obj.add_component<Sprite>( + lamp_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + 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 = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -30), + } + ); + obj.add_component<Animator>( + lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data { + .fps = fps, + .looping = true, + } + ); +} + +void HallwaySubScene::add_sector_number( + GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color +) { + Asset sector_text_asset {"asset/background/hallway/sectorText_TVOS.png"}; + obj.add_component<Sprite>( + sector_text_asset, + Sprite::Data { + .color = sector_color, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + 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, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(200, 0), + } + ); + Animator & sector_num_anim = obj.add_component<Animator>( + sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data {} + ); + int column = (sector_num - 1) / 4; + int row = (sector_num - 1) % 4; + sector_num_anim.set_anim(column); + for (int i = 0; i < row; i++) { + sector_num_anim.next_anim(); + } + sector_num_anim.pause(); +} diff --git a/game/HallwaySubScene.h b/game/background/HallwaySubScene.h index acc9329..c38b4a9 100644 --- a/game/HallwaySubScene.h +++ b/game/background/HallwaySubScene.h @@ -10,12 +10,15 @@ class Color; class HallwaySubScene { public: - float create(crepe::Scene & scn, float begin_x, unsigned int sector_num, - crepe::Color sector_color); + float create( + crepe::Scene & scn, float begin_x, unsigned int sector_num, crepe::Color sector_color + ); private: void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); - void add_sector_number(crepe::GameObject & obj, crepe::vec2 offset, - unsigned int sector_num, crepe::Color sector_color); + void add_sector_number( + crepe::GameObject & obj, crepe::vec2 offset, unsigned int sector_num, + crepe::Color sector_color + ); }; diff --git a/game/background/StartSubScene.cpp b/game/background/StartSubScene.cpp new file mode 100644 index 0000000..ba80517 --- /dev/null +++ b/game/background/StartSubScene.cpp @@ -0,0 +1,527 @@ +#include "StartSubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +float StartSubScene::create(Scene & scn, float begin_x) { + this->create_wall_fragments(scn, begin_x - 300); + + GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); + Asset begin_asset {"asset/background/start/titleFG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); + Asset hole_asset {"asset/background/start/titleWallHole.png"}; + Sprite & hole_sprite = hole.add_component<Sprite>( + hole_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 200), + } + ); + hole_sprite.active = false; + begin_x += 700; + + this->add_table(begin, vec2(-150, 150)); + this->add_light(begin, vec2(-125, -150)); + this->add_jetpack_stand(begin, vec2(-125, 200)); + + GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); + Asset end_asset {"asset/background/start/titleFG_2_TVOS.png"}; + end.add_component<Sprite>( + end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 100; + + this->add_lamp(end, vec2(-350, -95)); + + return begin_x; +} + +void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { + Asset lamp_asset {"asset/background/start/alarmLight_TVOS.png"}; + obj.add_component<Sprite>( + lamp_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + 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 = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -55), + } + ); + lamp_glow_sprite.active = false; + obj.add_component<Animator>( + lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data { + .fps = fps, + .looping = true, + } + ); +} + +void StartSubScene::add_table(GameObject & obj, vec2 offset) { + Asset table_asset {"asset/background/start/table.png"}; + obj.add_component<Sprite>( + table_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset gramophone_asset {"asset/background/start/gramophone_TVOS.png"}; + Sprite & gramophone_sprite = obj.add_component<Sprite>( + gramophone_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, -50), + } + ); + obj.add_component<Animator>( + gramophone_sprite, ivec2(64, 128), uvec2(2, 1), + Animator::Data { + .fps = 10, + .looping = true, + } + ); +} + +void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { + Asset light_asset {"asset/background/start/title_light_TVOS.png"}; + obj.add_component<Sprite>( + light_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = offset, + } + ); + Asset light_glow_asset {"asset/background/start/lightEffect2.png"}; + obj.add_component<Sprite>( + light_glow_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, 75), + } + ); + Asset light_effect_asset {"asset/background/start/lightEffect.png"}; + obj.add_component<Sprite>( + light_effect_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, 350), + } + ); +} + +void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { + Asset jetpack_stand_asset {"asset/background/start/JetpackStand.png"}; + Sprite & jetpeck_stand_sprite = obj.add_component<Sprite>( + jetpack_stand_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 70), + .position_offset = offset, + } + ); + obj.add_component<Animator>( + jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1), + Animator::Data { + .fps = 10, + .looping = true, + } + ) + .pause(); + Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"}; + obj.add_component<Sprite>( + do_not_steal, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(-75, -25), + } + ); +} + +void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { + GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); + Asset frag_1_asset {"asset/background/start/StartWall_frag1.png"}; + Sprite & frag_1_sprite = frag_1.add_component<Sprite>( + frag_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_1_sprite.active = false; + Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(400, -400), + .linear_velocity_coefficient = vec2(0.5, 0.6), + .angular_velocity = 500, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_1_rb.active = false; + frag_1.add_component<CircleCollider>(25); + + GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); + Asset frag_2_asset {"asset/background/start/StartWall_frag2.png"}; + Sprite & frag_2_sprite = frag_2.add_component<Sprite>( + frag_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_2_sprite.active = false; + Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(400, -400), + .linear_velocity_coefficient = vec2(0.35, 0.4), + .angular_velocity = 400, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_2_rb.active = false; + frag_2.add_component<CircleCollider>(55); + + GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); + Asset frag_3_asset {"asset/background/start/StartWall_frag3.png"}; + Sprite & frag_3_sprite = frag_3.add_component<Sprite>( + frag_3_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_3_sprite.active = false; + Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(400, -400), + .linear_velocity_coefficient = vec2(0.3, 0.3), + .angular_velocity = 300, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_3_rb.active = false; + frag_3.add_component<CircleCollider>(35); + + GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); + Asset frag_4_asset {"asset/background/start/StartWall_frag4.png"}; + Sprite & frag_4_sprite = frag_4.add_component<Sprite>( + frag_4_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_4_sprite.active = false; + Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(700, -400), + .linear_velocity_coefficient = vec2(0.2, 0.2), + .angular_velocity = 200, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_4_rb.active = false; + frag_4.add_component<CircleCollider>(60); + + GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); + Asset frag_5_asset {"asset/background/start/StartWall_frag5.png"}; + Sprite & frag_5_sprite = frag_5.add_component<Sprite>( + frag_5_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_5_sprite.active = false; + Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(600, -500), + .linear_velocity_coefficient = vec2(0.25, 0.15), + .angular_velocity = 100, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_5_rb.active = false; + frag_5.add_component<CircleCollider>(5); + + GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); + Asset frag_6_asset {"asset/background/start/StartWall_frag6.png"}; + Sprite & frag_6_sprite = frag_6.add_component<Sprite>( + frag_6_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_6_sprite.active = false; + Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(300, -800), + .linear_velocity_coefficient = vec2(0.35, 0.25), + .angular_velocity = 100, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_6_rb.active = false; + frag_6.add_component<CircleCollider>(30); + + GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); + Asset frag_7_asset {"asset/background/start/StartWall_frag7.png"}; + Sprite & frag_7_sprite = frag_7.add_component<Sprite>( + frag_7_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_7_sprite.active = false; + Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(400, -500), + .linear_velocity_coefficient = vec2(0.45, 0.6), + .angular_velocity = 800, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_7_rb.active = false; + frag_7.add_component<CircleCollider>(45); + + GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); + Asset frag_8_asset {"asset/background/start/StartWall_frag8.png"}; + Sprite & frag_8_sprite = frag_8.add_component<Sprite>( + frag_8_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_8_sprite.active = false; + Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(400, -400), + .linear_velocity_coefficient = vec2(0.5, 0.6), + .angular_velocity = 500, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_8_rb.active = false; + frag_8.add_component<CircleCollider>(25); + + GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); + Asset frag_9_asset {"asset/background/start/StartWall_frag9.png"}; + Sprite & frag_9_sprite = frag_9.add_component<Sprite>( + frag_9_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_9_sprite.active = false; + Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(200, -400), + .linear_velocity_coefficient = vec2(0.5, 0.25), + .angular_velocity = 500, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_9_rb.active = false; + frag_9.add_component<CircleCollider>(15); + + GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); + Asset frag_10_asset {"asset/background/start/StartWall_frag10.png"}; + Sprite & frag_10_sprite = frag_10.add_component<Sprite>( + frag_10_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_10_sprite.active = false; + Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(400, -900), + .linear_velocity_coefficient = vec2(0.35, 0.4), + .angular_velocity = 300, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_10_rb.active = false; + frag_10.add_component<CircleCollider>(60); + + GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 70)); + 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 = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_11_sprite.active = false; + Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(600, -400), + .linear_velocity_coefficient = vec2(0.3, 0.3), + .angular_velocity = 200, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_11_rb.active = false; + frag_11.add_component<CircleCollider>(5); + + GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); + Asset frag_12_asset {"asset/background/start/StartWall_frag12.png"}; + Sprite & frag_12_sprite = frag_12.add_component<Sprite>( + frag_12_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_12_sprite.active = false; + Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .linear_velocity = vec2(500, -800), + .linear_velocity_coefficient = vec2(0.25, 0.15), + .angular_velocity = 100, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_12_rb.active = false; + frag_12.add_component<CircleCollider>(50); + + GameObject smoke_particles_1 + = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); + Asset smoke_asset_1 {"asset/particles/smoke.png"}; + Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( + smoke_asset_1, + Sprite::Data { + .color = Color(255, 255, 255, 50), + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + } + ); + ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>( + smoke_sprite_1, + ParticleEmitter::Data { + .emission_rate = 20, + .min_speed = 40, + .max_speed = 100, + .min_angle = -30, + .max_angle = 10, + .end_lifespan = 4, + } + ); + emitter_1.active = false; + + GameObject smoke_particles_2 + = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); + Asset smoke_asset_2 {"asset/particles/smoke.png"}; + Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( + smoke_asset_2, + Sprite::Data { + .color = Color(255, 255, 255, 50), + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .order_in_layer = 0, + .size = vec2(0, 70), + } + ); + ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>( + smoke_sprite_2, + ParticleEmitter::Data { + .emission_rate = 30, + .min_speed = 40, + .max_speed = 100, + .min_angle = -45, + .max_angle = 5, + .end_lifespan = 3, + } + ); + emitter_2.active = false; +} diff --git a/game/StartSubScene.h b/game/background/StartSubScene.h index c83e3d5..c83e3d5 100644 --- a/game/StartSubScene.h +++ b/game/background/StartSubScene.h diff --git a/game/coins/CoinPoolSubScene.cpp b/game/coins/CoinPoolSubScene.cpp new file mode 100644 index 0000000..f8b5b70 --- /dev/null +++ b/game/coins/CoinPoolSubScene.cpp @@ -0,0 +1,13 @@ +#include "CoinPoolSubScene.h" +#include "CoinSubScene.h" + +using namespace crepe; +using namespace std; + +void CoinPoolSubScene::create_coins(crepe::Scene & scn) { + int amount = 0; + CoinSubScene coin; + while (amount < this->MAXIMUM_AMOUNT) { + amount = coin.create(scn, amount); + } +} diff --git a/game/coins/CoinPoolSubScene.h b/game/coins/CoinPoolSubScene.h new file mode 100644 index 0000000..07626d6 --- /dev/null +++ b/game/coins/CoinPoolSubScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class CoinPoolSubScene { +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..514f4de --- /dev/null +++ b/game/coins/CoinScript.cpp @@ -0,0 +1,71 @@ +#include "CoinScript.h" + +#include "manager/SaveManager.h" + +#include "../Config.h" +#include "../hud/HudScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +bool CoinScript::on_collision(const CollisionEvent & collisionData) { + if (collisionData.info.other.metadata.tag != "coin") return false; + if (!this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) + .front() + .get() + .active) + return false; + this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) + .front() + .get() + .active + = false; + this->get_components_by_name<CircleCollider>(collisionData.info.other.metadata.name) + .front() + .get() + .active + = false; + this->amount++; + + AudioSource & audio = this->get_components_by_id<AudioSource>( + collisionData.info.other.metadata.game_object_id + ) + .front(); + audio.play(); + + this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) + .back() + .get() + .active + = true; + this->get_components_by_name<Animator>(collisionData.info.other.metadata.name) + .back() + .get() + .active + = true; + + return false; +} + +void CoinScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +void CoinScript::fixed_update(crepe::duration_t dt) { + this->trigger_event(GetCoinEvent { + .amount_of_coins = this->amount, + }); +} + +bool CoinScript::save() { + SaveManager & savemgr = this->get_save_manager(); + savemgr.set(TOTAL_COINS_RUN, this->amount); + return false; +} diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h new file mode 100644 index 0000000..5718025 --- /dev/null +++ b/game/coins/CoinScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "api/Script.h" + +class CoinScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collision(const crepe::CollisionEvent & collisionData); + bool save(); + +private: + int amount = 0; +}; diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp new file mode 100644 index 0000000..d154819 --- /dev/null +++ b/game/coins/CoinSubScene.cpp @@ -0,0 +1,64 @@ +#include "CoinSubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> + +using namespace crepe; +using namespace std; + +int CoinSubScene::create(Scene & scn, int coin_counter) { + vec2 size = {20, 20}; + + string unique_name = "coin_" + to_string(coin_counter++); + + 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) - 3).active = false; + crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>( + Asset {"asset/coin/coin1_TVOS.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_COINS, + .order_in_layer = 0, + .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"}).volume = 3; + + Sprite & pick_up = coin.add_component<Sprite>( + Asset {"asset/coin/coinCollect1_TVOS.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_COINS, + .order_in_layer = 1, + .size = size * 2, + } + ); + pick_up.active = false; + coin.add_component<Animator>( + pick_up, ivec2 {64, 64}, uvec2 {5, 1}, + Animator::Data { + .fps = 5, + .looping = false, + } + ) + .active + = false; + + return coin_counter; +} diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h new file mode 100644 index 0000000..7a1c60a --- /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, int coin_counter); +}; diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp new file mode 100644 index 0000000..f9816c9 --- /dev/null +++ b/game/coins/CoinSystemScript.cpp @@ -0,0 +1,258 @@ +#include "CoinSystemScript.h" + +#include <random> + +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +using namespace crepe; +using namespace std; + +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; + if (coin_sprite.data.order_in_layer == 1) { + coin_sprite.active = false; + 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); + + // 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..5c94273 --- /dev/null +++ b/game/coins/CoinSystemScript.h @@ -0,0 +1,107 @@ +#pragma once + +#include <random> +#include <string> + +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +class CoinSystemScript : public crepe::Script { +private: + 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) {} + }; + +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 = 1400; + 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 = 600; + static constexpr float DESPAWN_DISTANCE = 600; + static constexpr float SPAWN_AREA = 50; + 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/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp new file mode 100644 index 0000000..798cbb9 --- /dev/null +++ b/game/enemy/BattleScript.cpp @@ -0,0 +1,61 @@ +#include "BattleScript.h" +#include "EnemyConfig.h" +#include "EnemyScript.h" +#include "api/Transform.h" +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Metadata.h> +using namespace std; +using namespace crepe; + +BattleScript::BattleScript() { engine.seed(rd()); } +void BattleScript::init() { + std::uniform_int_distribution<int> dist(2, 10); + int random_enemy_amount = dist(this->engine); + // this->create_battle(random_enemy_amount); + this->subscribe<BattleStartEvent>([this](const BattleStartEvent & e) -> bool { + return this->create_battle(e); + }); +} +void BattleScript::fixed_update(duration_t dt) { + if (!battle_active) return; + bool enemies_alive = false; + RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy"); + + for (AI & ai : enemy_ai) { + if (ai.active) { + enemies_alive = true; + } + } + if (!enemies_alive) { + this->battle_active = false; + this->trigger_event<BattleWonEvent>(); + } +} +bool BattleScript::create_battle(const BattleStartEvent & e) { + this->battle_active = e.battle; + this->spawn_enemies(e.num_enemies); + return false; +} +void BattleScript::spawn_enemies(int amount) { + RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy"); + std::uniform_real_distribution<float> dist(70, 150); + int spawned = 0; + for (int i = 0; i < ENEMY_POOL_MAX; i++) { + AI & ai = enemy_ai[i]; + Transform & enemy_transform + = this->get_components_by_id<Transform>(ai.game_object_id).front(); + if (ai.active == true || enemy_transform.position != ENEMY_POOL_LOCATION) continue; + this->queue_event<SpawnEnemyEvent>( + SpawnEnemyEvent { + .speed = dist(engine), + .column = i, + }, + ai.game_object_id + ); + spawned++; + if (spawned >= amount) { + return; + } + } +} diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h new file mode 100644 index 0000000..57aa16c --- /dev/null +++ b/game/enemy/BattleScript.h @@ -0,0 +1,26 @@ +#pragma once + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <random> +struct BattleWonEvent : public crepe::Event {}; + +struct BattleStartEvent : public crepe::Event { +public: + int num_enemies = 0; + bool battle = false; +}; +class BattleScript : public crepe::Script { +public: + BattleScript(); + void init() override; + void fixed_update(crepe::duration_t dt) override; + +private: + bool battle_active = false; + std::random_device rd; + std::default_random_engine engine; + void spawn_enemies(int amount); + bool create_battle(const BattleStartEvent & e); +}; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp new file mode 100644 index 0000000..3ee4816 --- /dev/null +++ b/game/enemy/EnemyBulletPool.cpp @@ -0,0 +1,11 @@ +#include "EnemyBulletPool.h" +#include "EnemyBulletSubScene.h" +using namespace std; + +void EnemyBulletPool::create_bullets(crepe::Scene & scn) { + EnemyBulletSubScene bullet; + int amount = 0; + while (amount < this->MAXIMUM_AMOUNT) { + amount = bullet.create(scn, amount); + } +} diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h new file mode 100644 index 0000000..ee53fc4 --- /dev/null +++ b/game/enemy/EnemyBulletPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class EnemyBulletPool { +public: + void create_bullets(crepe::Scene & scn); + +private: + static constexpr int MAXIMUM_AMOUNT = 20; +}; diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp new file mode 100644 index 0000000..d208a88 --- /dev/null +++ b/game/enemy/EnemyBulletScript.cpp @@ -0,0 +1,40 @@ +#include "EnemyBulletScript.h" +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> +#include <iostream> + +#include "EnemyConfig.h" +using namespace crepe; +using namespace std; +void EnemyBulletScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { + return this->on_collide(e); + }); +} +void EnemyBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + //move + transform.position += bullet_body.data.linear_velocity * dt.count(); + vec2 half_screen = camera.viewport_size / 2; + float despawn_location = cam_transform.position.x - half_screen.x - 50; + if (transform.position.x < despawn_location) { + this->despawn_bullet(); + } +} + +void EnemyBulletScript::despawn_bullet() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + bullet_body.active = false; + transform.position = ENEMY_BULLET_POOL_LOCATION; +} + +bool EnemyBulletScript::on_collide(const CollisionEvent & e) { + //cout << "collision happened with " << e.info.other.metadata.tag << endl; + this->despawn_bullet(); + return false; +} diff --git a/game/enemy/EnemyBulletScript.h b/game/enemy/EnemyBulletScript.h new file mode 100644 index 0000000..7dab751 --- /dev/null +++ b/game/enemy/EnemyBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Script.h> + +class EnemyBulletScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collide(const crepe::CollisionEvent & e); + void despawn_bullet(); +}; diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp new file mode 100644 index 0000000..bc31ba8 --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <string> + +#include "../Config.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "../Random.h" +#include "EnemyBulletScript.h" +#include "EnemyBulletSubScene.h" +#include "EnemyScript.h" +#include "api/Color.h" +using namespace crepe; +using namespace std; +int EnemyBulletSubScene::create(Scene & scn, int counter) { + string unique_name = "enemy_bullet_" + to_string(counter++); + GameObject bullet = scn.new_object( + unique_name.c_str(), "enemy_bullet", ENEMY_BULLET_POOL_LOCATION, 0, 1 + ); + + Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2 {-300, 0}, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_MISSILE, COLL_LAY_ZAPPER}, + .collision_layer = COLL_LAY_BULLET + }); + bullet_body.active = false; + BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(40, 10)); + //bullet_collider.active = false; + Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; + Sprite & bullet_sprite = bullet.add_component<Sprite>( + bullet_asset, + Sprite::Data { + .color = Color::BLUE, + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(60, 0), + } + ); + bullet.add_component<BehaviorScript>().set_script<EnemyBulletScript>(); + return counter; +} diff --git a/game/enemy/EnemyBulletSubScene.h b/game/enemy/EnemyBulletSubScene.h new file mode 100644 index 0000000..ac78ad9 --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemyBulletSubScene { +public: + int create(crepe::Scene & scn, int counter); +}; diff --git a/game/enemy/EnemyConfig.h b/game/enemy/EnemyConfig.h new file mode 100644 index 0000000..f9fb469 --- /dev/null +++ b/game/enemy/EnemyConfig.h @@ -0,0 +1,8 @@ +#pragma once +#include <crepe/types.h> + +//button config +// static constexpr crepe::vec2 PLAYER_BULLET_POOL_LOCATION = {0, -850}; +static constexpr crepe::vec2 ENEMY_BULLET_POOL_LOCATION = {0, -750}; +static constexpr crepe::vec2 ENEMY_POOL_LOCATION = {0, -650}; +static constexpr int ENEMY_POOL_MAX = 12; diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp new file mode 100644 index 0000000..135fc35 --- /dev/null +++ b/game/enemy/EnemyPool.cpp @@ -0,0 +1,10 @@ +#include "EnemyPool.h" +#include "EnemySubScene.h" +using namespace std; +void EnemyPool::create_enemies(crepe::Scene & scn) { + EnemySubScene enemy; + int amount = 0; + while (amount < ENEMY_POOL_MAX) { + amount = enemy.create(scn, amount); + } +} diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h new file mode 100644 index 0000000..cfd0b1c --- /dev/null +++ b/game/enemy/EnemyPool.h @@ -0,0 +1,8 @@ +#pragma once + +#include "EnemyConfig.h" +#include <crepe/api/Scene.h> +class EnemyPool { +public: + void create_enemies(crepe::Scene & scn); +}; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp new file mode 100644 index 0000000..0822c29 --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,206 @@ +#include "EnemyScript.h" +#include "../Config.h" +#include "../Random.h" +#include "../enemy/EnemyConfig.h" +#include "api/Color.h" +#include "api/Sprite.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> +#include <random> +using namespace crepe; +using namespace std; +EnemyScript::EnemyScript() { + engine.seed(rd()); + this->last_fired = std::chrono::steady_clock::now(); + this->shot_delay = std::chrono::duration<float>(1.5 + Random::f(2, 0)); +} +void EnemyScript::init() { + Metadata & meta = this->get_component<Metadata>(); + this->subscribe<SpawnEnemyEvent>( + [this](const SpawnEnemyEvent & e) -> bool { return this->spawn_enemy(e); }, + meta.game_object_id + ); + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { + return this->on_collide(e); + }); +}; +void EnemyScript::fixed_update(duration_t dt) { + if (!spawned) return; + auto now = std::chrono::steady_clock::now(); + std::chrono::duration<float> elapsed_hit = now - last_hit; + //hit blink timer + if (elapsed_hit > blink_time) { + set_hit_blink(false); + } + Transform & transform = this->get_component<Transform>(); + if (!this->alive) { + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + vec2 half_screen = camera.viewport_size / 2; + float x_value = cam_transform.position.x - half_screen.x - 100; + if (transform.position.x < x_value) { + this->despawn_enemy(); + } + return; + } + + Transform & player_transform = this->get_components_by_name<Transform>("player").front(); + Rigidbody & enemy_body = this->get_component<Rigidbody>(); + AI & ai_component = this->get_component<AI>(); + + float direction_to_player_y = player_transform.position.y - transform.position.y; + float distance_to_player_y = std::abs(direction_to_player_y); + + float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE); + adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); + Rigidbody & player_body = this->get_components_by_tag<Rigidbody>("player").front(); + // move path nodes + for (vec2 & path_node : ai_component.path) { + path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); + path_node.x += player_body.data.linear_velocity.x * dt.count(); + } + //bullet fire logic: + + std::chrono::duration<float> elapsed = now - last_fired; + if (elapsed > shot_delay) { + this->shoot(transform.position); + last_fired = now; + this->shot_delay = std::chrono::duration<float>(Random::f(3, 1.5)); + } +} + +bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { + + this->speed = e.speed; + this->alive = true; + this->spawned = true; + this->health = 2; + RefVector<Animator> animators = this->get_components<Animator>(); + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(0); + } + RefVector<Sprite> sprites = this->get_components<Sprite>(); + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 0; + } + Sprite & jetpack = sprites[2]; + jetpack.data.position_offset.x = 20; + Sprite & gun = sprites[3]; + gun.data.position_offset.x = -20; + AI & ai_component = this->get_component<AI>(); + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + Rigidbody & rb = this->get_component<Rigidbody>(); + rb.data.collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}; + rb.data.collision_layer = COLL_LAY_ENEMY; + vec2 half_screen = camera.viewport_size / 2; + float x_value = cam_transform.position.x + half_screen.x - 40 * (1 + e.column); + uniform_real_distribution<float> dist( + cam_transform.position.y - half_screen.y + 100, + cam_transform.position.y + half_screen.y - 100 + ); + float random_height = dist(engine); + vec2 spawn_location + = {cam_transform.position.x + camera.viewport_size.x / 2 + 100, random_height}; + transform.position = spawn_location; + ai_component.path.clear(); + ai_component.make_oval_path(10, 30, vec2 {x_value, random_height}, 1.5708, true); + ai_component.active = true; + this->last_fired = std::chrono::steady_clock::now(); + + return false; +} + +void EnemyScript::set_hit_blink(bool status) { + RefVector<Sprite> sprites = this->get_components<Sprite>(); + for (Sprite & sprite : sprites) { + if (status) { + sprite.data.color = Color::RED; + continue; + } + sprite.data.color = Color::WHITE; + } +} + +bool EnemyScript::on_collide(const CollisionEvent & e) { + if (!this->alive) return false; + if (e.info.other.metadata.tag == "player_bullet") { + this->health--; + last_hit = std::chrono::steady_clock::now(); + //Sprite& sprite; + set_hit_blink(true); + if (health <= 0) { + this->death(); + } + } + + //body_animator.play(); + + return false; +} +void EnemyScript::death() { + + Rigidbody & rb = this->get_component<Rigidbody>(); + Transform & tr = this->get_component<Transform>(); + RefVector<Animator> animators = this->get_components<Animator>(); + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + RefVector<Sprite> sprites = this->get_components<Sprite>(); + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 1}; + rb.data.collision_layers = {COLL_LAY_BOT_TOP}; + rb.data.collision_layer = 0; + + rb.data.gravity_scale = 1; + tr.rotation = 90; + AI & ai = this->get_component<AI>(); + ai.active = false; + this->alive = false; + AI & ai_component = this->get_component<AI>(); + ai_component.active = false; +} +void EnemyScript::despawn_enemy() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & rb = this->get_component<Rigidbody>(); + rb.data.gravity_scale = 0; + rb.data.linear_velocity = {0, 0}; + transform.rotation = 0; + transform.position = ENEMY_POOL_LOCATION; + + this->spawned = false; +} + +void EnemyScript::shoot(const vec2 & location) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("enemy_bullet"); + + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -750) { + + bullet_pos.position = location; + bullet_pos.position.x -= 20; + Rigidbody & bullet_body + = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); + bullet_collider.active = true; + bullet_body.active = true; + AudioSource & audio = this->get_component<AudioSource>(); + audio.play(); + return; + } + } +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h new file mode 100644 index 0000000..be71a78 --- /dev/null +++ b/game/enemy/EnemyScript.h @@ -0,0 +1,37 @@ +#pragma once +#include <chrono> +#include <crepe/api/Camera.h> +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <random> +struct SpawnEnemyEvent : public crepe::Event { + float speed = 0; + int column = 0; +}; +class EnemyScript : public crepe::Script { +public: + EnemyScript(); + void init() override; + void fixed_update(crepe::duration_t dt) override; + void shoot(const crepe::vec2 & position); + bool on_collide(const crepe::CollisionEvent & collisionData); + void despawn_enemy(); + bool spawn_enemy(const SpawnEnemyEvent & e); + void death(); + void set_hit_blink(bool status); + +private: + std::random_device rd; + std::default_random_engine engine; + bool alive = false; + bool spawned = false; + float speed = 50; + int health = 2; + const float MIN_SPEED = 20; + const float MAX_SPEED = 150; + const float MAX_DISTANCE = 200; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::time_point<std::chrono::steady_clock> last_hit; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0); + std::chrono::duration<float> blink_time = std::chrono::duration<float>(0.1); +}; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..c6aecec --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,117 @@ +#include <string> + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "../Config.h" +#include "EnemyConfig.h" +#include "EnemyScript.h" +#include "EnemySubScene.h" +using namespace crepe; +using namespace std; +//#TODO add sound +int EnemySubScene::create(Scene & scn, int enemy_counter) { + + string unique_name = "enemy_" + to_string(enemy_counter++); + GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1); + + enemy.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::DYNAMIC, + .max_linear_velocity = 400, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}, + .collision_layer = COLL_LAY_ENEMY, + + }); + // normal body + Asset enemy_body_asset {"asset/workers/worker2Body.png"}; + enemy.add_component<BoxCollider>(vec2(40, 60)); + Sprite & enemy_body_sprite = enemy.add_component<Sprite>( + enemy_body_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + Animator & body_animator = enemy.add_component<Animator>( + enemy_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .col = 1, + .row = 0, + .looping = false, + } + ); + body_animator.pause(); + + Asset enemy_head_asset {"asset/workers/worker2Head.png"}; + Sprite & enemy_head_sprite = enemy.add_component<Sprite>( + enemy_head_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + enemy.add_component<Animator>( + enemy_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + + //jetpack + //enemy.add_component<CircleCollider>(25, vec2(0, -20)); + Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( + enemy_jetpack_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(20, 0), + } + ); + enemy_jetpack_sprite.active = true; + enemy.add_component<Animator>( + enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + //gun + Asset enemy_pistol_asset {"asset/workers/gun.png"}; + Sprite & enemy_pistol_sprite = enemy.add_component<Sprite>( + enemy_pistol_asset, + Sprite::Data { + .flip = {false, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 2, + .size = vec2(0, 20), + .position_offset = vec2(-20, 0), + } + ); + enemy.add_component<AudioSource>(Asset("asset/sfx/bike_gun_2.ogg")).volume = 0.1; + AI & ai_component = enemy.add_component<AI>(3000); + ai_component.path_follow_on(); + ai_component.active = false; + BehaviorScript & enemy_script + = enemy.add_component<BehaviorScript>().set_script<EnemyScript>(); + //enemy_script.active = false; + return enemy_counter; +} diff --git a/game/enemy/EnemySubScene.h b/game/enemy/EnemySubScene.h new file mode 100644 index 0000000..3899250 --- /dev/null +++ b/game/enemy/EnemySubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemySubScene { +public: + int create(crepe::Scene & scn, int enemy_counter); +}; diff --git a/game/hud/HudConfig.h b/game/hud/HudConfig.h new file mode 100644 index 0000000..facc298 --- /dev/null +++ b/game/hud/HudConfig.h @@ -0,0 +1,33 @@ +#pragma once +#include <crepe/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"; +static constexpr const char * HUD_FPS = "hud_fps"; + +// 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}; + +// FPS +static constexpr const char * FPS = "00"; +static constexpr int FPS_LENGTH = 2; +static constexpr float FPS_CHAR_WIDTH = 10; +static constexpr crepe::vec2 FPS_OFFSET = {1030, 0}; diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp new file mode 100644 index 0000000..e4aeae7 --- /dev/null +++ b/game/hud/HudScript.cpp @@ -0,0 +1,98 @@ +#include "HudScript.h" +#include "HudConfig.h" + +#include "../Config.h" +#include "../Events.h" +#include "api/KeyCodes.h" +#include "menus/endgame/EndGameSubScript.h" + +#include <climits> + +#include <crepe/api/Text.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/SaveManager.h> + +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}; + + this->subscribe<GetCoinEvent>([this](const GetCoinEvent e) -> bool { + return this->get_coin(e); + }); + this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->toggle_fps(ev); + }); + this->subscribe<EndGameEvent>([this](const EndGameEvent e) -> bool { + return this->save(); + }); +} + +bool HudScript::toggle_fps(crepe::KeyPressEvent ev) { + if (ev.key != Keycode::D1) return false; + Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front(); + this->show_fps = !this->show_fps; + if (this->show_fps) { + txt_fps.active = true; + } else { + txt_fps.active = false; + } + return true; +} + +void HudScript::frame_update(crepe::duration_t dt) { + + // 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; + this->distance_st = distance; + 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(this->coin_amount); + this->coin_amount_st = amount_of_coins; + 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}; + + // FPS + Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front(); + float fps = this->get_loop_timer().get_fps(); + string fps_amount = to_string(this->get_loop_timer().get_fps()); + txt_fps.text = fps_amount; + txt_fps.dimensions = {FPS_CHAR_WIDTH * fps_amount.size(), (FPS_CHAR_WIDTH) * 2}; + txt_fps.offset = TOP_LEFT + FONTOFFSET + FPS_OFFSET + + vec2 {fps_amount.size() * FPS_CHAR_WIDTH / 2, 0}; + if (fps >= 30) txt_fps.data.text_color = Color::YELLOW; + if (fps >= 50) txt_fps.data.text_color = Color::GREEN; + if (fps < 30) txt_fps.data.text_color = Color::RED; +} + +bool HudScript::get_coin(const GetCoinEvent e) { + this->coin_amount = e.amount_of_coins; + return true; +} + +bool HudScript::save() { + SaveManager & savemgr = this->get_save_manager(); + savemgr.set(TOTAL_COINS_RUN, this->coin_amount); + savemgr.set(DISTANCE_RUN, this->distance_st); + this->trigger_event<ShowScoreEvent>(); + return false; +} diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h new file mode 100644 index 0000000..2b789db --- /dev/null +++ b/game/hud/HudScript.h @@ -0,0 +1,25 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <crepe/manager/SaveManager.h> + +struct GetCoinEvent : public crepe::Event { + int amount_of_coins; +}; + +class HudScript : public crepe::Script { +public: + void init() override; + void frame_update(crepe::duration_t dt) override; + bool get_coin(const GetCoinEvent e); + bool toggle_fps(crepe::KeyPressEvent ev); + bool save(); + +private: + crepe::SaveManager * savemgr; + bool show_fps = false; + int coin_amount = 0; + std::string coin_amount_st = ""; + std::string distance_st = ""; +}; diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp new file mode 100644 index 0000000..dcc07b4 --- /dev/null +++ b/game/hud/HudSubScene.cpp @@ -0,0 +1,68 @@ +#include "HudSubScene.h" +#include "HudConfig.h" + +#include "../Config.h" + +#include <crepe/api/GameObject.h> +#include <crepe/api/Text.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_coin = {COINS_CHAR_WIDTH * COINS_LENGTH, (COINS_CHAR_WIDTH) * 2}; + hud_coin.add_component<Text>( + size_coin, FONT, + Text::Data { + .world_space = false, + .text_color = Color::GOLD, + }, + TOP_LEFT + FONTOFFSET + COINS_OFFSET + vec2 {COINS_LENGTH * COINS_CHAR_WIDTH / 2, 0}, + COINS + ); + + // Fps + GameObject hud_fps = scn.new_object(HUD_FPS); + crepe::vec2 size_fps = {FPS_CHAR_WIDTH * FPS_LENGTH, (FPS_CHAR_WIDTH) * 2}; + hud_fps + .add_component<Text>( + size_fps, FONT, + Text::Data { + .world_space = false, + .text_color = Color::GREEN, + }, + TOP_LEFT + FONTOFFSET + FPS_OFFSET + vec2 {FPS_LENGTH * FPS_CHAR_WIDTH / 2, 0}, FPS + ) + .active + = false; +} diff --git a/game/hud/HudSubScene.h b/game/hud/HudSubScene.h new file mode 100644 index 0000000..0cd368e --- /dev/null +++ b/game/hud/HudSubScene.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/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..2ced47a --- /dev/null +++ b/game/hud/SpeedScript.cpp @@ -0,0 +1,42 @@ +#include "SpeedScript.h" + +#include "../Events.h" +#include "api/BehaviorScript.h" +#include <crepe/api/Event.h> +#include <crepe/api/KeyCodes.h> +#include <crepe/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; + }); + this->subscribe<EndGameEvent>([this](const EndGameEvent e) { + this->get_component<BehaviorScript>().active = false; + return false; + }); +} + +void SpeedScript::fixed_update(crepe::duration_t dt) { + LoopTimerManager & lp = this->get_loop_timer(); + if (this->get_key_state(Keycode::PAGE_UP)) { + if (lp.get_time_scale() >= 2) return; + lp.set_time_scale(lp.get_time_scale() + 0.1); + } + if (this->get_key_state(Keycode::PAGE_DOWN)) { + if (lp.get_time_scale() <= 0.5) return; + 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..b40f7cc --- /dev/null +++ b/game/hud/SpeedScript.h @@ -0,0 +1,15 @@ +#pragma once + +#include <crepe/api/Script.h> +#include <crepe/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 = false; + float timescale = 1; +}; diff --git a/game/main.cpp b/game/main.cpp index 325b66d..95cb35c 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1,13 +1,27 @@ +#include <cstdlib> + #include <crepe/api/Engine.h> #include <crepe/api/Script.h> +#include "EngineConfig.h" #include "GameScene.h" +#include "PreviewScene.h" +#include "menus/mainmenu/MainMenuScene.h" +#include "menus/shop/ShopMenuScene.h" using namespace crepe; int main() { + srand(time(NULL)); + + Config::get_instance() = ENGINE_CONFIG; + Engine gameloop; + + gameloop.add_scene<MainMenuScene>(); + gameloop.add_scene<ShopMenuScene>(); gameloop.add_scene<GameScene>(); + gameloop.add_scene<PreviewScene>(); return gameloop.main(); } diff --git a/game/makefile b/game/makefile new file mode 100644 index 0000000..3fedf7f --- /dev/null +++ b/game/makefile @@ -0,0 +1,5 @@ +.PHONY: FORCE + +format: FORCE + $(MAKE) -C .. $@ + diff --git a/game/menus/BannerSubScene.cpp b/game/menus/BannerSubScene.cpp new file mode 100644 index 0000000..006a829 --- /dev/null +++ b/game/menus/BannerSubScene.cpp @@ -0,0 +1,49 @@ +#include "BannerSubScene.h" +#include "MenusConfig.h" + +#include "../Config.h" + +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.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 = 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 = 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 = 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/menus/BannerSubScene.h b/game/menus/BannerSubScene.h new file mode 100644 index 0000000..c194dfc --- /dev/null +++ b/game/menus/BannerSubScene.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/GameObject.h> +#include <crepe/types.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/menus/ButtonNextMainMenuSubScript.cpp b/game/menus/ButtonNextMainMenuSubScript.cpp new file mode 100644 index 0000000..63a2777 --- /dev/null +++ b/game/menus/ButtonNextMainMenuSubScript.cpp @@ -0,0 +1,44 @@ +#include "ButtonNextMainMenuSubScript.h" +#include "ButtonReplaySubScript.h" +#include "MenusConfig.h" +#include "ValueBroker.h" + +#include "manager/SaveManager.h" + +#include "../Config.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void ButtonNextMainMenuSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonNextMainMenuSubScript::on_button_press(const ButtonPressEvent & e) { + RefVector<AudioSource> audios + = this->get_components_by_name<AudioSource>("background_music"); + + for (AudioSource & audio : audios) { + audio.stop(); + } + + this->trigger_event<DeleteRecordingEvent>(); + SaveManager & savemgr = this->get_save_manager(); + + ValueBroker<int> coins = savemgr.get<int>(TOTAL_COINS_RUN, 0); + ValueBroker<int> coins_game = savemgr.get<int>(TOTAL_COINS_GAME, 0); + savemgr.set(TOTAL_COINS_GAME, coins_game.get() + coins.get()); + + ValueBroker<int> distance = savemgr.get<int>(DISTANCE_RUN, 0); + ValueBroker<int> distance_game = savemgr.get<int>(DISTANCE_GAME, 0); + if (distance.get() > distance_game.get()) savemgr.set(DISTANCE_GAME, distance.get()); + + this->set_next_scene(MAINMENU_SCENE); + return false; +} diff --git a/game/menus/ButtonNextMainMenuSubScript.h b/game/menus/ButtonNextMainMenuSubScript.h new file mode 100644 index 0000000..3bc3f52 --- /dev/null +++ b/game/menus/ButtonNextMainMenuSubScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonNextMainMenuSubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: + bool transition = false; +}; diff --git a/game/menus/ButtonReplaySubScript.cpp b/game/menus/ButtonReplaySubScript.cpp new file mode 100644 index 0000000..01cccbf --- /dev/null +++ b/game/menus/ButtonReplaySubScript.cpp @@ -0,0 +1,43 @@ +#include "ButtonReplaySubScript.h" +#include "Config.h" +#include "MenusConfig.h" + +#include "../Events.h" +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void ButtonReplaySubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); + this->subscribe<EndGameEvent>([this](const EndGameEvent & e) { + return this->set_recording(); + }); + this->subscribe<DeleteRecordingEvent>([this](const DeleteRecordingEvent & e) { + return this->delete_recording(); + }); + if (DISABLE_REPLAY) return; + replay.record_start(); +} + +bool ButtonReplaySubScript::on_button_press(const ButtonPressEvent & e) { + if (DISABLE_REPLAY) return false; + replay.play(this->recording); + return false; +} + +bool ButtonReplaySubScript::set_recording() { + if (DISABLE_REPLAY) return false; + this->recording = replay.record_end(); + return false; +} + +bool ButtonReplaySubScript::delete_recording() { + if (DISABLE_REPLAY) return false; + replay.release(this->recording); + return false; +} diff --git a/game/menus/ButtonReplaySubScript.h b/game/menus/ButtonReplaySubScript.h new file mode 100644 index 0000000..3eb8aa9 --- /dev/null +++ b/game/menus/ButtonReplaySubScript.h @@ -0,0 +1,21 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +struct DeleteRecordingEvent : public crepe::Event {}; + +class ButtonReplaySubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +private: + crepe::recording_t recording = 0; + bool set_recording(); + bool delete_recording(); + +protected: + bool transition = false; +}; diff --git a/game/menus/ButtonSetMainMenuSubScript.cpp b/game/menus/ButtonSetMainMenuSubScript.cpp new file mode 100644 index 0000000..1c6bcb2 --- /dev/null +++ b/game/menus/ButtonSetMainMenuSubScript.cpp @@ -0,0 +1,23 @@ +#include "ButtonSetMainMenuSubScript.h" +#include "MenusConfig.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void ButtonSetMainMenuSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonSetMainMenuSubScript::on_button_press(const ButtonPressEvent & e) { + RefVector<AudioSource> audios + = this->get_components_by_name<AudioSource>("background_music"); + + this->set_next_scene(MAINMENU_SCENE); + return false; +} diff --git a/game/menus/ButtonSetMainMenuSubScript.h b/game/menus/ButtonSetMainMenuSubScript.h new file mode 100644 index 0000000..2fb2634 --- /dev/null +++ b/game/menus/ButtonSetMainMenuSubScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonSetMainMenuSubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: + bool transition = false; +}; diff --git a/game/menus/ButtonSetShopSubScript.cpp b/game/menus/ButtonSetShopSubScript.cpp new file mode 100644 index 0000000..4f395eb --- /dev/null +++ b/game/menus/ButtonSetShopSubScript.cpp @@ -0,0 +1,17 @@ +#include "ButtonSetShopSubScript.h" +#include "MenusConfig.h" + +using namespace crepe; +using namespace std; + +void ButtonSetShopSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonSetShopSubScript::on_button_press(const ButtonPressEvent & e) { + this->set_next_scene(SHOP_SCENE); + return false; +} diff --git a/game/menus/ButtonSetShopSubScript.h b/game/menus/ButtonSetShopSubScript.h new file mode 100644 index 0000000..4017a4c --- /dev/null +++ b/game/menus/ButtonSetShopSubScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonSetShopSubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: + bool transition = false; +}; diff --git a/game/menus/ButtonShowCreditsSubScript.cpp b/game/menus/ButtonShowCreditsSubScript.cpp new file mode 100644 index 0000000..ec0e980 --- /dev/null +++ b/game/menus/ButtonShowCreditsSubScript.cpp @@ -0,0 +1,20 @@ +#include "ButtonShowCreditsSubScript.h" +#include "MenusConfig.h" +#include "mainmenu/CreditsSubScript.h" +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void ButtonShowCreditsSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonShowCreditsSubScript::on_button_press(const ButtonPressEvent & e) { + this->trigger_event<ShowCreditsEvent>(); + return false; +} diff --git a/game/menus/ButtonShowCreditsSubScript.h b/game/menus/ButtonShowCreditsSubScript.h new file mode 100644 index 0000000..3c73c44 --- /dev/null +++ b/game/menus/ButtonShowCreditsSubScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonShowCreditsSubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: + bool transition = false; +}; diff --git a/game/menus/ButtonSubScene.cpp b/game/menus/ButtonSubScene.cpp new file mode 100644 index 0000000..1fe6b03 --- /dev/null +++ b/game/menus/ButtonSubScene.cpp @@ -0,0 +1,266 @@ +#include "ButtonSubScene.h" +#include "ButtonNextMainMenuSubScript.h" +#include "ButtonReplaySubScript.h" +#include "ButtonSetMainMenuSubScript.h" +#include "ButtonSetShopSubScript.h" +#include "ButtonShowCreditsSubScript.h" +#include "IButtonScript.h" +#include "MenusConfig.h" + +#include "../preview/PreviewReplaySubScript.h" +#include "../preview/PreviewStartRecSubScript.h" +#include "../preview/PreviewStopRecSubScript.h" +#include "api/Asset.h" +#include "mainmenu/ButtonTransitionPreviewSubScript.h" + +#include "../Config.h" +#include "mainmenu/CreditsSubScript.h" +#include "menus/shop/ButtonBuySelectBubbleScript.h" +#include "menus/shop/ButtonBuySelectBulletScript.h" + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Button.h> +#include <crepe/api/Color.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.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<ButtonTransitionPreviewSubScript>(); + break; + case ScriptSelect::SHOP: + button_object.add_component<BehaviorScript>().set_script<ButtonSetShopSubScript>(); + break; + case ScriptSelect::MAINMENU: + button_object.add_component<BehaviorScript>() + .set_script<ButtonSetMainMenuSubScript>(); + break; + case ScriptSelect::NEXT: + button_object.add_component<BehaviorScript>() + .set_script<ButtonNextMainMenuSubScript>(); + break; + case ScriptSelect::REPLAY: + button_object.add_component<BehaviorScript>().set_script<ButtonReplaySubScript>(); + break; + case ScriptSelect::CREDITS_BACK: + button_object.add_component<BehaviorScript>().set_script<CreditsSubScript>(data.tag + ); + break; + case ScriptSelect::CREDITS_SHOW: + button_object.add_component<BehaviorScript>() + .set_script<ButtonShowCreditsSubScript>(); + break; + case ScriptSelect::PREVIEW_REPLAY: + button_object.add_component<BehaviorScript>().set_script<PreviewReplaySubScript>(); + break; + case ScriptSelect::PREVIEW_START: + button_object.add_component<BehaviorScript>().set_script<PreviewStartRecSubScript>( + ); + break; + case ScriptSelect::PREVIEW_STOP: + button_object.add_component<BehaviorScript>().set_script<PreviewStopRecSubScript>( + ); + break; + case ScriptSelect::SHOP_BULLET: + button_object.add_component<BehaviorScript>() + .set_script<ButtonBuySelectBulletScript>(); + break; + case ScriptSelect::SHOP_BUBBLE: + button_object.add_component<BehaviorScript>() + .set_script<ButtonBuySelectBubbleScript>(); + 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 + = STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset, + .size = 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 + = STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset, + .size = 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::BACK: + this->back_btn_overlay(button_object, data); + break; + case ButtonSelect::NEXT: + this->next_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 = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = LARGE_OVERLAY_SIZE, + .world_space = data.worldspace, + } + ); + button_object.add_component<Button>(LARGE_OVERLAY_SIZE, Button::Data {}); + if (!data.color_side) return; + this->btn_color_side(button_object, SIDE_PANEL_OFFSET, data); +} + +void ButtonSubScene::back_btn_overlay(crepe::GameObject & button_object, const Data & data) { + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonright.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = 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 = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_LEFT, + .position_offset = {-80, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Button>( + vec2 { + SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y + }, + Button::Data {} + ); +} + +void ButtonSubScene::next_btn_overlay(crepe::GameObject & button_object, const Data & data) { + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonright.png"), + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_RIGHT, + .position_offset = {-20, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonleft.png"), + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_LEFT, + .position_offset = {80, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Button>( + vec2 { + SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y + }, + Button::Data {} + ); +} + +void ButtonSubScene::btn_color_side( + crepe::GameObject & button_object, const vec2 & offset, const Data & data +) { + Asset * selected; + Asset blue = Asset("asset/ui/buttonSmallBlue.png"); + Asset orange = Asset("asset/ui/buttonSmallOrange.png"); + Asset purple = Asset("asset/ui/buttonSmallPurple.png"); + Asset yellow = Asset("asset/ui/buttonSmallYellow.png"); + switch (data.btn_side_color) { + case ButtonSideColor::BLUE: + selected = &blue; + break; + case ButtonSideColor::ORANGE: + selected = &orange; + break; + case ButtonSideColor::PURPLE: + selected = &purple; + break; + case ButtonSideColor::YELLOW: + selected = &yellow; + break; + case ButtonSideColor::NONE: + selected = &blue; + break; + } + + button_object.add_component<Sprite>( + *selected, + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, + .size = SIDE_PANEL_SIZE, + .position_offset = offset, + .world_space = data.worldspace, + } + ); + button_object.add_component<Sprite>( + *selected, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, + .size = SIDE_PANEL_SIZE, + .position_offset = {-offset.x, offset.y}, + .world_space = data.worldspace, + } + ); +} diff --git a/game/menus/ButtonSubScene.h b/game/menus/ButtonSubScene.h new file mode 100644 index 0000000..d4c7223 --- /dev/null +++ b/game/menus/ButtonSubScene.h @@ -0,0 +1,84 @@ +#pragma once + +#include <crepe/api/GameObject.h> + +#include <string> + +namespace crepe { +class Scene; +} + +class ButtonSubScene { +public: + //script enum + enum class ScriptSelect { + PREVIEW, + SHOP, + MAINMENU, + NEXT, + REPLAY, + CREDITS_SHOW, + CREDITS_BACK, + PREVIEW_START, + PREVIEW_STOP, + PREVIEW_REPLAY, + SHOP_BULLET, + SHOP_BUBBLE, + NONE, + }; + //icon enum + enum class IconSelect { + SHOP, + COINS, + NONE, + }; + //icon enum + enum class ButtonSelect { + BACK, + NEXT, + LARGE, + }; + + enum class ButtonSideColor { + BLUE, + ORANGE, + PURPLE, + YELLOW, + NONE, + }; + //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 = ""; + const int sorting_layer_offset = 0; + const ButtonSideColor btn_side_color = ButtonSideColor::NONE; + }; + +public: + void create(crepe::Scene & scn, const Data & data); + +private: + void large_btn_overlay(crepe::GameObject & button_object, const Data & data); + void back_btn_overlay(crepe::GameObject & button_object, const Data & data); + void next_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/menus/FloatingWindowSubScene.cpp b/game/menus/FloatingWindowSubScene.cpp new file mode 100644 index 0000000..4420bfa --- /dev/null +++ b/game/menus/FloatingWindowSubScene.cpp @@ -0,0 +1,220 @@ + +#include "FloatingWindowSubScene.h" +#include "MenusConfig.h" + +#include <crepe/api/Camera.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void FloatingWindowSubScene::create(Scene & scn, const Data & data) { + const vec2 SIZE = {data.width, data.width * 0.75f}; + const vec2 POSITION_CORRECTION = vec2 {0, -SIZE.y / 2} + data.offset; + const float THICKNESS_BANNER = 34; + const float MIDDLE_OFFSET_FACTOR_TICKNESS = 0.83; + const float MIDDLE_OFFSET_FACTOR_OFFSET = 1.2; + const float MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH = 0.86; + const float MIDDLE_OFFSET_OFFSET_ADDITION = -0.5; + const float BOTTOM_OFFSET_X = 3; + const float BOTTOM_OFFSET_Y = -3; + + GameObject floatingwindow = scn.new_object("FloatingWindow", data.group_tag); + + // Top_middle + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_middle_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {SIZE.x, THICKNESS_BANNER}, + .position_offset = POSITION_CORRECTION + vec2 {0, 0}, + .world_space = false, + } + ); + + // Top_Left + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_left_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER, THICKNESS_BANNER}, + .position_offset + = POSITION_CORRECTION + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, 0}, + .world_space = false, + } + ); + + // Top_Right + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_right_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER, THICKNESS_BANNER}, + .position_offset + = POSITION_CORRECTION + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, 0}, + .world_space = false, + } + ); + + // Top_middle_2 + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_2_middle_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {SIZE.x, THICKNESS_BANNER}, + .position_offset = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER}, + .world_space = false, + } + ); + + // Top_Left_2 + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_2_left_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER, THICKNESS_BANNER}, + .position_offset = POSITION_CORRECTION + + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, THICKNESS_BANNER}, + .world_space = false, + } + ); + + // Top_Right_2 + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_2_right_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER, THICKNESS_BANNER}, + .position_offset + = POSITION_CORRECTION + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, THICKNESS_BANNER}, + .world_space = false, + } + ); + + // Top_middle_3 + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_3_middle_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {SIZE.x, THICKNESS_BANNER}, + .position_offset = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER * 2}, + .world_space = false, + } + ); + + // Top_Left_3 + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_3_left_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER, THICKNESS_BANNER}, + .position_offset + = POSITION_CORRECTION + + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, THICKNESS_BANNER * 2}, + .world_space = false, + } + ); + + // Top_Right_3 + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/top_3_right_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER, THICKNESS_BANNER}, + .position_offset + = POSITION_CORRECTION + + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, THICKNESS_BANNER * 2}, + .world_space = false, + } + ); + + // Middle_Mid + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/middle_mid_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 7, + .size + = {SIZE.x * MIDDLE_OFFSET_FACTOR_OFFSET * MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH + + data.width_middle_offset, + SIZE.y}, + .position_offset + = POSITION_CORRECTION + + vec2 {0, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2}, + .world_space = false, + } + ); + + // Middle_Left + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/middle_left_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, SIZE.y}, + .position_offset + = POSITION_CORRECTION + + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2 * MIDDLE_OFFSET_FACTOR_OFFSET - MIDDLE_OFFSET_OFFSET_ADDITION, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2}, + .world_space = false, + } + ); + + // Middle_Right + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/middle_right_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, SIZE.y}, + .position_offset + = POSITION_CORRECTION + + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2 * MIDDLE_OFFSET_FACTOR_OFFSET + MIDDLE_OFFSET_OFFSET_ADDITION, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2}, + .world_space = false, + } + ); + + // Bot_Middle + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/bot_middle_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 7, + .size + = {SIZE.x * MIDDLE_OFFSET_FACTOR_OFFSET * MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH + + data.width_middle_offset, + THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS}, + .position_offset + = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y}, + .world_space = false, + } + ); + + // Bot_Left + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/bot_left_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size + = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, + THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS}, + .position_offset + = POSITION_CORRECTION + + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2 - BOTTOM_OFFSET_X, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y}, + .world_space = false, + } + ); + + // Bot_Right + floatingwindow.add_component<Sprite>( + Asset("asset/ui/settings_container/bot_right_setting.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8, + .size + = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, + THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS}, + .position_offset + = POSITION_CORRECTION + + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2 + BOTTOM_OFFSET_X, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y}, + .world_space = false, + } + ); +} diff --git a/game/menus/FloatingWindowSubScene.h b/game/menus/FloatingWindowSubScene.h new file mode 100644 index 0000000..7b9de96 --- /dev/null +++ b/game/menus/FloatingWindowSubScene.h @@ -0,0 +1,17 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <crepe/types.h> + +class FloatingWindowSubScene { +public: + struct Data { + const std::string group_tag = ""; + float width = 200; + crepe::vec2 offset = {0, 0}; + float width_middle_offset = 0; + }; + +public: + void create(crepe::Scene & scn, const Data & data); +}; diff --git a/game/menus/IButtonScript.cpp b/game/menus/IButtonScript.cpp new file mode 100644 index 0000000..34efbd0 --- /dev/null +++ b/game/menus/IButtonScript.cpp @@ -0,0 +1,32 @@ +#include "IButtonScript.h" + +#include "system/InputSystem.h" + +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void IButtonScript::init() { + 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}; + } + 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}; + } + return false; +} diff --git a/game/menus/IButtonScript.h b/game/menus/IButtonScript.h new file mode 100644 index 0000000..e45375b --- /dev/null +++ b/game/menus/IButtonScript.h @@ -0,0 +1,10 @@ +#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/menus/IFloatingWindowScript.cpp b/game/menus/IFloatingWindowScript.cpp new file mode 100644 index 0000000..4b538ef --- /dev/null +++ b/game/menus/IFloatingWindowScript.cpp @@ -0,0 +1,22 @@ +#include "IFloatingWindowScript.h" + +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; + +void IFloatingWindowScript::init() { this->disable_all_sprites(); } + +void IFloatingWindowScript::disable_all_sprites() { + RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); + for (Sprite & sprite : sprites) { + sprite.active = false; + } +} + +void IFloatingWindowScript::enable_all_sprites() { + RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); + for (Sprite & sprite : sprites) { + sprite.active = true; + } +} diff --git a/game/menus/IFloatingWindowScript.h b/game/menus/IFloatingWindowScript.h new file mode 100644 index 0000000..e39378f --- /dev/null +++ b/game/menus/IFloatingWindowScript.h @@ -0,0 +1,15 @@ +#pragma once + +#include <crepe/api/Script.h> + +#include <string> + +class IFloatingWindowScript : public virtual crepe::Script { +public: + virtual void init(); + void disable_all_sprites(); + void enable_all_sprites(); + +protected: + std::string tag = ""; +}; diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h new file mode 100644 index 0000000..3e357a5 --- /dev/null +++ b/game/menus/MenusConfig.h @@ -0,0 +1,16 @@ +#pragma once +#include <crepe/types.h> + +//generic menu config +static constexpr int STARTING_SORTING_IN_LAYER = 7; +//Scene names +static constexpr const char * START_SCENE = "scene1"; +static constexpr const char * PREVIEW_SCENE = "preview scene"; +static constexpr const char * SHOP_SCENE = "shopmenu"; +static constexpr const char * MAINMENU_SCENE = "mainmenu"; +//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/menus/endgame/EndGameSubScene.cpp b/game/menus/endgame/EndGameSubScene.cpp new file mode 100644 index 0000000..b33072a --- /dev/null +++ b/game/menus/endgame/EndGameSubScene.cpp @@ -0,0 +1,127 @@ + +#include "EndGameSubScene.h" +#include "EndGameSubScript.h" + +#include "../../Config.h" +#include "../ButtonSubScene.h" +#include "../FloatingWindowSubScene.h" + +#include <string> + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Text.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void EndGameSubScene::create(Scene & scn) { + + const std::string TAG = "end_game_tag"; + GameObject script = scn.new_object("script"); + script.add_component<BehaviorScript>().set_script<EndGameSubScript>(TAG); + + // Window + FloatingWindowSubScene window; + window.create( + scn, + FloatingWindowSubScene::Data { + .group_tag = TAG, + .width = 500, + .offset = {0, -50}, + .width_middle_offset = -2, + } + ); + + // Titel + const string TITEL_STRING = "GAME OVER"; + GameObject titel = scn.new_object("titel", TAG); + crepe::vec2 size = {200, (200.0f / TITEL_STRING.size()) * 2}; + titel.add_component<Text>( + size, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {0, -207} + FONTOFFSET, TITEL_STRING + ); + + const float Y_SPACING = 50; + const float Y_OFFSET = -100; + + // Gold gathered + const string GOLD_STRING = "gold:0"; + GameObject gold = scn.new_object("gold_endgame", TAG); + crepe::vec2 size_gold = {200, (200.0f / GOLD_STRING.size()) * 2}; + gold.add_component<Text>( + size_gold, FONT, + Text::Data { + .world_space = false, + .text_color = Color::GOLD, + }, + vec2 {0, Y_OFFSET} + FONTOFFSET, GOLD_STRING + ); + + // Distance + const string DISTANCE_STRING = "0M"; + GameObject distance = scn.new_object("distance_endgame", TAG); + crepe::vec2 size_distance = {200, (200.0f / DISTANCE_STRING.size()) * 2}; + distance.add_component<Text>( + size_distance, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {0, Y_SPACING + Y_OFFSET} + FONTOFFSET, DISTANCE_STRING + ); + + // Highscore + const string HIGHSCORE_STRING = "NEW HIGHSCORE"; + GameObject highscore = scn.new_object("highscore_endgame", "highscore_tag_end"); + crepe::vec2 size_highscore = {200, (200.0f / HIGHSCORE_STRING.size()) * 2}; + highscore + .add_component<Text>( + size_highscore, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {0, Y_SPACING * 2 + Y_OFFSET} + FONTOFFSET, HIGHSCORE_STRING + ) + .active + = false; + + // Buttons + vec2 button_position = {190, 190}; + ButtonSubScene button; + button.create( + scn, + ButtonSubScene::Data { + .text = "NEXT", + .text_width = 100, + .position = button_position, + .script_type = ButtonSubScene::ScriptSelect::NEXT, + .button_type = ButtonSubScene::ButtonSelect::NEXT, + .scale = 0.6, + .worldspace = false, + .tag = TAG, + .sorting_layer_offset = 20, + } + ); + + button.create( + scn, + ButtonSubScene::Data { + .text = "REPLAY", + .text_width = 150, + .position = {-button_position.x, button_position.y}, + .script_type = ButtonSubScene::ScriptSelect::REPLAY, + .button_type = ButtonSubScene::ButtonSelect::BACK, + .scale = 0.6, + .worldspace = false, + .tag = TAG, + .sorting_layer_offset = 20, + } + ); +} diff --git a/game/menus/endgame/EndGameSubScene.h b/game/menus/endgame/EndGameSubScene.h new file mode 100644 index 0000000..204f3b7 --- /dev/null +++ b/game/menus/endgame/EndGameSubScene.h @@ -0,0 +1,9 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class EndGameSubScene { + +public: + void create(crepe::Scene & scn); +}; diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp new file mode 100644 index 0000000..6793f3e --- /dev/null +++ b/game/menus/endgame/EndGameSubScript.cpp @@ -0,0 +1,101 @@ +#include "EndGameSubScript.h" + +#include "../../Config.h" +#include "../../Events.h" +#include "../ButtonReplaySubScript.h" +#include "../IFloatingWindowScript.h" +#include "ValueBroker.h" +#include "manager/SaveManager.h" + +#include <string> + +#include <crepe/api/Button.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h> +#include <crepe/types.h> + +using namespace crepe; + +EndGameSubScript::EndGameSubScript(const std::string & tag) { this->tag = tag; } + +void EndGameSubScript::init() { + this->disable_all(); + this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->enable_all(); }); + this->subscribe<EndGameEvent>([this](const EndGameEvent e) { + return this->reset_timescale(); + }); + this->subscribe<ShowScoreEvent>([this](const ShowScoreEvent e) { + return this->showscore(); + }); +} + +bool EndGameSubScript::disable_all() { + IFloatingWindowScript::disable_all_sprites(); + RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); + for (Button & button : buttons) { + button.active = false; + } + RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); + for (Text & text : texts) { + text.active = false; + } + return false; +} + +bool EndGameSubScript::enable_all() { + IFloatingWindowScript::enable_all_sprites(); + RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); + for (Button & button : buttons) { + button.active = true; + } + RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); + for (Text & text : texts) { + text.active = true; + } + return false; +} + +bool EndGameSubScript::reset_timescale() { + this->get_loop_timer().set_time_scale(1); + return false; +} + +bool EndGameSubScript::showscore() { + // Gather text + Text & coins_text = this->get_components_by_name<Text>("gold_endgame").front().get(); + Text & distance_text + = this->get_components_by_name<Text>("distance_endgame").front().get(); + Text & highscore_text + = this->get_components_by_name<Text>("highscore_endgame").front().get(); + highscore_text.active = false; + + // Gather saved data + SaveManager & savemgr = this->get_save_manager(); + ValueBroker<std::string> coins = savemgr.get<std::string>(TOTAL_COINS_RUN, "0"); + ValueBroker<std::string> distance = savemgr.get<std::string>(DISTANCE_RUN, "0"); + int distance_run = savemgr.get<int>(DISTANCE_RUN, 0).get(); + int distance_game = savemgr.get<int>(DISTANCE_GAME, 0).get(); + + // Show highscore + if (distance_run > distance_game) highscore_text.active = true; + + const float CHAR_SIZE_DIS = 20; + // Show distance + std::string distance_string = "DISTANCE:" + distance.get(); + distance_text.text = distance_string; + crepe::vec2 size_distance + = {CHAR_SIZE_DIS * distance_string.size(), + (CHAR_SIZE_DIS * distance_string.size() / distance_string.size()) * 2}; + distance_text.dimensions = size_distance; + + const float CHAR_SIZE_COIN = 16; + // Show coins + std::string coins_string = "Coins:" + coins.get(); + coins_text.text = coins_string; + crepe::vec2 size_coins + = {CHAR_SIZE_COIN * coins_string.size(), + (CHAR_SIZE_COIN * coins_string.size() / coins_string.size()) * 2}; + coins_text.dimensions = size_coins; + + return false; +} diff --git a/game/menus/endgame/EndGameSubScript.h b/game/menus/endgame/EndGameSubScript.h new file mode 100644 index 0000000..c25f6ca --- /dev/null +++ b/game/menus/endgame/EndGameSubScript.h @@ -0,0 +1,18 @@ +#pragma once + +#include "../IFloatingWindowScript.h" + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +struct ShowScoreEvent : public crepe::Event {}; + +class EndGameSubScript : public IFloatingWindowScript { +public: + EndGameSubScript(const std::string & tag); + void init() override; + bool disable_all(); + bool enable_all(); + bool reset_timescale(); + bool showscore(); +}; diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp new file mode 100644 index 0000000..4c4dfc1 --- /dev/null +++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp @@ -0,0 +1,23 @@ +#include "ButtonTransitionPreviewSubScript.h" + +#include "../MenusConfig.h" + +using namespace crepe; +using namespace std; + +void ButtonTransitionPreviewSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonTransitionPreviewSubScript::on_button_press(const ButtonPressEvent & e) { + if (!this->transition) this->transition = true; + return false; +} + +const char * ButtonTransitionPreviewSubScript::get_scene_name() const { + // Provide the next scene defined in MainMenuConfig + return PREVIEW_SCENE; +} diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h new file mode 100644 index 0000000..d6d8149 --- /dev/null +++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include "ITransitionScript.h" + +#include "../IButtonScript.h" + +class ButtonTransitionPreviewSubScript : 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/menus/mainmenu/CreditsSubScene.cpp b/game/menus/mainmenu/CreditsSubScene.cpp new file mode 100644 index 0000000..65576ee --- /dev/null +++ b/game/menus/mainmenu/CreditsSubScene.cpp @@ -0,0 +1,132 @@ + +#include "CreditsSubScene.h" +#include "CreditsSubScript.h" + +#include "../../Config.h" +#include "../ButtonSubScene.h" +#include "../FloatingWindowSubScene.h" + +#include <string> + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Text.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void CreditsSubScene::create(Scene & scn) { + + const std::string TAG = "credits_tag"; + GameObject script = scn.new_object("script"); + script.add_component<BehaviorScript>().set_script<CreditsSubScript>(TAG); + + // Window + FloatingWindowSubScene window; + window.create( + scn, + FloatingWindowSubScene::Data { + .group_tag = TAG, + .width = 500, + .offset = {150, -50}, + .width_middle_offset = -2, + } + ); + + // Titel + const string TITEL_STRING = "Credits"; + GameObject titel = scn.new_object("titel", TAG); + crepe::vec2 size = {200, (200.0f / TITEL_STRING.size()) * 2}; + titel.add_component<Text>( + size, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {150, -207} + FONTOFFSET, TITEL_STRING + ); + + // Buttons + vec2 button_position = {190, 190}; + ButtonSubScene button; + button.create( + scn, + ButtonSubScene::Data { + .text = "Back", + .text_width = 150, + .position = {-button_position.x + 150, button_position.y}, + .script_type = ButtonSubScene::ScriptSelect::CREDITS_BACK, + .button_type = ButtonSubScene::ButtonSelect::BACK, + .scale = 0.6, + .worldspace = false, + .tag = TAG, + .sorting_layer_offset = 20, + } + ); + + const float SIZE_CHAR_NAMES = 10; + const float Y_OFFSET_NAMES_BEGIN = 100; + const float Y_OFFSET_NAMES = 30; + const string LOEK = "Loek Le Blansch"; + crepe::vec2 size_loek + = {LOEK.size() * SIZE_CHAR_NAMES, (LOEK.size() * SIZE_CHAR_NAMES / LOEK.size()) * 2}; + titel.add_component<Text>( + size_loek, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {150, -207 + Y_OFFSET_NAMES + Y_OFFSET_NAMES_BEGIN} + FONTOFFSET, LOEK + ); + + const string WOUTER = "Wouter Boerenkamps"; + crepe::vec2 size_wouter + = {WOUTER.size() * SIZE_CHAR_NAMES, + (WOUTER.size() * SIZE_CHAR_NAMES / WOUTER.size()) * 2}; + titel.add_component<Text>( + size_wouter, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {150, -207 + Y_OFFSET_NAMES * 2 + Y_OFFSET_NAMES_BEGIN} + FONTOFFSET, WOUTER + ); + + const string JARO = "Jaro Rutjes"; + crepe::vec2 size_jaro + = {JARO.size() * SIZE_CHAR_NAMES, (JARO.size() * SIZE_CHAR_NAMES / JARO.size()) * 2}; + titel.add_component<Text>( + size_jaro, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {150, -207 + Y_OFFSET_NAMES * 3 + Y_OFFSET_NAMES_BEGIN} + FONTOFFSET, JARO + ); + + const string MAX = "Max Smits"; + crepe::vec2 size_max + = {MAX.size() * SIZE_CHAR_NAMES, (MAX.size() * SIZE_CHAR_NAMES / MAX.size()) * 2}; + titel.add_component<Text>( + size_max, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {150, -207 + Y_OFFSET_NAMES * 4 + Y_OFFSET_NAMES_BEGIN} + FONTOFFSET, MAX + ); + + const string NIELS = "Niels Stunnebrink"; + crepe::vec2 size_niels + = {NIELS.size() * SIZE_CHAR_NAMES, (NIELS.size() * SIZE_CHAR_NAMES / NIELS.size()) * 2 + }; + titel.add_component<Text>( + size_niels, FONT, + Text::Data { + .world_space = false, + .text_color = Color::WHITE, + }, + vec2 {150, -207 + Y_OFFSET_NAMES * 5 + Y_OFFSET_NAMES_BEGIN} + FONTOFFSET, NIELS + ); +} diff --git a/game/menus/mainmenu/CreditsSubScene.h b/game/menus/mainmenu/CreditsSubScene.h new file mode 100644 index 0000000..e7ff735 --- /dev/null +++ b/game/menus/mainmenu/CreditsSubScene.h @@ -0,0 +1,9 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class CreditsSubScene { + +public: + void create(crepe::Scene & scn); +}; diff --git a/game/menus/mainmenu/CreditsSubScript.cpp b/game/menus/mainmenu/CreditsSubScript.cpp new file mode 100644 index 0000000..4224dc8 --- /dev/null +++ b/game/menus/mainmenu/CreditsSubScript.cpp @@ -0,0 +1,58 @@ +#include "CreditsSubScript.h" + +#include "../../Events.h" +#include "../ButtonReplaySubScript.h" +#include "../IFloatingWindowScript.h" + +#include <string> + +#include <crepe/api/Button.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h> +#include <crepe/types.h> + +using namespace crepe; + +CreditsSubScript::CreditsSubScript(const std::string & tag) { this->tag = tag; } + +void CreditsSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); + this->subscribe<ShowCreditsEvent>([this](const ShowCreditsEvent & e) { + this->enable_all(); + return false; + }); + this->disable_all(); +} + +bool CreditsSubScript::disable_all() { + IFloatingWindowScript::disable_all_sprites(); + RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); + for (Button & button : buttons) { + button.active = false; + } + RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); + for (Text & text : texts) { + text.active = false; + } + return false; +} + +bool CreditsSubScript::enable_all() { + IFloatingWindowScript::enable_all_sprites(); + RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); + for (Button & button : buttons) { + button.active = true; + } + RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); + for (Text & text : texts) { + text.active = true; + } + return false; +} + +bool CreditsSubScript::on_button_press(const ButtonPressEvent & e) { + return this->disable_all(); +} diff --git a/game/menus/mainmenu/CreditsSubScript.h b/game/menus/mainmenu/CreditsSubScript.h new file mode 100644 index 0000000..81f941a --- /dev/null +++ b/game/menus/mainmenu/CreditsSubScript.h @@ -0,0 +1,18 @@ +#pragma once + +#include "../IButtonScript.h" +#include "../IFloatingWindowScript.h" + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +struct ShowCreditsEvent : public crepe::Event {}; + +class CreditsSubScript : public IFloatingWindowScript, public IButtonScript { +public: + CreditsSubScript(const std::string & tag); + void init() override; + bool disable_all(); + bool enable_all(); + bool on_button_press(const crepe::ButtonPressEvent & e); +}; diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp new file mode 100644 index 0000000..54b0875 --- /dev/null +++ b/game/menus/mainmenu/ITransitionScript.cpp @@ -0,0 +1,30 @@ +#include "ITransitionScript.h" +#include "MainMenuConfig.h" + +#include "../../Config.h" +#include "../MenusConfig.h" + +#include <crepe/api/Camera.h> +#include <crepe/api/Transform.h> +#include <crepe/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>(CAMERA_NAME).front(); + RefVector<Transform> info_tf = this->get_components_by_tag<Transform>(MENU_INFO_TAG); + for (Transform & tf : info_tf) { + tf.position.y -= VELOCITY_INFO_UP * delta_time.count(); + } + if (velocity < VELOCITY_MAX && cam.position.x < SLOW_DOWN) + velocity += VELOCITY_STEP * delta_time.count(); + else if (velocity > 20) velocity -= VELOCITY_STEP * delta_time.count(); + if (cam.position.x < END) cam.position.x += (velocity * delta_time.count()); + if (cam.position.x >= END) { + this->set_next_scene(this->get_scene_name()); + } + } +} diff --git a/game/menus/mainmenu/ITransitionScript.h b/game/menus/mainmenu/ITransitionScript.h new file mode 100644 index 0000000..9a2ef90 --- /dev/null +++ b/game/menus/mainmenu/ITransitionScript.h @@ -0,0 +1,15 @@ +#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/menus/mainmenu/MainMenuConfig.h b/game/menus/mainmenu/MainMenuConfig.h new file mode 100644 index 0000000..f4ca5a6 --- /dev/null +++ b/game/menus/mainmenu/MainMenuConfig.h @@ -0,0 +1,19 @@ +#pragma once +#include <crepe/types.h> + +//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 +//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 = 40; diff --git a/game/menus/mainmenu/MainMenuScene.cpp b/game/menus/mainmenu/MainMenuScene.cpp new file mode 100644 index 0000000..c5d2030 --- /dev/null +++ b/game/menus/mainmenu/MainMenuScene.cpp @@ -0,0 +1,137 @@ + +#include "MainMenuScene.h" +#include "CreditsSubScene.h" +#include "MainMenuConfig.h" +#include "QuitScript.h" +#include "TransitionStartSubScript.h" + +#include "../ButtonSubScene.h" +#include "../MenusConfig.h" + +#include "../../Config.h" +#include "../../background/HallwaySubScene.h" +#include "../../background/StartSubScene.h" + +#include "../endgame/EndGameSubScene.h" + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/SaveManager.h> + +using namespace crepe; +using namespace std; + +void MainMenuScene::load_scene() { + ButtonSubScene button; + + GameObject camera_object = this->new_object(CAMERA_NAME); + camera_object.add_component<Camera>( + ivec2(990, 720), vec2(1100, 800), + Camera::Data { + .bg_color = Color::BLACK, + } + ); + camera_object.add_component<BehaviorScript>().set_script<TransitionStartSubScript>(); + camera_object.add_component<BehaviorScript>().set_script<QuitScript>(); + + //Button menu + GameObject menu_button = this->new_object(MENU_BUTTON_NAME, MENU_BUTTON_NAME, MENU_OFFSET); + menu_button.add_component<Sprite>( + Asset("asset/ui/background.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 0, + .size = {300, 860}, + .position_offset = MENU_OFFSET_BUTTON_BACKGROUND, + } + ); + + vec2 pos_btn = MENU_OFFSET_BUTTON; + + //Preview btn + button.create( + *this, + ButtonSubScene::Data { + .text = "PREVIEW", + .text_width = 200, + .position = pos_btn, + .script_type = ButtonSubScene::ScriptSelect::PREVIEW, + .btn_side_color = ButtonSubScene::ButtonSideColor::PURPLE, + } + ); + + //Shop btn + pos_btn.y += MENU_BUTTON_SPACING + LARGE_OVERLAY_SIZE.y; + button.create( + *this, + ButtonSubScene::Data { + .text = "SHOP", + .text_offset = {-20, 0}, + .text_width = 110, + .icon_offset = {60, 0}, + .icon_type = ButtonSubScene::IconSelect::SHOP, + .position = pos_btn, + .script_type = ButtonSubScene::ScriptSelect::SHOP, + .btn_side_color = ButtonSubScene::ButtonSideColor::ORANGE, + } + ); + + //Credits btn + pos_btn.y += MENU_BUTTON_SPACING + LARGE_OVERLAY_SIZE.y; + button.create( + *this, + ButtonSubScene::Data { + .text = "CREDITS", + .text_offset = {0, 0}, + .text_width = 200, + .position = pos_btn, + .script_type = ButtonSubScene::ScriptSelect::CREDITS_SHOW, + .btn_side_color = ButtonSubScene::ButtonSideColor::BLUE, + } + ); + + //Start of map + StartSubScene start; + HallwaySubScene hallway; + float begin_x = start.create(*this, STARTMAP_OFFSET); + begin_x = hallway.create(*this, begin_x, 1, Color::YELLOW); + + //INFO menu + GameObject menu_info + = this->new_object("MENU_INFO_BACKGROUND", MENU_INFO_TAG, MENU_OFFSET); + menu_info.add_component<Sprite>( + Asset("asset/ui/itemsButtonBlankDark.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 0, + .size = {250, 80}, + .position_offset = 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 = MENU_OFFSET_INFO, + .script_type = ButtonSubScene::ScriptSelect::SHOP, + .scale = 0.6, + .worldspace = false, + .color_side = false, + .tag = MENU_INFO_TAG, + } + ); + + CreditsSubScene creditscene; + creditscene.create(*this); +} + +string MainMenuScene::get_name() const { return MAINMENU_SCENE; } diff --git a/game/menus/mainmenu/MainMenuScene.h b/game/menus/mainmenu/MainMenuScene.h new file mode 100644 index 0000000..1eea90e --- /dev/null +++ b/game/menus/mainmenu/MainMenuScene.h @@ -0,0 +1,10 @@ +#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/menus/mainmenu/TransitionStartSubScript.cpp b/game/menus/mainmenu/TransitionStartSubScript.cpp new file mode 100644 index 0000000..f737f7f --- /dev/null +++ b/game/menus/mainmenu/TransitionStartSubScript.cpp @@ -0,0 +1,16 @@ +#include "TransitionStartSubScript.h" + +#include "../MenusConfig.h" + +using namespace crepe; +using namespace std; + +void TransitionStartSubScript::fixed_update(crepe::duration_t dt) { + if (this->get_key_state(Keycode::SPACE) && this->transition == false) + this->transition = true; +} + +const char * TransitionStartSubScript::get_scene_name() const { + // Provide the next scene defined in MainMenuConfig + return START_SCENE; +} diff --git a/game/menus/mainmenu/TransitionStartSubScript.h b/game/menus/mainmenu/TransitionStartSubScript.h new file mode 100644 index 0000000..f9862ea --- /dev/null +++ b/game/menus/mainmenu/TransitionStartSubScript.h @@ -0,0 +1,9 @@ +#pragma once + +#include "ITransitionScript.h" + +class TransitionStartSubScript : public ITransitionScript { +public: + void fixed_update(crepe::duration_t dt) override; + const char * get_scene_name() const override; +}; diff --git a/game/menus/shop/ButtonBuySelectBubbleScript.cpp b/game/menus/shop/ButtonBuySelectBubbleScript.cpp new file mode 100644 index 0000000..741afde --- /dev/null +++ b/game/menus/shop/ButtonBuySelectBubbleScript.cpp @@ -0,0 +1,34 @@ +#include "ButtonBuySelectBubbleScript.h" +#include "../MenusConfig.h" +#include "Config.h" +#include "ValueBroker.h" +#include "manager/SaveManager.h" +#include "menus/shop/Shopconfig.h" + +using namespace crepe; +using namespace std; + +void ButtonBuySelectBubbleScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonBuySelectBubbleScript::on_button_press(const ButtonPressEvent & e) { + SaveManager & save = this->get_save_manager(); + ValueBroker<int> buy_bullet = save.get<int>(BUY_BUBBLE_SAVE, 0); + if (!buy_bullet.get()) { + ValueBroker<int> coins = save.get<int>(TOTAL_COINS_GAME, 0); + if (coins.get() >= 1000) { + int coin = coins.get(); + coin -= 1000; + save.set(TOTAL_COINS_GAME, coin); + save.set(BUY_BUBBLE_SAVE, 1); + } + } else { + save.set(JETPACK_PARTICLES, 1); + } + this->trigger_event<ShopUpdate>(); + return false; +} diff --git a/game/menus/shop/ButtonBuySelectBubbleScript.h b/game/menus/shop/ButtonBuySelectBubbleScript.h new file mode 100644 index 0000000..ce276ef --- /dev/null +++ b/game/menus/shop/ButtonBuySelectBubbleScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "../IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonBuySelectBubbleScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: + bool transition = false; +}; diff --git a/game/menus/shop/ButtonBuySelectBulletScript.cpp b/game/menus/shop/ButtonBuySelectBulletScript.cpp new file mode 100644 index 0000000..d30849c --- /dev/null +++ b/game/menus/shop/ButtonBuySelectBulletScript.cpp @@ -0,0 +1,34 @@ +#include "ButtonBuySelectBulletScript.h" +#include "../MenusConfig.h" +#include "Config.h" +#include "ValueBroker.h" +#include "manager/SaveManager.h" +#include "menus/shop/Shopconfig.h" + +using namespace crepe; +using namespace std; + +void ButtonBuySelectBulletScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool ButtonBuySelectBulletScript::on_button_press(const ButtonPressEvent & e) { + SaveManager & save = this->get_save_manager(); + ValueBroker<int> buy_bullet = save.get<int>(BUY_BULLET_SAVE, 0); + if (!buy_bullet.get()) { + ValueBroker<int> coins = save.get<int>(TOTAL_COINS_GAME, 0); + if (coins.get() >= 0) { + int coin = coins.get(); + coin -= 0; + save.set(TOTAL_COINS_GAME, coin); + save.set(BUY_BULLET_SAVE, 1); + } + } else { + save.set(JETPACK_PARTICLES, 0); + } + this->trigger_event<ShopUpdate>(); + return false; +} diff --git a/game/menus/shop/ButtonBuySelectBulletScript.h b/game/menus/shop/ButtonBuySelectBulletScript.h new file mode 100644 index 0000000..86de0ac --- /dev/null +++ b/game/menus/shop/ButtonBuySelectBulletScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "../IButtonScript.h" + +#include <crepe/api/Script.h> + +class ButtonBuySelectBulletScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +protected: + bool transition = false; +}; diff --git a/game/menus/shop/ShopLoadScript.cpp b/game/menus/shop/ShopLoadScript.cpp new file mode 100644 index 0000000..a545fe2 --- /dev/null +++ b/game/menus/shop/ShopLoadScript.cpp @@ -0,0 +1,126 @@ +#include "ShopLoadScript.h" +#include "Shopconfig.h" +#include "api/Button.h" +#include "api/Sprite.h" +#include "api/Text.h" +#include "manager/SaveManager.h" +#include <crepe/ValueBroker.h> + +using namespace crepe; +using namespace std; + +void ShopLoadScript::init() { + this->update(); + this->subscribe<ShopUpdate>([this](const ShopUpdate e) { return this->update(); }); +} + +bool ShopLoadScript::update() { + SaveManager & save = this->get_save_manager(); + ValueBroker<int> buy_bullet = save.get<int>(BUY_BULLET_SAVE, 0); + ValueBroker<int> buy_bubble = save.get<int>(BUY_BUBBLE_SAVE, 0); + + if (buy_bullet.get()) { + auto sprites = this->get_components_by_tag<Sprite>(BUY_BULLET); + for (auto sprite : sprites) { + sprite.get().active = false; + } + auto buttons = this->get_components_by_tag<Button>(BUY_BULLET); + for (auto btn : buttons) { + btn.get().active = false; + } + auto texts = this->get_components_by_tag<Text>(BUY_BULLET); + for (auto txt : texts) { + txt.get().active = false; + } + auto sprites1 = this->get_components_by_tag<Sprite>(SELECT_BULLET); + for (auto sprite : sprites1) { + sprite.get().active = true; + } + auto buttons1 = this->get_components_by_tag<Button>(SELECT_BULLET); + for (auto btn : buttons1) { + btn.get().active = true; + } + auto texts1 = this->get_components_by_tag<Text>(SELECT_BULLET); + for (auto txt : texts1) { + txt.get().active = true; + } + } else { + auto sprites = this->get_components_by_tag<Sprite>(SELECT_BULLET); + for (auto sprite : sprites) { + sprite.get().active = false; + } + auto buttons = this->get_components_by_tag<Button>(SELECT_BULLET); + for (auto btn : buttons) { + btn.get().active = false; + } + auto texts = this->get_components_by_tag<Text>(SELECT_BULLET); + for (auto txt : texts) { + txt.get().active = false; + } + auto sprites1 = this->get_components_by_tag<Sprite>(BUY_BULLET); + for (auto sprite : sprites1) { + sprite.get().active = true; + } + auto buttons1 = this->get_components_by_tag<Button>(BUY_BULLET); + for (auto btn : buttons1) { + btn.get().active = true; + } + auto texts1 = this->get_components_by_tag<Text>(BUY_BULLET); + for (auto txt : texts1) { + txt.get().active = true; + } + } + + if (buy_bubble.get()) { + auto sprites = this->get_components_by_tag<Sprite>(BUY_BUBBLE); + for (auto sprite : sprites) { + sprite.get().active = false; + } + auto buttons = this->get_components_by_tag<Button>(BUY_BUBBLE); + for (auto btn : buttons) { + btn.get().active = false; + } + auto texts = this->get_components_by_tag<Text>(BUY_BUBBLE); + for (auto txt : texts) { + txt.get().active = false; + } + auto sprites1 = this->get_components_by_tag<Sprite>(SELECT_BUBBLE); + for (auto sprite : sprites1) { + sprite.get().active = true; + } + auto buttons1 = this->get_components_by_tag<Button>(SELECT_BUBBLE); + for (auto btn : buttons1) { + btn.get().active = true; + } + auto texts1 = this->get_components_by_tag<Text>(SELECT_BUBBLE); + for (auto txt : texts1) { + txt.get().active = true; + } + } else { + auto sprites = this->get_components_by_tag<Sprite>(SELECT_BUBBLE); + for (auto sprite : sprites) { + sprite.get().active = false; + } + auto buttons = this->get_components_by_tag<Button>(SELECT_BUBBLE); + for (auto btn : buttons) { + btn.get().active = false; + } + auto texts = this->get_components_by_tag<Text>(SELECT_BUBBLE); + for (auto txt : texts) { + txt.get().active = false; + } + auto sprites1 = this->get_components_by_tag<Sprite>(BUY_BUBBLE); + for (auto sprite : sprites1) { + sprite.get().active = true; + } + auto buttons1 = this->get_components_by_tag<Button>(BUY_BUBBLE); + for (auto btn : buttons1) { + btn.get().active = true; + } + auto texts1 = this->get_components_by_tag<Text>(BUY_BUBBLE); + for (auto txt : texts1) { + txt.get().active = true; + } + } + return false; +} diff --git a/game/menus/shop/ShopLoadScript.h b/game/menus/shop/ShopLoadScript.h new file mode 100644 index 0000000..b17bf1c --- /dev/null +++ b/game/menus/shop/ShopLoadScript.h @@ -0,0 +1,10 @@ +#pragma once + +#include <crepe/api/Script.h> +#include <crepe/manager/SaveManager.h> + +class ShopLoadScript : public crepe::Script { +public: + void init() override; + bool update(); +}; diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp new file mode 100644 index 0000000..4975a95 --- /dev/null +++ b/game/menus/shop/ShopMenuScene.cpp @@ -0,0 +1,326 @@ + +#include "ShopMenuScene.h" + +#include "../../Config.h" +#include "../ButtonSubScene.h" +#include "../MenusConfig.h" +#include "api/BehaviorScript.h" +#include "menus/BannerSubScene.h" +#include "menus/shop/ShopLoadScript.h" +#include "types.h" + +#include "Shopconfig.h" +#include <crepe/api/Camera.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h> + +using namespace crepe; +using namespace std; + +void ShopMenuScene::load_scene() { + GameObject camera_object = this->new_object(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 = STARTING_SORTING_IN_LAYER + 0, + .size = {1100, 860}, + .position_offset {0}, + } + ); + menu_background.add_component<BehaviorScript>().set_script<ShopLoadScript>(); + + ButtonSubScene button; + button.create( + *this, + ButtonSubScene::Data { + .text = "BACK", + .text_width = 115, + .position = {-400, -350}, + .script_type = ButtonSubScene::ScriptSelect::MAINMENU, + .button_type = ButtonSubScene::ButtonSelect::BACK, + .scale = 0.8, + .sorting_layer_offset = 1, + } + ); + + const float CHAR_SIZE = 16; + const float CHAR_SIZE_COIN = 16; + crepe::vec2 size; + + GameObject shop_item_bullet = this->new_object("bullet", "shop_item", vec2(-100, 0)); + shop_item_bullet.add_component<Sprite>( + Asset("asset/other_effects/effect_rocketmgshell_TVOS.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .angle_offset = 30, + .position_offset = {0, 0}, + } + ); + shop_item_bullet.add_component<Sprite>( + Asset("asset/other_effects/effect_rocketmgshell_TVOS.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .angle_offset = 10, + .position_offset = {-10, -30}, + } + ); + shop_item_bullet.add_component<Sprite>( + Asset("asset/other_effects/effect_rocketmgshell_TVOS.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .angle_offset = -10, + .position_offset = {-40, 30}, + } + ); + shop_item_bullet.add_component<Sprite>( + Asset("asset/other_effects/effect_rocketmgshell_TVOS.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .angle_offset = 0, + .position_offset = {10, 15}, + } + ); + shop_item_bullet.add_component<Sprite>( + Asset("asset/other_effects/effect_rocketmgshell_TVOS.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .angle_offset = -5, + .position_offset = {45, -5}, + } + ); + + const string BULLETS_STRING = "BULLETS"; + size + = {CHAR_SIZE * BULLETS_STRING.size(), + (CHAR_SIZE * BULLETS_STRING.size() / BULLETS_STRING.size()) * 2}; + + shop_item_bullet.add_component<Text>( + size, FONT, + Text::Data { + .world_space = true, + .text_color = Color::WHITE, + }, + vec2 {0, -75}, BULLETS_STRING + ); + shop_item_bullet.add_component<Sprite>( + Asset("asset/ui/buttonCoinsSmall.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 45}, + .position_offset = {25, 75}, + } + ); + + const string BULLETS_GOLD_STRING = "0"; + size + = {CHAR_SIZE_COIN * BULLETS_GOLD_STRING.size(), + (CHAR_SIZE_COIN * BULLETS_GOLD_STRING.size() / BULLETS_GOLD_STRING.size()) * 2}; + shop_item_bullet.add_component<Text>( + size, FONT, + Text::Data { + .world_space = true, + .text_color = Color::GOLD, + }, + vec2 {-5, 75}, BULLETS_GOLD_STRING + ); + + GameObject shop_item_bubble = this->new_object("bubble", "shop_item", vec2(100, 0)); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 10}, + .position_offset = {0, 0}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 10}, + .position_offset = {-50, -20}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .position_offset = {45, -40}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .position_offset = {-20, 40}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 15}, + .position_offset = {15, -25}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 10}, + .position_offset = {10, 5}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 10}, + .position_offset = {-5, -20}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .position_offset = {15, -40}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 20}, + .position_offset = {-20, 10}, + } + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/background/aquarium/bubble.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 15}, + .position_offset = {30, -25}, + } + ); + + const string BUBBLE_STRING = "BUBBLE"; + size + = {CHAR_SIZE * BUBBLE_STRING.size(), + (CHAR_SIZE * BUBBLE_STRING.size() / BUBBLE_STRING.size()) * 2}; + shop_item_bubble.add_component<Text>( + size, FONT, + Text::Data { + .world_space = true, + .text_color = Color::WHITE, + }, + vec2 {0, -75}, BUBBLE_STRING + ); + shop_item_bubble.add_component<Sprite>( + Asset("asset/ui/buttonCoinsSmall.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1, + .size = {0, 45}, + .position_offset = {45, 75}, + } + ); + + const string BUBBLE_GOLD_STRING = "1000"; + size + = {CHAR_SIZE_COIN * BUBBLE_GOLD_STRING.size(), + (CHAR_SIZE_COIN * BUBBLE_GOLD_STRING.size() / BUBBLE_GOLD_STRING.size()) * 2}; + shop_item_bubble.add_component<Text>( + size, FONT, + Text::Data { + .world_space = true, + .text_color = Color::GOLD, + }, + vec2 {-10, 75}, BUBBLE_GOLD_STRING + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "BUY", + .text_width = 100, + .position = vec2(-100, 120), + .script_type = ButtonSubScene::ScriptSelect::SHOP_BULLET, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.4, + .tag = BUY_BULLET, + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::PURPLE + + } + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "BUY", + .text_width = 100, + .position = vec2(100, 120), + .script_type = ButtonSubScene::ScriptSelect::SHOP_BUBBLE, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.4, + .tag = BUY_BUBBLE, + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::PURPLE + } + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "SELECT", + .text_width = 100, + .position = vec2(-100, 120), + .script_type = ButtonSubScene::ScriptSelect::SHOP_BULLET, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.4, + .tag = SELECT_BULLET, + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::PURPLE + } + ); + + button.create( + *this, + ButtonSubScene::Data { + .text = "SELECT", + .text_width = 100, + .position = vec2(100, 120), + .script_type = ButtonSubScene::ScriptSelect::SHOP_BUBBLE, + .button_type = ButtonSubScene::ButtonSelect::LARGE, + .scale = 0.4, + .tag = SELECT_BUBBLE, + .sorting_layer_offset = 20, + .btn_side_color = ButtonSubScene::ButtonSideColor::PURPLE + } + ); +} + +string ShopMenuScene::get_name() const { return SHOP_SCENE; } diff --git a/game/menus/shop/ShopMenuScene.h b/game/menus/shop/ShopMenuScene.h new file mode 100644 index 0000000..34c05ff --- /dev/null +++ b/game/menus/shop/ShopMenuScene.h @@ -0,0 +1,12 @@ +#pragma once + +#include <string> + +#include <crepe/api/Scene.h> + +class ShopMenuScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/menus/shop/Shopconfig.h b/game/menus/shop/Shopconfig.h new file mode 100644 index 0000000..a686242 --- /dev/null +++ b/game/menus/shop/Shopconfig.h @@ -0,0 +1,14 @@ +#pragma once +#include "api/Event.h" + +//tags +static constexpr const char * BUY_BULLET = "BUY_BULLET"; +static constexpr const char * SELECT_BULLET = "SELECT_BULLET"; +static constexpr const char * BUY_BUBBLE = "BUY_BUBBLE"; +static constexpr const char * SELECT_BUBBLE = "SELECT_BUBBLE"; + +//save_data +static constexpr const char * BUY_BULLET_SAVE = "BUY_BULLET_SAVE"; +static constexpr const char * BUY_BUBBLE_SAVE = "BUY_BUBBLE_SAVE"; + +struct ShopUpdate : public crepe::Event {}; diff --git a/game/missile/AlertScript.cpp b/game/missile/AlertScript.cpp new file mode 100644 index 0000000..0e6f5c5 --- /dev/null +++ b/game/missile/AlertScript.cpp @@ -0,0 +1,38 @@ +#include "AlertScript.h" +#include "../Config.h" + +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +using namespace crepe; + +void AlertScript::fixed_update(crepe::duration_t dt) { + const auto & cam = this->get_components_by_name<Transform>("camera").front().get(); + //missile transform + const auto & this_transform = this->get_component<Transform>(); + auto missile_transforms = this->get_components_by_name<Transform>("missile"); + const auto & this_collider = this->get_component<CircleCollider>(); + + auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert"); + auto alert_transforms = this->get_components_by_name<Transform>("missile_alert"); + + int idx = 0; + for (int i = 0; i < missile_transforms.size(); ++i) { + const auto & missile_transform = missile_transforms[i].get(); + if (this_transform.game_object_id == missile_transform.game_object_id) { + idx = i; + break; + } + } + + auto & alert_transform = alert_transforms[idx].get(); + alert_transform.position.x = cam.position.x + (VIEWPORT_X / 2 - 100); + alert_transform.position.y = this_transform.position.y; + + // check if transform is in camera view + if (this_transform.position.x > cam.position.x - (VIEWPORT_X / 2) + && this_transform.position.x < cam.position.x + (VIEWPORT_X / 2)) { + alert_sprites[idx].get().active = false; + } +} diff --git a/game/missile/AlertScript.h b/game/missile/AlertScript.h new file mode 100644 index 0000000..5b0b3a1 --- /dev/null +++ b/game/missile/AlertScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Script.h> + +class AlertScript : public crepe::Script { +private: + bool has_alert = false; + +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/AlertSubScene.cpp b/game/missile/AlertSubScene.cpp new file mode 100644 index 0000000..5bce5ac --- /dev/null +++ b/game/missile/AlertSubScene.cpp @@ -0,0 +1,33 @@ +#include "AlertSubScene.h" +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; + +MissileAlert::MissileAlert(Scene & scn) { + GameObject alert = scn.new_object("missile_alert", "missile_alert", {0, 0}, 0, 1); + + Asset missile_alert_ss {"asset/obstacles/missile/missileAlert.png"}; + + auto & missile_alert_sprite = alert.add_component<Sprite>( + missile_alert_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 100}, + } + ); + + auto & missile_alert_anim = alert.add_component<Animator>( + missile_alert_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + missile_alert_anim.set_anim(1); + missile_alert_sprite.active = false; +} diff --git a/game/missile/AlertSubScene.h b/game/missile/AlertSubScene.h new file mode 100644 index 0000000..8ea288f --- /dev/null +++ b/game/missile/AlertSubScene.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class MissileAlert { +public: + MissileAlert(crepe::Scene & scn); +}; diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp new file mode 100644 index 0000000..23f03c9 --- /dev/null +++ b/game/missile/MissilePool.cpp @@ -0,0 +1,18 @@ +#include "MissilePool.h" +#include "MissileSubScene.h" +#include "missile/AlertSubScene.h" + +#include <crepe/api/Scene.h> + +using namespace std; +using namespace crepe; + +MissilePool::MissilePool(Scene & scn) { + int amount = 0; + MissileSubScene missile; + while (amount < this->MAX_MISSILE_COUNT) { + MissileAlert alert(scn); + missile.create(scn); + amount++; + } +} diff --git a/game/missile/MissilePool.h b/game/missile/MissilePool.h new file mode 100644 index 0000000..296701e --- /dev/null +++ b/game/missile/MissilePool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class MissilePool { +public: + MissilePool(crepe::Scene & scn); + +private: + static constexpr unsigned int MAX_MISSILE_COUNT = 5; +}; diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp new file mode 100644 index 0000000..3aa4eb6 --- /dev/null +++ b/game/missile/MissileScript.cpp @@ -0,0 +1,106 @@ +#include "MissileScript.h" +#include "../Config.h" +#include <cmath> + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/KeyCodes.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/system/CollisionSystem.h> +#include <crepe/types.h> + +using namespace std; +using namespace crepe; + +void MissileScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); + this->seeking_disabled = false; +} +void MissileScript::kill_missile() { + auto animations = this->get_components<Animator>(); + auto sprites = this->get_components<Sprite>(); + auto collider = this->get_component<CircleCollider>(); + auto & this_script = this->get_components<BehaviorScript>().front().get(); + + animations[0].get().active = false; + animations[1].get().active = false; + animations[2].get().active = true; + sprites[0].get().active = false; + sprites[1].get().active = false; + sprites[2].get().active = true; + + collider.active = false; + this_script.active = false; + this->seeking_disabled = false; +} +void MissileScript::activate() { + auto anim = this->get_components<Animator>(); + auto sprites = this->get_components<Sprite>(); + + sprites[0].get().active = true; + sprites[1].get().active = true; + sprites[2].get().active = false; + + anim[0].get().active = true; + anim[1].get().active = true; + anim[2].get().stop(); +} +bool MissileScript::on_collision(const CollisionEvent & ev) { + auto & explosion_sound = this->get_components<AudioSource>().back().get(); + + this->kill_missile(); + explosion_sound.play(); + + return false; +} + +bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) { + return fabs(missile.position.x - player.position.x) <= this->X_RANGE; +} + +void MissileScript::fixed_update(crepe::duration_t dt) { + auto & explosion_anim = this->get_components<Animator>().back().get(); + auto & missile = this->get_component<Transform>(); + auto & m_ai = this->get_component<AI>(); + + const auto & player = this->get_components_by_name<Transform>("player").front().get(); + const auto & cam = this->get_components_by_name<Transform>("camera").front().get(); + const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity; + + // check if animation is at the end + if (explosion_anim.data.row == 7) { + this->activate(); + this->seeking_disabled = false; + return; + } + + if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) { + this->kill_missile(); + return; + } + + if (this->seeking_disabled) { + m_ai.seek_off(); + } else { + m_ai.seek_target = player.position; + m_ai.seek_on(); + + if (is_in_x_range(missile, player)) { + this->seeking_disabled = true; + m_ai.seek_off(); + } + } + + vec2 angle_pos = velocity; + float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI); + + missile.rotation = angle; + missile.position += velocity * dt.count(); +} diff --git a/game/missile/MissileScript.h b/game/missile/MissileScript.h new file mode 100644 index 0000000..a492e18 --- /dev/null +++ b/game/missile/MissileScript.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Script.h> + +class MissileScript : public crepe::Script { +private: + bool on_collision(const crepe::CollisionEvent & ev); + + bool seeking_disabled; + + // will be used to calculate when ai will be stopped + static constexpr int X_RANGE = 90; + bool is_in_x_range(const crepe::Transform & missile, const crepe::Transform & player); + void kill_missile(); + void activate(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp new file mode 100644 index 0000000..d325050 --- /dev/null +++ b/game/missile/MissileSubScene.cpp @@ -0,0 +1,101 @@ +#include "MissileSubScene.h" +#include "../Config.h" +#include "../missile/MissileScript.h" +#include "Random.h" +#include "missile/AlertScript.h" + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; + +void MissileSubScene::create(crepe::Scene & scn) { + GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1); + + Asset missle_ss {"asset/obstacles/missile/missile.png"}; + Asset missle_thruster_ss {"asset/obstacles/missile/missileEffects.png"}; + Asset missile_explosion_ss {"asset/obstacles/missile/missileExplosion.png"}; + Asset explosion_sound {"asset/sfx/rocket_explode_1.ogg"}; + Asset missile_fire {"asset/sfx/missile_launch.ogg"}; + + missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false; + missle.add_component<BehaviorScript>().set_script<AlertScript>(); + + auto & sound = missle.add_component<AudioSource>(missile_fire); + sound.volume = 0.5; + auto & sound2 = missle.add_component<AudioSource>(explosion_sound); + sound2.volume = 3; + + // sprites + auto & missle_sprite = missle.add_component<Sprite>( + missle_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + } + ); + + auto & missle_thruster_sprite = missle.add_component<Sprite>( + missle_thruster_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + .position_offset = {-20, 0}, + } + ); + + auto & missile_explosion_sprite = missle.add_component<Sprite>( + missile_explosion_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 50}, + } + ); + + // Animations + missle.add_component<Animator>( + missle_sprite, ivec2 {32, 32}, uvec2 {4, 1}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + missle.add_component<Animator>( + missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + auto & explosion_anim = missle.add_component<Animator>( + missile_explosion_sprite, ivec2 {64, 64}, uvec2 {8, 1}, + Animator::Data { + .fps = 10, + } + ); + + missile_explosion_sprite.active = false; + explosion_anim.active = false; + + missle.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .max_linear_velocity = Random::f(250, 200), + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_MISSILE, + }); + + missle.add_component<CircleCollider>(3).active = false; + + auto & missle_ai = missle.add_component<AI>(1000); +} diff --git a/game/missile/MissileSubScene.h b/game/missile/MissileSubScene.h new file mode 100644 index 0000000..9ea422a --- /dev/null +++ b/game/missile/MissileSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class MissileSubScene { +public: + MissileSubScene() = default; + + void create(crepe::Scene & scn); +}; diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp new file mode 100644 index 0000000..6109686 --- /dev/null +++ b/game/missile/SpawnEvent.cpp @@ -0,0 +1,49 @@ +#include "SpawnEvent.h" +#include "Random.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <cstdlib> + +using namespace crepe; + +void MissileSpawnEventHandler::init() { + subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool { + return this->on_event(ev); + }); +} + +bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { + auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert"); + + auto missile_transforms = this->get_components_by_name<Transform>("missile"); + auto colliders = this->get_components_by_name<CircleCollider>("missile"); + auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile"); + auto missile_audiosources = this->get_components_by_name<AudioSource>("missile"); + + auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get(); + + for (size_t i = 0; i < missile_transforms.size(); ++i) { + BehaviorScript & script = missile_behaviorscripts[i * 2].get(); + if (script.active) continue; + script.active = true; + colliders[i].get().active = true; + missile_audiosources[i * 2].get().play(); + + auto & transform = missile_transforms[i].get(); + transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET; + transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE); + + auto & alert_sprite = alert_sprites[i].get(); + alert_sprite.active = true; + break; + } + + return false; +} diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h new file mode 100644 index 0000000..84b1987 --- /dev/null +++ b/game/missile/SpawnEvent.h @@ -0,0 +1,19 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +#include "../Config.h" + +struct MissileSpawnEvent : public crepe::Event {}; + +class MissileSpawnEventHandler : public crepe::Script { +private: + static constexpr int MISSILE_OFFSET = VIEWPORT_X; + static constexpr int MIN_RANGE = -150; + static constexpr int MAX_RANGE = 150; + +public: + void init(); + bool on_event(const MissileSpawnEvent & ev); +}; diff --git a/game/player/PlayerAudioScript.cpp b/game/player/PlayerAudioScript.cpp new file mode 100644 index 0000000..6b5f630 --- /dev/null +++ b/game/player/PlayerAudioScript.cpp @@ -0,0 +1,62 @@ +#include "PlayerAudioScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> + +using namespace crepe; +using namespace std; + +void PlayerAudioScript::fixed_update(crepe::duration_t dt) { + Animator & animator = this->get_components_by_name<Animator>("player").front(); + + if (animator.data.col == 0) { + if (animator.data.row != this->last_row) { + if (animator.data.row == 0) { + // right footstep + if (current_footstep == 0) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(0); + audio.play(); + } else if (current_footstep == 1) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(2); + audio.play(); + } else if (current_footstep == 2) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(4); + audio.play(); + } else if (current_footstep == 3) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(6); + audio.play(); + } + } else if (animator.data.row == 2) { + // left footstep + if (current_footstep == 0) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(1); + audio.play(); + current_footstep = 1; + } else if (current_footstep == 1) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(3); + audio.play(); + current_footstep = 2; + } else if (current_footstep == 2) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(5); + audio.play(); + current_footstep = 3; + } else if (current_footstep == 3) { + AudioSource & audio + = this->get_components_by_name<AudioSource>("player_audio").at(7); + audio.play(); + current_footstep = 0; + } + } + this->last_row = animator.data.row; + } + } else { + this->last_row = -1; + } +} diff --git a/game/player/PlayerAudioScript.h b/game/player/PlayerAudioScript.h new file mode 100644 index 0000000..764cb20 --- /dev/null +++ b/game/player/PlayerAudioScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +class PlayerAudioScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); + +private: + int last_row = -1; + int current_footstep = 0; +}; diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..5285ec8 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,11 @@ +#include "PlayerBulletPool.h" +#include "PlayerBulletSubScene.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { + PlayerBulletSubScene bullet; + int amount = 0; + while (amount < this->MAXIMUM_AMOUNT) { + amount = bullet.create(scn, amount); + } +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..9618d54 --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class PlayerBulletPool { +public: + void create_bullets(crepe::Scene & scn); + +private: + static constexpr int MAXIMUM_AMOUNT = 20; +}; diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp new file mode 100644 index 0000000..a823375 --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,41 @@ + +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> + +#include "PlayerBulletScript.h" + +using namespace crepe; +using namespace std; +void PlayerBulletScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { + return this->on_collide(e); + }); +} +void PlayerBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + transform.rotation += bullet_body.data.angular_velocity * dt.count(); + transform.position += bullet_body.data.linear_velocity * dt.count(); + vec2 half_screen = camera.viewport_size / 2; + float despawn_location = cam_transform.position.x + half_screen.x + 50; + if (transform.position.x > despawn_location) { + this->despawn_bullet(); + } +} + +void PlayerBulletScript::despawn_bullet() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + bullet_body.active = false; + BehaviorScript & bullet_script = this->get_component<BehaviorScript>(); + bullet_script.active = false; + transform.position = {0, -850}; +} + +bool PlayerBulletScript::on_collide(const CollisionEvent & e) { + this->despawn_bullet(); + return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..0637790 --- /dev/null +++ b/game/player/PlayerBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Script.h> + +class PlayerBulletScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collide(const crepe::CollisionEvent & e); + void despawn_bullet(); +}; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp new file mode 100644 index 0000000..82ce4a9 --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <string> + +#include "../Config.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "PlayerBulletScript.h" +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +using namespace crepe; +using namespace std; +int PlayerBulletSubScene::create(Scene & scn, int counter) { + string unique_name = "player_bullet_" + to_string(counter++); + GameObject player_bullet + = scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1); + + Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2 {450, 0}, + .angular_velocity = 300, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_ENEMY, COLL_LAY_ZAPPER}, + + .collision_layer = COLL_LAY_PLAYER_BULLET, + + }); + player_bullet_body.active = false; + BoxCollider & player_bullet_collider + = player_bullet.add_component<BoxCollider>(vec2(30, 30)); + + Asset player_bullet_asset {"asset/other_effects/crepe.png"}; + Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( + player_bullet_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(30, 0), + } + ); + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active + = false; + return counter; +} diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h new file mode 100644 index 0000000..72eda62 --- /dev/null +++ b/game/player/PlayerBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerBulletSubScene { +public: + int create(crepe::Scene & scn, int counter); +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp new file mode 100644 index 0000000..62fd350 --- /dev/null +++ b/game/player/PlayerEndScript.cpp @@ -0,0 +1,104 @@ +#include "PlayerEndScript.h" + +#include "../Config.h" +#include "../Events.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; + if (rb_player.data.linear_velocity.x != 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++; + } + + if (rb_player.data.linear_velocity.x < 5 && jump == 3) { + this->trigger_event<EndGameEvent>(); + jump++; + } + + return false; + } + + 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..8cbe8dc --- /dev/null +++ b/game/player/PlayerScript.cpp @@ -0,0 +1,214 @@ +#include "PlayerScript.h" + +#include "../Config.h" +#include "../enemy/BattleScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BoxCollider.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); + }); + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + if (ev.repeat) return false; + return this->on_key_down(ev); + }); + subscribe<KeyReleaseEvent>([this](const KeyReleaseEvent & ev) -> bool { + return this->on_key_up(ev); + }); + this->last_fired = std::chrono::steady_clock::now(); + this->body = get_component<Rigidbody>(); +} + +bool PlayerScript::on_key_down(const KeyPressEvent & ev) { + if (ev.key == Keycode::SPACE) { + const vec2 UP = {0, -1}; + this->help_kick(UP); + } + return false; +} + +bool PlayerScript::on_key_up(const KeyReleaseEvent & ev) { + if (ev.key == Keycode::SPACE) { + const vec2 DOWN = {0, 1}; + this->help_kick(DOWN); + } + return false; +} + +void PlayerScript::help_kick(const vec2 & direction) { + // softly "kick" the player (at start/end of flight) + vec2 & velocity = this->body->data.linear_velocity; + float kick_amount = std::min( + velocity.length() * PLAYER_HELP_KICK_SCALE, engine_gravity * PLAYER_HELP_KICK_MAX + ); + velocity += direction * kick_amount; +} + +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; + + AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(0); + audio.play(); + + return false; + } 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; + + AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(1); + audio.play(); + + return false; + } else if (ev.info.other.metadata.tag == "missile" + || ev.info.other.metadata.tag == "enemy_bullet") { + 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; + + AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(2); + audio.play(); + + return false; + } + + 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->body; + if (this->get_key_state(Keycode::ENTER)) { + + auto now = std::chrono::steady_clock::now(); + std::chrono::duration<float> elapsed = now - last_fired; + if (elapsed > shot_delay) { + this->shoot(transform.position, 0); + last_fired = now; + } + } + if (this->get_key_state(Keycode::SPACE)) { + rb.add_force_linear( + vec2(0, -1) * (engine_gravity * PLAYER_GRAVITY_SCALE * dt.count()) + ); + + 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; + } + } + + AudioSource & audio = this->get_components_by_name<AudioSource>("player").at( + 3 + current_jetpack_sound + ); + audio.play(); + current_jetpack_sound++; + if (current_jetpack_sound > 7) { + current_jetpack_sound = 0; + } + } else if (transform.position.y == 200) { + Rigidbody & rb = this->body; + if (prev_anim != 0 && rb.data.linear_velocity.x != 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; + } + } + } +} + +void PlayerScript::shoot(const vec2 & location, float angle) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("player_bullet"); + + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { + + bullet_pos.position = location; + bullet_pos.position.x += 20; + Rigidbody & bullet_body + = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); + bullet_body.active = true; + BehaviorScript & bullet_script + = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id) + .front(); + bullet_script.active = true; + return; + } + } +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h new file mode 100644 index 0000000..6a7dedb --- /dev/null +++ b/game/player/PlayerScript.h @@ -0,0 +1,32 @@ +#pragma once + +#include "util/OptionalRef.h" +#include <chrono> +#include <crepe/api/Config.h> +#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); + bool on_key_down(const crepe::KeyPressEvent & ev); + bool on_key_up(const crepe::KeyReleaseEvent & ev); + // bool on_key_up(const crepe::KeyReleaseEvent& ev); + void shoot(const crepe::vec2 & location, float angle); + void help_kick(const crepe::vec2 & direction); + +private: + int prev_anim = 0; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::time_point<std::chrono::steady_clock> last_switched; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); + std::chrono::duration<float> switch_delay = std::chrono::duration<float>(0.01); + int current_jetpack_sound = 0; + + float & engine_gravity = crepe::Config::get_instance().physics.gravity; + crepe::OptionalRef<crepe::Rigidbody> body; +}; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp new file mode 100644 index 0000000..d0142e0 --- /dev/null +++ b/game/player/PlayerSubScene.cpp @@ -0,0 +1,222 @@ +#include "PlayerSubScene.h" +#include "PlayerAudioScript.h" +#include "PlayerEndScript.h" +#include "PlayerScript.h" + +#include "../Config.h" +#include "../coins/CoinScript.h" + +#include <crepe/ValueBroker.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.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/manager/SaveManager.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)); + + SaveManager & save = scn.get_save_manager(); + ValueBroker<int> particle_type = save.get<int>(JETPACK_PARTICLES, 0); + + string player_bullet_string; + string player_bullet_x2_string; + string player_shell_string; + if (particle_type.get() == 0) { + player_bullet_string = "asset/other_effects/effect_smgbullet.png"; + player_bullet_x2_string = "asset/other_effects/effect_smgbullet_x2.png"; + player_shell_string = "asset/other_effects/effect_rocketmgshell_TVOS.png"; + } else { + player_bullet_string = "asset/background/aquarium/bubble.png"; + player_bullet_x2_string = "asset/background/aquarium/bubble.png"; + player_shell_string = "asset/background/aquarium/bubble.png"; + } + + Asset player_bullet {player_bullet_string}; + 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 {player_bullet_x2_string}; + 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 {player_shell_string}; + 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, 35)); + 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, 50), vec2(-20, 0)); + player.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 1.0, + .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, COLL_LAY_BULLET + }, + .collision_layer = COLL_LAY_PLAYER, + }); + + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; + player.add_component<BehaviorScript>().set_script<CoinScript>(); + player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; + + player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_lp.ogg")); + player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_pop.ogg")); + player.add_component<AudioSource>(Asset("asset/sfx/dud_fire.ogg")); + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_01.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_02.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_03.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_04.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_05.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_06.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_07.ogg")).volume + = 0.1; + player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_08.ogg")).volume + = 0.1; + + GameObject player_audio = scn.new_object("player_audio", "player_audio", vec2(0, 0)); + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_1.ogg")).volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_1.ogg")) + .volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_2.ogg")).volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_2.ogg")) + .volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_3.ogg")).volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_3.ogg")) + .volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_4.ogg")).volume + = 3.0; + player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_4.ogg")) + .volume + = 3.0; + + player_audio.add_component<BehaviorScript>().set_script<PlayerAudioScript>().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/game/prefab/CMakeLists.txt b/game/prefab/CMakeLists.txt new file mode 100644 index 0000000..6c36ef2 --- /dev/null +++ b/game/prefab/CMakeLists.txt @@ -0,0 +1,6 @@ +target_sources(main PUBLIC + ZapperObject.cpp + ZapperPoolSubScene.cpp + ZapperPoolScript.cpp +) + diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp new file mode 100644 index 0000000..24bbbd2 --- /dev/null +++ b/game/prefab/ZapperObject.cpp @@ -0,0 +1,118 @@ +#include <crepe/api/Transform.h> + +#include "Config.h" +#include "ZapperObject.h" + +using namespace crepe; + +ZapperObject::ZapperObject(crepe::GameObject && base) + : GameObject(std::move(base)), + sprite { + .orb_start = add_component<Sprite>( + Asset {"asset/obstacles/zapper/orbAnim.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(0, 50) * SCALE, + } + ), + .orb_end = add_component<Sprite>( + sprite.orb_start.source, + Sprite::Data { + .flip = {true, true}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(0, 50) * SCALE, + } + ), + .glow_start = add_component<Sprite>( + Asset {"asset/obstacles/zapper/regular_zappers/glow.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = -1, + .size = vec2(128, 128) * SCALE, + } + ), + .glow_end = add_component<Sprite>( + sprite.glow_start.source, + Sprite::Data { + .flip = {true, true}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = -1, + .size = vec2(128, 128) * SCALE, + } + ), + .beam = add_component<Sprite>( + Asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(0, 40 * SCALE), + .angle_offset = 90, + } + ), + }, + animator { + .orb_start = add_component<Animator>( + sprite.orb_start, ivec2(62, 42), uvec2(4, 1), + Animator::Data { + .fps = 10, + .looping = true, + } + ), + .orb_end = add_component<Animator>( + sprite.orb_end, ivec2(62, 42), uvec2(4, 1), animator.orb_start.data + ), + .glow_start = add_component<Animator>( + sprite.glow_start, ivec2(128, 128), uvec2(16, 1), + Animator::Data { + .fps = 30, + .looping = true, + } + ), + .glow_end = add_component<Animator>( + sprite.glow_end, ivec2(128, 128), uvec2(16, 1), animator.glow_start.data + ), + }, + body {add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_ZAPPER, + })}, + collider {add_component<BoxCollider>(vec2(0, 0))} { + this->set_active(false); +} + +void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) { + this->transform.position = position; + this->transform.rotation = rotation; + + vec2 offset = vec2(0, 1) * length / 2; + + this->sprite.orb_start.data.position_offset = offset; + this->sprite.glow_start.data.position_offset = offset; + this->sprite.orb_end.data.position_offset = -offset; + this->sprite.glow_end.data.position_offset = -offset; + + this->sprite.beam.data.size.x = length; + + this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE; +} + +void ZapperObject::set_active(bool active) { + this->sprite.orb_start.active = active; + this->sprite.orb_end.active = active; + this->sprite.glow_start.active = active; + this->sprite.glow_end.active = active; + this->sprite.beam.active = active; + + this->animator.orb_start.active = active; + this->animator.orb_end.active = active; + this->animator.glow_start.active = active; + this->animator.glow_end.active = active; + + this->body.active = active; + this->collider.active = active; + + this->active = active; +} diff --git a/game/prefab/ZapperObject.h b/game/prefab/ZapperObject.h new file mode 100644 index 0000000..42edc51 --- /dev/null +++ b/game/prefab/ZapperObject.h @@ -0,0 +1,40 @@ +#pragma once + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> + +class ZapperObject : public crepe::GameObject { +public: + ZapperObject(crepe::GameObject &&); + +public: + bool active = true; + + struct { + crepe::Sprite & orb_start; + crepe::Sprite & orb_end; + crepe::Sprite & glow_start; + crepe::Sprite & glow_end; + crepe::Sprite & beam; + } sprite; + + struct { + crepe::Animator & orb_start; + crepe::Animator & orb_end; + crepe::Animator & glow_start; + crepe::Animator & glow_end; + } animator; + + crepe::Rigidbody & body; + crepe::BoxCollider & collider; + +private: + static constexpr float SCALE = 0.8; + +public: + void place(const crepe::vec2 & position, float rotation, float length); + void set_active(bool active); +}; diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp new file mode 100644 index 0000000..b832ddd --- /dev/null +++ b/game/prefab/ZapperPoolScript.cpp @@ -0,0 +1,70 @@ +#include <crepe/api/Camera.h> + +#include "../Config.h" +#include "../Random.h" + +#include "ZapperPoolScript.h" +#include "ZapperPoolSubScene.h" +#include "util/OptionalRef.h" + +using namespace crepe; +using namespace std; + +ZapperPoolScript::ZapperPoolScript(std::vector<ZapperObject> && pool) : pool(pool) {} + +void ZapperPoolScript::init() { + subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) { + this->spawn_random(); + return true; + }); + + camera_transform = get_components_by_name<Transform>(CAMERA_NAME).back(); + camera_camera = get_components_by_name<Camera>(CAMERA_NAME).back(); +} + +void ZapperPoolScript::fixed_update(crepe::duration_t) { + float threshold + = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN; + for (ZapperObject & zapper : this->pool) { + if (!zapper.active) continue; + + if (zapper.transform.position.x < threshold) zapper.set_active(false); + } +} + +void ZapperPoolScript::spawn_random() { + OptionalRef<ZapperObject> zapper = this->get_next_zapper(); + if (!zapper) return; // pool exhausted + + bool horizontal = Random::b(); + vec2 pos; + float rotation, length; + pos.x + = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN; + + if (horizontal) { + rotation = 90; + length = Random::f(400, 200); + pos.y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT; + // align zapper to right edge of camera + pos.x -= MAX_LENGTH - (length / 2); + } else { + rotation = 0; + length = Random::f(200, 75); + // ensure zapper doesn't crash into ceiling or floor + pos.y = Random::f(0.5, -0.5) * (HALLWAY_HEIGHT - length); + // align zapper to right edge of camera + pos.x -= MAX_LENGTH; + } + + zapper->place(pos, rotation, length); + zapper->set_active(true); +} + +OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() { + for (ZapperObject & zapper : this->pool) { + if (zapper.active) continue; + return zapper; + } + return {}; +} diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h new file mode 100644 index 0000000..2208c80 --- /dev/null +++ b/game/prefab/ZapperPoolScript.h @@ -0,0 +1,33 @@ +#pragma once + +#include <crepe/api/Script.h> + +#include "ZapperObject.h" +#include "util/OptionalRef.h" + +class ZapperPoolSubScene; + +class ZapperPoolScript : public crepe::Script { +public: + ZapperPoolScript(std::vector<ZapperObject> && pool); + + void init(); + void fixed_update(crepe::duration_t); + + unsigned i = 0; + +private: + std::vector<ZapperObject> pool; + +private: + crepe::OptionalRef<crepe::Transform> camera_transform; + crepe::OptionalRef<crepe::Camera> camera_camera; + crepe::OptionalRef<ZapperObject> get_next_zapper(); + +private: + void spawn_random(); + +private: + static constexpr float MAX_LENGTH = 400; + static constexpr float OFFSCREEN_MARGIN = 50 + MAX_LENGTH; +}; diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp new file mode 100644 index 0000000..a52aa75 --- /dev/null +++ b/game/prefab/ZapperPoolSubScene.cpp @@ -0,0 +1,17 @@ +#include <crepe/api/BehaviorScript.h> + +#include "ZapperPoolScript.h" +#include "ZapperPoolSubScene.h" + +using namespace crepe; +using namespace std; + +ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene) + : controller {scene.new_object("controller")} { + + vector<ZapperObject> pool; + for (size_t i = 0; i < this->POOL_SIZE; i++) + pool.emplace_back(scene.new_object("zapper", "zapper")); + BehaviorScript & behavior = this->controller.add_component<BehaviorScript>(); + behavior.set_script<ZapperPoolScript>(std::move(pool)); +} diff --git a/game/prefab/ZapperPoolSubScene.h b/game/prefab/ZapperPoolSubScene.h new file mode 100644 index 0000000..6f6e297 --- /dev/null +++ b/game/prefab/ZapperPoolSubScene.h @@ -0,0 +1,19 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/util/OptionalRef.h> + +class CreateZapperEvent : public crepe::Event {}; + +class ZapperPoolSubScene { +public: + ZapperPoolSubScene(crepe::Scene & scene); + +private: + crepe::GameObject controller; + +private: + static constexpr size_t POOL_SIZE = 4; +}; diff --git a/game/preview/NpcScript.cpp b/game/preview/NpcScript.cpp new file mode 100644 index 0000000..86117d4 --- /dev/null +++ b/game/preview/NpcScript.cpp @@ -0,0 +1,29 @@ +#include "NpcScript.h" + +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/SaveManager.h> + +using namespace std; +using namespace crepe; + +void NpcScript::fixed_update(duration_t dt) { + auto & rb = this->get_component<Rigidbody>(); + auto npc = this->get_components<Sprite>(); + auto & transform = this->get_component<Transform>(); + + if (transform.position.x < 200) { + rb.data.linear_velocity.x *= -1; + } + if (transform.position.x > 700) { + rb.data.linear_velocity.x *= -1; + } + + if (rb.data.linear_velocity.x < 0) { + npc.front().get().data.flip = {true, false}; + npc.back().get().data.flip = {true, false}; + } else { + npc.front().get().data.flip = {false, false}; + npc.back().get().data.flip = {false, false}; + } +} diff --git a/game/PlayerScript.h b/game/preview/NpcScript.h index 84c4f7f..d278f83 100644 --- a/game/PlayerScript.h +++ b/game/preview/NpcScript.h @@ -2,7 +2,7 @@ #include <crepe/api/Script.h> -class PlayerScript : public crepe::Script { +class NpcScript : public crepe::Script { public: void fixed_update(crepe::duration_t dt); }; diff --git a/game/preview/NpcSubScene.cpp b/game/preview/NpcSubScene.cpp new file mode 100644 index 0000000..5ededb6 --- /dev/null +++ b/game/preview/NpcSubScene.cpp @@ -0,0 +1,65 @@ + + +#include "NpcSubScene.h" + +#include "../Config.h" +#include "NpcScript.h" + +#include <crepe/ValueBroker.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/SaveManager.h> + +using namespace crepe; + +NpcSubScene::NpcSubScene(Scene & scn) { + GameObject npc = scn.new_object("npc", "npc_tag", vec2 {500, 0}, 0, 1); + Asset npc_body {"asset/workers/worker1Body.png"}; + Asset npc_head {"asset/workers/worker1Head.png"}; + + auto & npc_body_sprite = npc.add_component<Sprite>( + npc_body, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .size = {0, 50}, + } + ); + auto & npc_head_sprite = npc.add_component<Sprite>( + npc_head, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .size = {0, 50}, + .position_offset = {0, -20}, + } + ); + + npc.add_component<Animator>( + npc_body_sprite, ivec2 {32, 32}, uvec2 {4, 8}, + Animator::Data { + .fps = 5, + .looping = true, + } + ); + npc.add_component<Animator>( + npc_head_sprite, ivec2 {32, 32}, uvec2 {4, 8}, + Animator::Data { + .fps = 5, + .looping = true, + } + ); + npc.add_component<BoxCollider>(vec2 {40, 50}); + + npc.add_component<Rigidbody>(Rigidbody::Data { + .mass = 10, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = {-50, 0}, + //.max_linear_velocity = 40, + .collision_layers = {COLL_LAY_BOT_TOP, 100}, + .collision_layer = COLL_LAY_PLAYER, + }); + + npc.add_component<BehaviorScript>().set_script<NpcScript>(); +} diff --git a/game/preview/NpcSubScene.h b/game/preview/NpcSubScene.h new file mode 100644 index 0000000..a226195 --- /dev/null +++ b/game/preview/NpcSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class NpcSubScene { +public: + NpcSubScene(crepe::Scene & scn); +}; diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp new file mode 100644 index 0000000..ae25dad --- /dev/null +++ b/game/preview/PrevPlayerScript.cpp @@ -0,0 +1,157 @@ +#include "PrevPlayerScript.h" + +#include "../missile/SpawnEvent.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/SaveManager.h> + +using namespace crepe; + +bool PrevPlayerScript::key_pressed(const KeyPressEvent & ev) { + switch (ev.key) { + case Keycode::A: + this->get_component<Rigidbody>().data.linear_velocity.x = -move_speed; + this->body->data.flip = {true, false}; + this->head->data.flip = {true, false}; + break; + case Keycode::D: + this->get_component<Rigidbody>().data.linear_velocity.x = move_speed; + this->body->data.flip = {false, false}; + this->head->data.flip = {false, false}; + break; + case Keycode::D0: + this->body_anim->set_anim(0); + this->head_anim->set_anim(0); + break; + case Keycode::D1: + this->body_anim->set_anim(1); + this->head_anim->set_anim(1); + break; + case Keycode::D2: + this->body_anim->set_anim(2); + this->head_anim->set_anim(2); + break; + case Keycode::D3: + this->body_anim->set_anim(3); + this->head_anim->set_anim(3); + break; + case Keycode::D4: + this->body_anim->set_anim(4); + this->head_anim->set_anim(4); + break; + case Keycode::D5: + this->body_anim->set_anim(5); + this->head_anim->set_anim(5); + break; + case Keycode::D6: + this->body_anim->set_anim(6); + this->head_anim->set_anim(6); + break; + case Keycode::D7: + this->body_anim->set_anim(7); + this->head_anim->set_anim(7); + break; + case Keycode::LEFT: + this->get_component<Transform>().rotation += 10; + break; + case Keycode::RIGHT: + this->get_component<Transform>().rotation -= 10; + break; + case Keycode::UP: + this->head->data.position_offset += 10; + break; + case Keycode::DOWN: + this->head->data.position_offset -= 10; + break; + case Keycode::P: + this->get_components_by_name<AudioSource>("background_music").front().get().active + = true; + break; + case Keycode::J: + this->get_components_by_name<Transform>("camera").front().get().position.x + -= move_speed; + break; + case Keycode::K: + this->get_components_by_name<Transform>("camera").front().get().position.y + -= move_speed; + break; + case Keycode::L: + this->get_components_by_name<Transform>("camera").front().get().position.x + += move_speed; + break; + case Keycode::I: + this->get_components_by_name<Transform>("camera").front().get().position.y + += move_speed; + break; + case Keycode::M: + trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); + break; + default: + break; + } + return false; +} + +void PrevPlayerScript::init() { + this->rb = get_component<Rigidbody>(); + + auto animations = this->get_components<Animator>(); + body_anim = animations[0]; + head_anim = animations[1]; + + auto sprites = this->get_components<Sprite>(); + body = sprites[0]; + head = sprites[1]; + + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->key_pressed(ev); + }); + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + if (ev.repeat) return false; + return this->on_key_down(ev); + }); + subscribe<KeyReleaseEvent>([this](const KeyReleaseEvent & ev) -> bool { + return this->on_key_up(ev); + }); +}; + +void PrevPlayerScript::fixed_update(crepe::duration_t dt) { + if (this->get_key_state(Keycode::SPACE)) { + this->rb->add_force_linear( + vec2(0, -1) * (engine_gravity * PLAYER_GRAVITY_SCALE * dt.count()) + ); + } + + auto & savemgr = this->get_save_manager(); + const auto & pos = this->get_component<Transform>().position; + + savemgr.set("player_x", pos.x); + savemgr.set("player_y", pos.y); +}; + +bool PrevPlayerScript::on_key_down(const KeyPressEvent & ev) { + if (ev.key == Keycode::SPACE) { + const vec2 UP = {0, -1}; + this->help_kick(UP); + } + return false; +} + +bool PrevPlayerScript::on_key_up(const KeyReleaseEvent & ev) { + if (ev.key == Keycode::SPACE) { + const vec2 DOWN = {0, 1}; + this->help_kick(DOWN); + } + return false; +} + +void PrevPlayerScript::help_kick(const vec2 & direction) { + // softly "kick" the player (at start/end of flight) + vec2 & velocity = this->rb->data.linear_velocity; + float kick_amount = std::min( + velocity.length() * PLAYER_HELP_KICK_SCALE, engine_gravity * PLAYER_HELP_KICK_MAX + ); + velocity += direction * kick_amount; +} diff --git a/game/preview/PrevPlayerScript.h b/game/preview/PrevPlayerScript.h new file mode 100644 index 0000000..ae66449 --- /dev/null +++ b/game/preview/PrevPlayerScript.h @@ -0,0 +1,32 @@ +#include <crepe/api/Animator.h> +#include <crepe/api/Config.h> +#include <crepe/api/Event.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/util/OptionalRef.h> + +class PrevPlayerScript : public crepe::Script { +private: + crepe::OptionalRef<crepe::Animator> head_anim; + crepe::OptionalRef<crepe::Animator> body_anim; + crepe::OptionalRef<crepe::Sprite> head; + crepe::OptionalRef<crepe::Sprite> body; + +private: + float move_speed = 100; + +private: + void init(); + void fixed_update(crepe::duration_t dt); + bool key_pressed(const crepe::KeyPressEvent & ev); + +private: + bool on_key_down(const crepe::KeyPressEvent & ev); + bool on_key_up(const crepe::KeyReleaseEvent & ev); + void help_kick(const crepe::vec2 & direction); + +private: + float & engine_gravity = crepe::Config::get_instance().physics.gravity; + crepe::OptionalRef<crepe::Rigidbody> rb; +}; diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp new file mode 100644 index 0000000..074cfb4 --- /dev/null +++ b/game/preview/PrevPlayerSubScene.cpp @@ -0,0 +1,87 @@ + +#include "PrevPlayerSubScene.h" + +#include "../Config.h" +#include "PrevPlayerScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include <crepe/ValueBroker.h> +#include <crepe/manager/SaveManager.h> + +using namespace crepe; + +PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) { + + GameObject player = scn.new_object("player", "player", vec2 {800, -100}, 0, 1); + 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 = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(100, 0), + .collision_layers = {COLL_LAY_BOT_TOP, 100}, + .collision_layer = COLL_LAY_PLAYER, + }); + player.add_component<BoxCollider>(vec2(40, 50)); + player.add_component<BehaviorScript>().set_script<PrevPlayerScript>(); + + GameObject music = scn.new_object("background_music", "background_music"); + AudioSource & audio = music.add_component<AudioSource>(Asset {"asset/music/level.ogg"}); + audio.loop = true; + audio.play_on_awake = true; + audio.active = false; +} diff --git a/game/preview/PrevPlayerSubScene.h b/game/preview/PrevPlayerSubScene.h new file mode 100644 index 0000000..a61f341 --- /dev/null +++ b/game/preview/PrevPlayerSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PrevPlayerSubScene { +public: + PrevPlayerSubScene(crepe::Scene & scn); +}; diff --git a/game/preview/PreviewReplaySubScript.cpp b/game/preview/PreviewReplaySubScript.cpp new file mode 100644 index 0000000..580a608 --- /dev/null +++ b/game/preview/PreviewReplaySubScript.cpp @@ -0,0 +1,55 @@ +#include "PreviewReplaySubScript.h" +#include "Config.h" +#include "menus/ButtonReplaySubScript.h" +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PreviewReplaySubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); + this->subscribe<StopPreviewRecording>([this](const StopPreviewRecording & e) { + return this->stop_recording(); + }); + this->subscribe<DeleteRecordingEvent>([this](const DeleteRecordingEvent & e) { + return this->delete_recording(); + }); + this->subscribe<StartPreviewRecording>([this](const StartPreviewRecording & e) { + return this->start_recording(); + }); +} + +bool PreviewReplaySubScript::on_button_press(const ButtonPressEvent & e) { + if (DISABLE_REPLAY) return false; + replay.play(this->recording); + return false; +} +bool PreviewReplaySubScript::start_recording() { + if (DISABLE_REPLAY) return false; + if (record_saved) { + this->stop_recording(); + this->delete_recording(); + } + replay.record_start(); + this->record_started = true; + return false; +} + +bool PreviewReplaySubScript::stop_recording() { + if (DISABLE_REPLAY) return false; + if (this->record_started) this->recording = replay.record_end(); + this->record_saved = true; + return false; +} + +bool PreviewReplaySubScript::delete_recording() { + if (DISABLE_REPLAY) return false; + if (this->record_started) this->stop_recording(); + if (this->record_saved) replay.release(this->recording); + this->record_saved = false; + return false; +} diff --git a/game/preview/PreviewReplaySubScript.h b/game/preview/PreviewReplaySubScript.h new file mode 100644 index 0000000..59b78c3 --- /dev/null +++ b/game/preview/PreviewReplaySubScript.h @@ -0,0 +1,24 @@ +#pragma once + +#include "menus/IButtonScript.h" + +#include <crepe/api/Script.h> + +struct StartPreviewRecording : public crepe::Event {}; +struct StopPreviewRecording : public crepe::Event {}; + +class PreviewReplaySubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); + +private: + crepe::recording_t recording = 0; + bool start_recording(); + bool stop_recording(); + bool delete_recording(); + +private: + bool record_saved = false; + bool record_started = false; +}; diff --git a/game/preview/PreviewStartRecSubScript.cpp b/game/preview/PreviewStartRecSubScript.cpp new file mode 100644 index 0000000..8a2f54c --- /dev/null +++ b/game/preview/PreviewStartRecSubScript.cpp @@ -0,0 +1,20 @@ +#include "PreviewStartRecSubScript.h" +#include "PreviewReplaySubScript.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PreviewStartRecSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool PreviewStartRecSubScript::on_button_press(const ButtonPressEvent & e) { + this->trigger_event<StartPreviewRecording>(); + return false; +} diff --git a/game/preview/PreviewStartRecSubScript.h b/game/preview/PreviewStartRecSubScript.h new file mode 100644 index 0000000..a54a085 --- /dev/null +++ b/game/preview/PreviewStartRecSubScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include "menus/IButtonScript.h" + +#include <crepe/api/Script.h> + +class PreviewStartRecSubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); +}; diff --git a/game/preview/PreviewStopRecSubScript.cpp b/game/preview/PreviewStopRecSubScript.cpp new file mode 100644 index 0000000..a229da8 --- /dev/null +++ b/game/preview/PreviewStopRecSubScript.cpp @@ -0,0 +1,20 @@ +#include "PreviewStopRecSubScript.h" +#include "PreviewReplaySubScript.h" + +#include <crepe/api/AudioSource.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PreviewStopRecSubScript::init() { + IButtonScript::init(); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); +} + +bool PreviewStopRecSubScript::on_button_press(const ButtonPressEvent & e) { + this->trigger_event<StopPreviewRecording>(); + return false; +} diff --git a/game/preview/PreviewStopRecSubScript.h b/game/preview/PreviewStopRecSubScript.h new file mode 100644 index 0000000..b2dd73b --- /dev/null +++ b/game/preview/PreviewStopRecSubScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include "menus/IButtonScript.h" + +#include <crepe/api/Script.h> + +class PreviewStopRecSubScript : public IButtonScript { +public: + void init() override; + bool on_button_press(const crepe::ButtonPressEvent & e); +}; diff --git a/game/preview/SmokeSubScene.cpp b/game/preview/SmokeSubScene.cpp new file mode 100644 index 0000000..e363f95 --- /dev/null +++ b/game/preview/SmokeSubScene.cpp @@ -0,0 +1,37 @@ + +#include "SmokeSubScene.h" + +#include "../Config.h" + +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; + +SmokeSubScene::SmokeSubScene(Scene & scn) { + GameObject smoke = scn.new_object("smoke_particle", "TAG", vec2 {500, -210}, 0, 1); + + Asset smoke_ss {"asset/particles/smoke.png"}; + + auto & smoke_sprite = smoke.add_component<Sprite>( + smoke_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .size = {0, 30}, + } + ); + + smoke.add_component<ParticleEmitter>( + smoke_sprite, + ParticleEmitter::Data { + .offset = {0, -60}, + .max_particles = 10, + .emission_rate = 25, + .min_angle = 60, + .max_angle = 120, + .begin_lifespan = 1, + .end_lifespan = 2, + } + ); +} diff --git a/game/preview/SmokeSubScene.h b/game/preview/SmokeSubScene.h new file mode 100644 index 0000000..93d8a2d --- /dev/null +++ b/game/preview/SmokeSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class SmokeSubScene { +public: + SmokeSubScene(crepe::Scene & scn); +}; diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp new file mode 100644 index 0000000..7f58c79 --- /dev/null +++ b/game/scheduler/ObjectsScheduler.cpp @@ -0,0 +1,120 @@ + + +#include "ObjectsScheduler.h" + +#include "../Config.h" +#include "../Random.h" +#include "../enemy/EnemyScript.h" +#include "../missile/SpawnEvent.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "enemy/BattleScript.h" +#include "prefab/ZapperPoolSubScene.h" + +using namespace crepe; + +void ObjectsScheduler::preset_0() { + for (int i = 0; i < this->amount_of_boss_fights; i++) { + this->trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); + } + if (this->amount_of_boss_fights >= 1) { + this->trigger_event<BattleStartEvent>(BattleStartEvent { + .num_enemies = Random::i(this->amount_of_boss_fights, 0), + .battle = false, + }); + } +} + +void ObjectsScheduler::preset_1() { + trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); + if (this->amount_of_boss_fights >= 3) { + this->trigger_event<BattleStartEvent>(BattleStartEvent { + .num_enemies = Random::i(1, 0), + .battle = false, + }); + } +} + +void ObjectsScheduler::preset_2() { + trigger_event<CreateZapperEvent>(CreateZapperEvent {}); + if (this->amount_of_boss_fights >= 2) { + this->trigger_event<BattleStartEvent>(BattleStartEvent { + .num_enemies = Random::i(2, 1), + .battle = false, + }); + } +} + +void ObjectsScheduler::preset_3() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); } + +void ObjectsScheduler::preset_4() {} + +void ObjectsScheduler::boss_fight_1() { + this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x = 0; + this->get_components_by_name<Rigidbody>("player").front().get().data.linear_velocity.x = 0; + + this->amount_of_boss_fights++; + this->trigger_event<BattleStartEvent>(BattleStartEvent { + .num_enemies = amount_of_boss_fights, + .battle = true, + }); + + RefVector<Rigidbody> rb_back_forest + = this->get_components_by_tag<Rigidbody>("forest_background"); + for (Rigidbody & rb : rb_back_forest) { + rb.data.linear_velocity.x = 0; + } +} + +bool ObjectsScheduler::boss_fight_1_event() { + this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x + = PLAYER_SPEED * 0.02; + this->get_components_by_name<Rigidbody>("player").front().get().data.linear_velocity.x + = PLAYER_SPEED * 0.02; + + bool first = true; + RefVector<Rigidbody> rb_back_forest + = this->get_components_by_tag<Rigidbody>("forest_background"); + for (Rigidbody & rb : rb_back_forest) { + if (first == true) { + rb.data.linear_velocity.x = 30; + first = false; + } else { + rb.data.linear_velocity.x = 40; + first = true; + } + } + + return false; +} + +void ObjectsScheduler::init() { + this->obstacles.push_back([this]() { preset_0(); }); + this->obstacles.push_back([this]() { preset_1(); }); + this->obstacles.push_back([this]() { preset_2(); }); + this->obstacles.push_back([this]() { preset_3(); }); + this->obstacles.push_back([this]() { preset_4(); }); + + this->obstacles.push_back([this]() { boss_fight_1(); }); + + // subscribe to battlewonevent + this->subscribe<BattleWonEvent>([this](const BattleWonEvent & ev) -> bool { + return this->boss_fight_1_event(); + }); +} + +void ObjectsScheduler::fixed_update(duration_t dt) { + int pos_x + = (int) this->get_components_by_name<Transform>("camera").front().get().position.x; + + int boss_check = (pos_x - this->start_offset) / this->boss_fight_interval; + if (boss_check > this->last_boss_check) { + this->obstacles.back()(); + this->last_boss_check = boss_check; + } + int obstacle_check = (pos_x - this->start_offset) / this->obstacle_interval; + if (obstacle_check > this->last_obstacle_check) { + this->obstacles[Random::i(this->obstacles.size() - 1, 0)](); + this->last_obstacle_check = obstacle_check; + } +} diff --git a/game/scheduler/ObjectsScheduler.h b/game/scheduler/ObjectsScheduler.h new file mode 100644 index 0000000..7ada8e1 --- /dev/null +++ b/game/scheduler/ObjectsScheduler.h @@ -0,0 +1,34 @@ +#pragma once + +#include "api/Script.h" +#include <functional> +#include <vector> + +class ObjectsScheduler : public crepe::Script { + +private: + std::vector<std::function<void()>> obstacles; + + int last_boss_check = 0; + int last_obstacle_check = 0; + + int boss_fight_interval = 5000; + int obstacle_interval = 350; + int start_offset = 1300; + + int amount_of_boss_fights = 0; + +private: + void preset_0(); + void preset_1(); + void preset_2(); + void preset_3(); + void preset_4(); + void boss_fight_1(); + + bool boss_fight_1_event(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/util/scrollgen b/game/util/scrollgen new file mode 100755 index 0000000..0389107 --- /dev/null +++ b/game/util/scrollgen @@ -0,0 +1,36 @@ +#!/bin/sh +INPUT="$1" +FRAMES="$2" + +die() { + echo "$@" + exit 1 +} +check_command() { + cmd="$1" + command -v "$cmd" > /dev/null || die "command '$cmd' not found" +} + +check_command magick +check_command identify +[ "$#" -eq 2 ] || die "usage: $0 <input image> <frame count>" +[ -e "$INPUT" ] || die "file not found: $INPUT" +[ "$FRAMES" -gt 0 ] || die "invalid frame count: $FRAMES" + +tile_width=$(identify -format "%w" "$INPUT") +tile_height=$(identify -format "%h" "$INPUT") + +OUTPUT="$INPUT.scroll.png" +magick -size "${tile_width}x$(( $tile_height * $FRAMES ))" 'xc:#ff00ff00' "$OUTPUT" + +for i in $(seq 0 $(( $FRAMES - 1 ))); do + offset_x=$(( $tile_width * $i / $FRAMES )) + offset_y=$(( i * $tile_height )) + + magick "$OUTPUT" "$INPUT" -geometry "+${offset_x}+${offset_y}" -composite "$OUTPUT" + magick "$OUTPUT" "$INPUT" -geometry "+$(( $offset_x - $tile_width ))+${offset_y}" -composite "$OUTPUT" + echo "+${offset_x}+${offset_y}" +done + +# magick -size ${total_width}x${sprite_height} xc:none canvas.png + diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp new file mode 100644 index 0000000..372bfec --- /dev/null +++ b/game/workers/CollisionScript.cpp @@ -0,0 +1,69 @@ +#include "CollisionScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void CollisionScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +bool CollisionScript::on_collision(const CollisionEvent & ev) { + RefVector<Animator> animators = this->get_components<Animator>(); + RefVector<Sprite> sprites = this->get_components<Sprite>(); + Rigidbody & rb = this->get_component<Rigidbody>(); + Transform & tr = this->get_component<Transform>(); + BehaviorScript & bs_panic = this->get_components<BehaviorScript>().front(); + + if (ev.info.other.metadata.tag == "zapper") { + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 0.5}; + tr.rotation = 90; + bs_panic.active = false; + + return false; + } else if (ev.info.other.metadata.tag == "laser") { + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 0.5}; + tr.rotation = 90; + bs_panic.active = false; + + return false; + } else if (ev.info.other.metadata.tag == "missile" + || ev.info.other.metadata.tag == "enemy_bullet") { + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 0.5}; + tr.rotation = 90; + bs_panic.active = false; + + return false; + } + + return false; +} diff --git a/game/workers/CollisionScript.h b/game/workers/CollisionScript.h new file mode 100644 index 0000000..70c5fe1 --- /dev/null +++ b/game/workers/CollisionScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +class CollisionScript : public crepe::Script { +public: + void init(); + +private: + bool on_collision(const crepe::CollisionEvent & ev); +}; diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp new file mode 100644 index 0000000..baa48df --- /dev/null +++ b/game/workers/PanicFromPlayerScript.cpp @@ -0,0 +1,55 @@ +#include "PanicFromPlayerScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PanicFromPlayerScript::fixed_update(duration_t dt) { + Animator & anim_player = this->get_components_by_name<Animator>("player").front(); + + if (anim_player.data.col == 1) { + Transform & trans_player = this->get_components_by_name<Transform>("player").back(); + Transform & trans_worker = this->get_components<Transform>().back(); + + float result_x = trans_player.position.x - trans_worker.position.x; + + if (result_x < 100 && result_x > -20) { + RefVector<Animator> anim_worker = this->get_components<Animator>(); + RefVector<Sprite> sprite_worker = this->get_components<Sprite>(); + Rigidbody & rb_worker = this->get_components<Rigidbody>().back(); + + if (anim_worker.front().get().data.col != 1) { + anim_worker.front().get().set_anim(1); + anim_worker.back().get().set_anim(1); + + anim_worker.front().get().data.fps = 10; + anim_worker.back().get().data.fps = 10; + } + + if (result_x < 0) { + float min_value = 8000; + float max_value = 10000; + float value = min_value + + static_cast<float>(rand()) + / (static_cast<float>(RAND_MAX / (max_value - min_value))); + rb_worker.data.linear_velocity.x = value * dt.count(); + sprite_worker.front().get().data.flip.flip_x = false; + sprite_worker.back().get().data.flip.flip_x = false; + } else { + float min_value = -4000; + float max_value = -5000; + float value = min_value + + static_cast<float>(rand()) + / (static_cast<float>(RAND_MAX / (max_value - min_value))); + rb_worker.data.linear_velocity.x = value * dt.count(); + sprite_worker.front().get().data.flip.flip_x = true; + sprite_worker.back().get().data.flip.flip_x = true; + } + } + } +}; diff --git a/game/workers/PanicFromPlayerScript.h b/game/workers/PanicFromPlayerScript.h new file mode 100644 index 0000000..d173e89 --- /dev/null +++ b/game/workers/PanicFromPlayerScript.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PanicFromPlayerScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp new file mode 100644 index 0000000..b0bfc4e --- /dev/null +++ b/game/workers/WorkerScript.cpp @@ -0,0 +1,145 @@ +#include "WorkerScript.h" + +#include "../Config.h" +#include "api/BehaviorScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> +#include <cstdlib> + +using namespace crepe; +using namespace std; + +void WorkerScript::fixed_update(duration_t dt) { + RefVector<Rigidbody> rb_workers = this->get_components_by_tag<Rigidbody>("worker"); + RefVector<Transform> trans_workers = this->get_components_by_tag<Transform>("worker"); + + Rigidbody & rb_cam = this->get_components_by_name<Rigidbody>("camera").back(); + Transform & trans_cam = this->get_components_by_name<Transform>("camera").back(); + + int counter = 0; + for (Rigidbody & rb_worker : rb_workers) { + Transform & trans_worker = trans_workers.at(counter); + + float result_x = rb_cam.data.linear_velocity.x - rb_worker.data.linear_velocity.x; + + if (result_x > 0) { + float left_cam_pos_x = trans_cam.position.x - VIEWPORT_X / 2; + if (trans_worker.position.x < left_cam_pos_x - 1000) { + trans_worker.position.x = left_cam_pos_x + VIEWPORT_X + 1000; + + do { + float min_value = -2500 * dt.count(); + float max_value = 2500 * dt.count(); + rb_worker.data.linear_velocity.x + = min_value + + static_cast<float>(rand()) + / (static_cast<float>(RAND_MAX / (max_value - min_value))); + } while (rb_worker.data.linear_velocity.x < 500 * dt.count() + && rb_worker.data.linear_velocity.x > -500 * dt.count()); + + RefVector<Sprite> sprite_worker + = this->get_components_by_id<Sprite>(trans_worker.game_object_id); + RefVector<Animator> animator_worker + = this->get_components_by_id<Animator>(trans_worker.game_object_id); + BehaviorScript & bs_panic + = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) + .front(); + + if (rb_worker.data.linear_velocity.x < 0) { + sprite_worker.front().get().data.flip.flip_x = true; + sprite_worker.back().get().data.flip.flip_x = true; + + animator_worker.front().get().data.fps + = -rb_worker.data.linear_velocity.x / 5; + animator_worker.back().get().data.fps + = -rb_worker.data.linear_velocity.x / 5; + animator_worker.front().get().set_anim(0); + animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; + } else { + sprite_worker.front().get().data.flip.flip_x = false; + sprite_worker.back().get().data.flip.flip_x = false; + + animator_worker.front().get().data.fps + = rb_worker.data.linear_velocity.x / 5; + animator_worker.back().get().data.fps + = rb_worker.data.linear_velocity.x / 5; + animator_worker.front().get().set_anim(0); + animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; + } + + trans_worker.rotation = 0; + bs_panic.active = true; + rb_worker.data.linear_velocity_coefficient = {1, 1}; + for (Sprite & sprite : sprite_worker) { + sprite.data.position_offset.x = 0; + } + } + } else { + float right_cam_pos_x = trans_cam.position.x + VIEWPORT_X / 2; + if (trans_worker.position.x > right_cam_pos_x + 1000) { + do { + float min_value = -2500 * dt.count(); + float max_value = 2500 * dt.count(); + rb_worker.data.linear_velocity.x + = min_value + + static_cast<float>(rand()) + / (static_cast<float>(RAND_MAX / (max_value - min_value))); + } while (rb_worker.data.linear_velocity.x < 500 * dt.count() + && rb_worker.data.linear_velocity.x > -500 * dt.count()); + + RefVector<Sprite> sprite_worker + = this->get_components_by_id<Sprite>(trans_worker.game_object_id); + RefVector<Animator> animator_worker + = this->get_components_by_id<Animator>(trans_worker.game_object_id); + BehaviorScript & bs_panic + = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) + .front(); + + if (rb_worker.data.linear_velocity.x < 0) { + sprite_worker.front().get().data.flip.flip_x = true; + sprite_worker.back().get().data.flip.flip_x = true; + + animator_worker.front().get().data.fps + = -rb_worker.data.linear_velocity.x / 5; + animator_worker.back().get().data.fps + = -rb_worker.data.linear_velocity.x / 5; + + animator_worker.front().get().set_anim(0); + animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; + } else { + sprite_worker.front().get().data.flip.flip_x = false; + sprite_worker.back().get().data.flip.flip_x = false; + + animator_worker.front().get().data.fps + = rb_worker.data.linear_velocity.x / 5; + animator_worker.back().get().data.fps + = rb_worker.data.linear_velocity.x / 5; + + animator_worker.front().get().set_anim(0); + animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; + } + + trans_worker.rotation = 0; + bs_panic.active = true; + rb_worker.data.linear_velocity_coefficient = {1, 1}; + for (Sprite & sprite : sprite_worker) { + sprite.data.position_offset.x = 0; + } + } + } + + counter++; + } +} diff --git a/game/workers/WorkerScript.h b/game/workers/WorkerScript.h new file mode 100644 index 0000000..ae4a6c7 --- /dev/null +++ b/game/workers/WorkerScript.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class WorkerScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp new file mode 100644 index 0000000..54996d1 --- /dev/null +++ b/game/workers/WorkersSubScene.cpp @@ -0,0 +1,423 @@ +#include "WorkersSubScene.h" +#include "CollisionScript.h" +#include "PanicFromPlayerScript.h" +#include "WorkerScript.h" + +#include "../Config.h" +#include "api/GameObject.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +WorkersSubScene::WorkersSubScene(Scene & scn) { + this->worker1(scn, 1200, -50); + this->worker2(scn, 1300, 20); + this->worker3(scn, 1400, -40); + this->worker4(scn, 7250, 50); + this->worker5(scn, 3400, -20); + this->worker6(scn, 2000, 30); + this->worker7(scn, 3725, 35); + this->worker8(scn, 2200, -15); + + GameObject script = scn.new_object("workers_script"); + script.add_component<BehaviorScript>().set_script<WorkerScript>(); +} + +void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_1 = scn.new_object("worker_1", "worker", vec2(start_x, 200)); + Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>( + Asset {"asset/workers/worker1Body.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + worker_1.add_component<Animator>( + worker_1_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>( + Asset {"asset/workers/worker1Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_1.add_component<Animator>( + worker_1_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_1.add_component<BoxCollider>(vec2(50, 50)); + worker_1.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_TOP}, + }); + worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_1.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_1_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_2 = scn.new_object("worker_2", "worker", vec2(start_x, 200)); + Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>( + Asset {"asset/workers/worker2Body.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 2, + .size = vec2(0, 50), + } + ); + worker_2.add_component<Animator>( + worker_2_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>( + Asset {"asset/workers/worker1Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 3, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_2.add_component<Animator>( + worker_2_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_2.add_component<BoxCollider>(vec2(50, 50)); + worker_2.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_TOP}, + }); + worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_2.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_2_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_3 = scn.new_object("worker_3", "worker", vec2(start_x, 200)); + Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>( + Asset {"asset/workers/worker1Body.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 4, + .size = vec2(0, 50), + } + ); + worker_3.add_component<Animator>( + worker_3_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>( + Asset {"asset/workers/worker2Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 5, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_3.add_component<Animator>( + worker_3_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_3.add_component<BoxCollider>(vec2(50, 50)); + worker_3.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_TOP}, + }); + worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_3.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_3_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_4 = scn.new_object("worker_4", "worker", vec2(start_x, 200)); + Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>( + Asset {"asset/workers/worker2Body.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 6, + .size = vec2(0, 50), + } + ); + worker_4.add_component<Animator>( + worker_4_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>( + Asset {"asset/workers/worker2Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 7, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_4.add_component<Animator>( + worker_4_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_4.add_component<BoxCollider>(vec2(50, 50)); + worker_4.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_HIGH}, + }); + worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_4.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_4_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_5 = scn.new_object("worker_5", "worker", vec2(start_x, 200)); + Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>( + Asset {"asset/workers/workerFatBody.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 8, + .size = vec2(0, 50), + } + ); + worker_5.add_component<Animator>( + worker_5_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>( + Asset {"asset/workers/worker1Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 9, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_5.add_component<Animator>( + worker_5_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_5.add_component<BoxCollider>(vec2(50, 50)); + worker_5.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_HIGH}, + }); + worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_5.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_5_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_6 = scn.new_object("worker_6", "worker", vec2(start_x, 200)); + Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>( + Asset {"asset/workers/workerFatBody.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 10, + .size = vec2(0, 50), + } + ); + worker_6.add_component<Animator>( + worker_6_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>( + Asset {"asset/workers/worker2Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 11, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_6.add_component<Animator>( + worker_6_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_6.add_component<BoxCollider>(vec2(50, 50)); + worker_6.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_LOW}, + }); + worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_6.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_6_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_7 = scn.new_object("worker_7", "worker", vec2(start_x, 200)); + Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>( + Asset {"asset/workers/workerTallBody.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 12, + .size = vec2(0, 50), + } + ); + worker_7.add_component<Animator>( + worker_7_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>( + Asset {"asset/workers/worker1Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, + .order_in_layer = 13, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_7.add_component<Animator>( + worker_7_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_7.add_component<BoxCollider>(vec2(50, 50)); + worker_7.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_LOW}, + }); + worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_7.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_7_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} + +void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_speed) { + GameObject worker_8 = scn.new_object("worker_8", "worker", vec2(start_x, 200)); + Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>( + Asset {"asset/workers/workerTallBody.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 14, + .size = vec2(0, 50), + } + ); + worker_8.add_component<Animator>( + worker_8_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>( + Asset {"asset/workers/worker2Head.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 15, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + worker_8.add_component<Animator>( + worker_8_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = static_cast<unsigned int>(abs(init_speed) / 5), + .looping = true, + } + ); + worker_8.add_component<BoxCollider>(vec2(50, 50)); + worker_8.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(init_speed, 0), + .collision_layers = {COLL_LAY_BOT_LOW}, + }); + worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_8.add_component<BehaviorScript>().set_script<CollisionScript>(); + + if (init_speed < 0) { + worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false}; + worker_8_head_sprite.data.flip = Sprite::FlipSettings {true, false}; + } +} diff --git a/game/workers/WorkersSubScene.h b/game/workers/WorkersSubScene.h new file mode 100644 index 0000000..6692d87 --- /dev/null +++ b/game/workers/WorkersSubScene.h @@ -0,0 +1,20 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class WorkersSubScene { +public: + WorkersSubScene(crepe::Scene & scn); + +private: + void worker1(crepe::Scene & scn, float start_x, float init_speed); + void worker2(crepe::Scene & scn, float start_x, float init_speed); + void worker3(crepe::Scene & scn, float start_x, float init_speed); + void worker4(crepe::Scene & scn, float start_x, float init_speed); + void worker5(crepe::Scene & scn, float start_x, float init_speed); + void worker6(crepe::Scene & scn, float start_x, float init_speed); + void worker7(crepe::Scene & scn, float start_x, float init_speed); + void worker8(crepe::Scene & scn, float start_x, float init_speed); +}; diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp index af9c3a1..7d26df4 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.hpp +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -54,8 +54,8 @@ void ComponentManager::DeleteComponents() { } template <typename T> -std::vector<std::reference_wrapper<T>> -ComponentManager::GetComponentsByID(std::uint32_t id) const { +std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByID(std::uint32_t id +) const { //Determine the type of T (this is used as the key of the unordered_map<>) std::type_index type = typeid(T); diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp index 33ba12e..835bdda 100644 --- a/mwe/ecs-homemade/src/ComponentManager.cpp +++ b/mwe/ecs-homemade/src/ComponentManager.cpp @@ -9,9 +9,8 @@ ComponentManager::ComponentManager() {} void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) { for (auto & [type, componentArray] : mComponents) { //Loop through all the types (in the unordered_map<>) - if (id - < componentArray - .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < componentArray.size( + )) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> componentArray[id].clear(); //Clear the components at this specific id } } diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h index ee1bf52..6df98ee 100644 --- a/mwe/events/include/event.h +++ b/mwe/events/include/event.h @@ -27,8 +27,8 @@ public: virtual ~Event() = default; virtual std::uint32_t getEventType() const = 0; virtual std::string toString() const; - void addArgument(const std::string & key, - const std::variant<int, std::string, float> & value); + void + addArgument(const std::string & key, const std::variant<int, std::string, float> & value); std::variant<int, std::string, float> getArgument(const std::string & key) const; diff --git a/mwe/events/include/eventHandler.h b/mwe/events/include/eventHandler.h index 3a83b15..8598cee 100644 --- a/mwe/events/include/eventHandler.h +++ b/mwe/events/include/eventHandler.h @@ -22,8 +22,9 @@ private: template <typename EventType> class EventHandlerWrapper : public IEventHandlerWrapper { public: - explicit EventHandlerWrapper(const EventHandler<EventType> & handler, - const bool destroyOnSuccess = false) + explicit EventHandlerWrapper( + const EventHandler<EventType> & handler, const bool destroyOnSuccess = false + ) : m_handler(handler), m_handlerType(m_handler.target_type().name()), m_destroyOnSuccess(destroyOnSuccess) { @@ -42,5 +43,5 @@ private: EventHandler<EventType> m_handler; const std::string m_handlerType; - bool m_destroyOnSuccess{false}; + bool m_destroyOnSuccess {false}; }; diff --git a/mwe/events/include/eventManager.h b/mwe/events/include/eventManager.h index 30e927f..43906e8 100644 --- a/mwe/events/include/eventManager.h +++ b/mwe/events/include/eventManager.h @@ -18,8 +18,8 @@ public: } void shutdown(); - void subscribe(int eventType, std::unique_ptr<IEventHandlerWrapper> && handler, - int eventId); + void + subscribe(int eventType, std::unique_ptr<IEventHandlerWrapper> && handler, int eventId); void unsubscribe(int eventType, const std::string & handlerName, int eventId); void triggerEvent(const Event & event_, int eventId); void queueEvent(std::unique_ptr<Event> && event_, int eventId); @@ -35,19 +35,23 @@ private: }; template <typename EventType> -inline void subscribe(const EventHandler<EventType> & callback, int eventId = 0, - const bool unsubscribeOnSuccess = false) { +inline void subscribe( + const EventHandler<EventType> & callback, int eventId = 0, + const bool unsubscribeOnSuccess = false +) { std::unique_ptr<IEventHandlerWrapper> handler = std::make_unique<EventHandlerWrapper<EventType>>(callback, unsubscribeOnSuccess); - EventManager::getInstance().subscribe(EventType::getStaticEventType(), std::move(handler), - eventId); + EventManager::getInstance().subscribe( + EventType::getStaticEventType(), std::move(handler), eventId + ); } template <typename EventType> inline void unsubscribe(const EventHandler<EventType> & callback, int eventId = 0) { const std::string handlerName = callback.target_type().name(); - EventManager::getInstance().unsubscribe(EventType::getStaticEventType(), handlerName, - eventId); + EventManager::getInstance().unsubscribe( + EventType::getStaticEventType(), handlerName, eventId + ); } inline void triggerEvent(const Event & triggeredEvent, int eventId = 0) { @@ -55,6 +59,7 @@ inline void triggerEvent(const Event & triggeredEvent, int eventId = 0) { } inline void queueEvent(std::unique_ptr<Event> && queuedEvent, int eventId = 0) { - EventManager::getInstance().queueEvent(std::forward<std::unique_ptr<Event>>(queuedEvent), - eventId); + EventManager::getInstance().queueEvent( + std::forward<std::unique_ptr<Event>>(queuedEvent), eventId + ); } diff --git a/mwe/events/src/event.cpp b/mwe/events/src/event.cpp index 0040c73..5177199 100644 --- a/mwe/events/src/event.cpp +++ b/mwe/events/src/event.cpp @@ -3,8 +3,9 @@ // Event class methods Event::Event(std::string eventType) { eventData["eventType"] = eventType; } -void Event::addArgument(const std::string & key, - const std::variant<int, std::string, float> & value) { +void Event::addArgument( + const std::string & key, const std::variant<int, std::string, float> & value +) { eventData[key] = value; } diff --git a/mwe/events/src/eventManager.cpp b/mwe/events/src/eventManager.cpp index 9e7d880..b77a0a3 100644 --- a/mwe/events/src/eventManager.cpp +++ b/mwe/events/src/eventManager.cpp @@ -2,8 +2,9 @@ void EventManager::shutdown() { subscribers.clear(); } -void EventManager::subscribe(int eventType, std::unique_ptr<IEventHandlerWrapper> && handler, - int eventId) { +void EventManager::subscribe( + int eventType, std::unique_ptr<IEventHandlerWrapper> && handler, int eventId +) { if (eventId) { std::unordered_map< int, std::unordered_map<int, std::vector<std::unique_ptr<IEventHandlerWrapper>>>>:: diff --git a/mwe/events/src/loopManager.cpp b/mwe/events/src/loopManager.cpp index c58a5e7..7be10df 100644 --- a/mwe/events/src/loopManager.cpp +++ b/mwe/events/src/loopManager.cpp @@ -51,8 +51,10 @@ void onKey(const KeyPressedEvent & e) { std::cout << "keycode pressed: " << keyCode << std::endl; } void onMouse(const MousePressedEvent & e) { - fprintf(stderr, "mouse Position X: %d Y: %d\n", e.getMousePosition().first, - e.getMousePosition().second); + fprintf( + stderr, "mouse Position X: %d Y: %d\n", e.getMousePosition().first, + e.getMousePosition().second + ); } void LoopManager::setup() { gameRunning = window.initWindow(); diff --git a/mwe/events/src/uiObject.cpp b/mwe/events/src/uiObject.cpp index 947d1a2..6b5b326 100644 --- a/mwe/events/src/uiObject.cpp +++ b/mwe/events/src/uiObject.cpp @@ -10,7 +10,7 @@ Text::Text(int width, int height) : UIObject(width, height), size(12), font(nullptr), - color{255, 255, 255} { // Default size and color + color {255, 255, 255} { // Default size and color alignment.horizontal = Alignment::Horizontal::CENTER; alignment.vertical = Alignment::Vertical::MIDDLE; alignment.mode = Alignment::PositioningMode::RELATIVE; @@ -21,8 +21,8 @@ TextInput::TextInput(int width, int height) textBuffer(""), placeholder(""), isActive(false), - textColor{255, 255, 255}, - backgroundColor{0, 0, 0}, + textColor {255, 255, 255}, + backgroundColor {0, 0, 0}, maxLength(100), font(nullptr) { alignment.horizontal = Alignment::Horizontal::LEFT; diff --git a/mwe/events/src/window.cpp b/mwe/events/src/window.cpp index af2b627..5cdd425 100644 --- a/mwe/events/src/window.cpp +++ b/mwe/events/src/window.cpp @@ -11,8 +11,10 @@ bool WindowManager::initWindow() { return false; } - window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, - SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); + window = SDL_CreateWindow( + "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, + SCREEN_HEIGHT, SDL_WINDOW_SHOWN + ); if (!window) { std::cerr << "Error creating SDL Window.\n"; return false; diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h index 2764215..1955b59 100644 --- a/mwe/gameloop/include/gameObject.h +++ b/mwe/gameloop/include/gameObject.h @@ -3,8 +3,9 @@ class GameObject { public: GameObject(); - GameObject(std::string name, float x, float y, float width, float height, float velX, - float velY); + GameObject( + std::string name, float x, float y, float width, float height, float velX, float velY + ); std::string getName() const; float getX() const; float getY() const; diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp index 809e25f..31503d1 100644 --- a/mwe/gameloop/src/gameObject.cpp +++ b/mwe/gameloop/src/gameObject.cpp @@ -24,8 +24,9 @@ void GameObject::setVelX(float value) { velX = value; } void GameObject::setVelY(float value) { velY = value; } -GameObject::GameObject(std::string name, float x, float y, float width, float height, - float velX, float velY) +GameObject::GameObject( + std::string name, float x, float y, float width, float height, float velX, float velY +) : name(name), x(x), y(y), diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp index fb06995..70cea4c 100644 --- a/mwe/gameloop/src/loopManager.cpp +++ b/mwe/gameloop/src/loopManager.cpp @@ -18,11 +18,13 @@ void LoopManager::processInput() { if (event.key.keysym.sym == SDLK_ESCAPE) { gameRunning = false; } else if (event.key.keysym.sym == SDLK_i) { - LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() - + 0.1); + LoopTimer::getInstance().setGameScale( + LoopTimer::getInstance().getGameScale() + 0.1 + ); } else if (event.key.keysym.sym == SDLK_k) { - LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() - - 0.1); + LoopTimer::getInstance().setGameScale( + LoopTimer::getInstance().getGameScale() - 0.1 + ); } break; diff --git a/mwe/gameloop/src/window.cpp b/mwe/gameloop/src/window.cpp index 8f802e1..df17773 100644 --- a/mwe/gameloop/src/window.cpp +++ b/mwe/gameloop/src/window.cpp @@ -36,8 +36,10 @@ bool WindowManager::initWindow() { fprintf(stderr, "Error inititalising SDL.\n"); return false; } - window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, - SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); + window = SDL_CreateWindow( + "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, + SCREEN_HEIGHT, SDL_WINDOW_SHOWN + ); if (!window) { fprintf(stderr, "Error creating SDL Window. \n"); return false; diff --git a/mwe/resource-manager/main.cpp b/mwe/resource-manager/main.cpp index 1910af8..e83d35f 100644 --- a/mwe/resource-manager/main.cpp +++ b/mwe/resource-manager/main.cpp @@ -23,8 +23,9 @@ int main() { SDL_Event event; - SDL_Window * window = SDL_CreateWindow("Tessting resources", SDL_WINDOWPOS_UNDEFINED, - SDL_WINDOWPOS_UNDEFINED, 640, 480, 0); + SDL_Window * window = SDL_CreateWindow( + "Tessting resources", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0 + ); SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0); diff --git a/mwe/resource-manager/map_layer.cpp b/mwe/resource-manager/map_layer.cpp index 17792a6..82f8f24 100644 --- a/mwe/resource-manager/map_layer.cpp +++ b/mwe/resource-manager/map_layer.cpp @@ -9,8 +9,9 @@ MapLayer::MapLayer() {} MapLayer::~MapLayer() { m_subsets.clear(); } -bool MapLayer::create(const tmx::Map & map, std::uint32_t layerIndex, - const std::vector<TextureMap *> & textures) { +bool MapLayer::create( + const tmx::Map & map, std::uint32_t layerIndex, const std::vector<TextureMap *> & textures +) { const auto & layers = map.getLayers(); assert(layers[layerIndex]->getType() == tmx::Layer::Type::Tile); @@ -68,9 +69,10 @@ bool MapLayer::create(const tmx::Map & map, std::uint32_t layerIndex, verts.emplace_back(vert); vert = {{tilePosX + mapTileSize.x, tilePosY}, vertColour, {u + uNorm, v}}; verts.emplace_back(vert); - vert = {{tilePosX + mapTileSize.x, tilePosY + mapTileSize.y}, - vertColour, - {u + uNorm, v + vNorm}}; + vert + = {{tilePosX + mapTileSize.x, tilePosY + mapTileSize.y}, + vertColour, + {u + uNorm, v + vNorm}}; verts.emplace_back(vert); } } @@ -89,7 +91,9 @@ bool MapLayer::create(const tmx::Map & map, std::uint32_t layerIndex, void MapLayer::draw(SDL_Renderer * renderer) const { assert(renderer); for (const auto & s : m_subsets) { - SDL_RenderGeometry(renderer, s.texture, s.vertexData.data(), - static_cast<std::int32_t>(s.vertexData.size()), nullptr, 0); + SDL_RenderGeometry( + renderer, s.texture, s.vertexData.data(), + static_cast<std::int32_t>(s.vertexData.size()), nullptr, 0 + ); } } diff --git a/mwe/resource-manager/map_layer.h b/mwe/resource-manager/map_layer.h index fb656ed..2adbc0f 100644 --- a/mwe/resource-manager/map_layer.h +++ b/mwe/resource-manager/map_layer.h @@ -10,8 +10,8 @@ public: explicit MapLayer(); ~MapLayer(); - bool create(const tmx::Map &, std::uint32_t index, - const std::vector<TextureMap *> & textures); + bool + create(const tmx::Map &, std::uint32_t index, const std::vector<TextureMap *> & textures); void draw(SDL_Renderer *) const; private: diff --git a/mwe/resource-manager/stb_image.h b/mwe/resource-manager/stb_image.h index 3462f3a..43fa6a6 100644 --- a/mwe/resource-manager/stb_image.h +++ b/mwe/resource-manager/stb_image.h @@ -409,9 +409,12 @@ extern "C" { typedef struct { int (*read)( void * user, char * data, - int size); // fill 'data' with 'size' bytes. return number of bytes actually read - void (*skip)(void * user, - int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative + int size + ); // fill 'data' with 'size' bytes. return number of bytes actually read + void (*skip)( + void * user, + int n + ); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative int (*eof)(void * user); // returns nonzero if we are at end of file/data } stbi_io_callbacks; @@ -420,24 +423,29 @@ typedef struct { // 8-bits-per-channel interface // -STBIDEF stbi_uc * stbi_load_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * channels_in_file, int desired_channels); -STBIDEF stbi_uc * stbi_load_from_callbacks(stbi_io_callbacks const * clbk, void * user, - int * x, int * y, int * channels_in_file, - int desired_channels); +STBIDEF stbi_uc * stbi_load_from_memory( + stbi_uc const * buffer, int len, int * x, int * y, int * channels_in_file, + int desired_channels +); +STBIDEF stbi_uc * stbi_load_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * channels_in_file, + int desired_channels +); #ifndef STBI_NO_STDIO -STBIDEF stbi_uc * stbi_load(char const * filename, int * x, int * y, int * channels_in_file, - int desired_channels); -STBIDEF stbi_uc * stbi_load_from_file(FILE * f, int * x, int * y, int * channels_in_file, - int desired_channels); +STBIDEF stbi_uc * stbi_load( + char const * filename, int * x, int * y, int * channels_in_file, int desired_channels +); +STBIDEF stbi_uc * +stbi_load_from_file(FILE * f, int * x, int * y, int * channels_in_file, int desired_channels); // for stbi_load_from_file, file pointer is left pointing immediately after image #endif #ifndef STBI_NO_GIF -STBIDEF stbi_uc * stbi_load_gif_from_memory(stbi_uc const * buffer, int len, int ** delays, - int * x, int * y, int * z, int * comp, - int req_comp); +STBIDEF stbi_uc * stbi_load_gif_from_memory( + stbi_uc const * buffer, int len, int ** delays, int * x, int * y, int * z, int * comp, + int req_comp +); #endif #ifdef STBI_WINDOWS_UTF8 @@ -449,17 +457,22 @@ STBIDEF int stbi_convert_wchar_to_utf8(char * buffer, size_t bufferlen, const wc // 16-bits-per-channel interface // -STBIDEF stbi_us * stbi_load_16_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * channels_in_file, int desired_channels); -STBIDEF stbi_us * stbi_load_16_from_callbacks(stbi_io_callbacks const * clbk, void * user, - int * x, int * y, int * channels_in_file, - int desired_channels); +STBIDEF stbi_us * stbi_load_16_from_memory( + stbi_uc const * buffer, int len, int * x, int * y, int * channels_in_file, + int desired_channels +); +STBIDEF stbi_us * stbi_load_16_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * channels_in_file, + int desired_channels +); #ifndef STBI_NO_STDIO -STBIDEF stbi_us * stbi_load_16(char const * filename, int * x, int * y, int * channels_in_file, - int desired_channels); -STBIDEF stbi_us * stbi_load_from_file_16(FILE * f, int * x, int * y, int * channels_in_file, - int desired_channels); +STBIDEF stbi_us * stbi_load_16( + char const * filename, int * x, int * y, int * channels_in_file, int desired_channels +); +STBIDEF stbi_us * stbi_load_from_file_16( + FILE * f, int * x, int * y, int * channels_in_file, int desired_channels +); #endif //////////////////////////////////// @@ -467,17 +480,21 @@ STBIDEF stbi_us * stbi_load_from_file_16(FILE * f, int * x, int * y, int * chann // float-per-channel interface // #ifndef STBI_NO_LINEAR -STBIDEF float * stbi_loadf_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * channels_in_file, int desired_channels); -STBIDEF float * stbi_loadf_from_callbacks(stbi_io_callbacks const * clbk, void * user, int * x, - int * y, int * channels_in_file, - int desired_channels); +STBIDEF float * stbi_loadf_from_memory( + stbi_uc const * buffer, int len, int * x, int * y, int * channels_in_file, + int desired_channels +); +STBIDEF float * stbi_loadf_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * channels_in_file, + int desired_channels +); #ifndef STBI_NO_STDIO -STBIDEF float * stbi_loadf(char const * filename, int * x, int * y, int * channels_in_file, - int desired_channels); -STBIDEF float * stbi_loadf_from_file(FILE * f, int * x, int * y, int * channels_in_file, - int desired_channels); +STBIDEF float * stbi_loadf( + char const * filename, int * x, int * y, int * channels_in_file, int desired_channels +); +STBIDEF float * +stbi_loadf_from_file(FILE * f, int * x, int * y, int * channels_in_file, int desired_channels); #endif #endif @@ -507,10 +524,11 @@ STBIDEF const char * stbi_failure_reason(void); STBIDEF void stbi_image_free(void * retval_from_stbi_load); // get image dimensions & components without fully decoding -STBIDEF int stbi_info_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * comp); -STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const * clbk, void * user, int * x, - int * y, int * comp); +STBIDEF int +stbi_info_from_memory(stbi_uc const * buffer, int len, int * x, int * y, int * comp); +STBIDEF int stbi_info_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * comp +); STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const * buffer, int len); STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const * clbk, void * user); @@ -542,17 +560,18 @@ STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_fli // ZLIB client - used by PNG, available for other purposes -STBIDEF char * stbi_zlib_decode_malloc_guesssize(const char * buffer, int len, - int initial_size, int * outlen); -STBIDEF char * stbi_zlib_decode_malloc_guesssize_headerflag(const char * buffer, int len, - int initial_size, int * outlen, - int parse_header); +STBIDEF char * stbi_zlib_decode_malloc_guesssize( + const char * buffer, int len, int initial_size, int * outlen +); +STBIDEF char * stbi_zlib_decode_malloc_guesssize_headerflag( + const char * buffer, int len, int initial_size, int * outlen, int parse_header +); STBIDEF char * stbi_zlib_decode_malloc(const char * buffer, int len, int * outlen); STBIDEF int stbi_zlib_decode_buffer(char * obuffer, int olen, const char * ibuffer, int ilen); STBIDEF char * stbi_zlib_decode_noheader_malloc(const char * buffer, int len, int * outlen); -STBIDEF int stbi_zlib_decode_noheader_buffer(char * obuffer, int olen, const char * ibuffer, - int ilen); +STBIDEF int +stbi_zlib_decode_noheader_buffer(char * obuffer, int olen, const char * ibuffer, int ilen); #ifdef __cplusplus } @@ -910,68 +929,79 @@ typedef struct { #ifndef STBI_NO_JPEG static int stbi__jpeg_test(stbi__context * s); -static void * stbi__jpeg_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static void * stbi__jpeg_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__jpeg_info(stbi__context * s, int * x, int * y, int * comp); #endif #ifndef STBI_NO_PNG static int stbi__png_test(stbi__context * s); -static void * stbi__png_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static void * stbi__png_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__png_info(stbi__context * s, int * x, int * y, int * comp); static int stbi__png_is16(stbi__context * s); #endif #ifndef STBI_NO_BMP static int stbi__bmp_test(stbi__context * s); -static void * stbi__bmp_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static void * stbi__bmp_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__bmp_info(stbi__context * s, int * x, int * y, int * comp); #endif #ifndef STBI_NO_TGA static int stbi__tga_test(stbi__context * s); -static void * stbi__tga_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static void * stbi__tga_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__tga_info(stbi__context * s, int * x, int * y, int * comp); #endif #ifndef STBI_NO_PSD static int stbi__psd_test(stbi__context * s); -static void * stbi__psd_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri, int bpc); +static void * stbi__psd_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri, + int bpc +); static int stbi__psd_info(stbi__context * s, int * x, int * y, int * comp); static int stbi__psd_is16(stbi__context * s); #endif #ifndef STBI_NO_HDR static int stbi__hdr_test(stbi__context * s); -static float * stbi__hdr_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static float * stbi__hdr_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__hdr_info(stbi__context * s, int * x, int * y, int * comp); #endif #ifndef STBI_NO_PIC static int stbi__pic_test(stbi__context * s); -static void * stbi__pic_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static void * stbi__pic_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__pic_info(stbi__context * s, int * x, int * y, int * comp); #endif #ifndef STBI_NO_GIF static int stbi__gif_test(stbi__context * s); -static void * stbi__gif_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); -static void * stbi__load_gif_main(stbi__context * s, int ** delays, int * x, int * y, int * z, - int * comp, int req_comp); +static void * stbi__gif_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); +static void * stbi__load_gif_main( + stbi__context * s, int ** delays, int * x, int * y, int * z, int * comp, int req_comp +); static int stbi__gif_info(stbi__context * s, int * x, int * y, int * comp); #endif #ifndef STBI_NO_PNM static int stbi__pnm_test(stbi__context * s); -static void * stbi__pnm_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri); +static void * stbi__pnm_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +); static int stbi__pnm_info(stbi__context * s, int * x, int * y, int * comp); static int stbi__pnm_is16(stbi__context * s); #endif @@ -1135,8 +1165,10 @@ STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_fli : stbi__vertically_flip_on_load_global) #endif // STBI_THREAD_LOCAL -static void * stbi__load_main(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri, int bpc) { +static void * stbi__load_main( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri, + int bpc +) { memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed @@ -1198,9 +1230,8 @@ static stbi_uc * stbi__convert_16_to_8(stbi__uint16 * orig, int w, int h, int ch if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); for (i = 0; i < img_len; ++i) - reduced[i] - = (stbi_uc) ((orig[i] >> 8) - & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling + reduced[i] = (stbi_uc) ((orig[i] >> 8) & 0xFF + ); // top half of each byte is sufficient approx of 16->8 bit scaling STBI_FREE(orig); return reduced; @@ -1215,10 +1246,8 @@ static stbi__uint16 * stbi__convert_8_to_16(stbi_uc * orig, int w, int h, int ch if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); for (i = 0; i < img_len; ++i) - enlarged[i] - = (stbi__uint16) ((orig[i] << 8) - + orig - [i]); // replicate to high and low byte, maps 0->0, 255->0xffff + enlarged[i] = (stbi__uint16) ((orig[i] << 8) + orig[i] + ); // replicate to high and low byte, maps 0->0, 255->0xffff STBI_FREE(orig); return enlarged; @@ -1248,8 +1277,8 @@ static void stbi__vertical_flip(void * image, int w, int h, int bytes_per_pixel) } #ifndef STBI_NO_GIF -static void stbi__vertical_flip_slices(void * image, int w, int h, int z, - int bytes_per_pixel) { +static void +stbi__vertical_flip_slices(void * image, int w, int h, int z, int bytes_per_pixel) { int slice; int slice_size = w * h * bytes_per_pixel; @@ -1261,8 +1290,9 @@ static void stbi__vertical_flip_slices(void * image, int w, int h, int z, } #endif -static unsigned char * stbi__load_and_postprocess_8bit(stbi__context * s, int * x, int * y, - int * comp, int req_comp) { +static unsigned char * stbi__load_and_postprocess_8bit( + stbi__context * s, int * x, int * y, int * comp, int req_comp +) { stbi__result_info ri; void * result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); @@ -1272,8 +1302,9 @@ static unsigned char * stbi__load_and_postprocess_8bit(stbi__context * s, int * STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); if (ri.bits_per_channel != 8) { - result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, - req_comp == 0 ? *comp : req_comp); + result = stbi__convert_16_to_8( + (stbi__uint16 *) result, *x, *y, req_comp == 0 ? *comp : req_comp + ); ri.bits_per_channel = 8; } @@ -1287,8 +1318,9 @@ static unsigned char * stbi__load_and_postprocess_8bit(stbi__context * s, int * return (unsigned char *) result; } -static stbi__uint16 * stbi__load_and_postprocess_16bit(stbi__context * s, int * x, int * y, - int * comp, int req_comp) { +static stbi__uint16 * stbi__load_and_postprocess_16bit( + stbi__context * s, int * x, int * y, int * comp, int req_comp +) { stbi__result_info ri; void * result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); @@ -1298,8 +1330,9 @@ static stbi__uint16 * stbi__load_and_postprocess_16bit(stbi__context * s, int * STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); if (ri.bits_per_channel != 16) { - result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, - req_comp == 0 ? *comp : req_comp); + result = stbi__convert_8_to_16( + (stbi_uc *) result, *x, *y, req_comp == 0 ? *comp : req_comp + ); ri.bits_per_channel = 16; } @@ -1315,8 +1348,8 @@ static stbi__uint16 * stbi__load_and_postprocess_16bit(stbi__context * s, int * } #if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) -static void stbi__float_postprocess(float * result, int * x, int * y, int * comp, - int req_comp) { +static void +stbi__float_postprocess(float * result, int * x, int * y, int * comp, int req_comp) { if (stbi__vertically_flip_on_load && result != NULL) { int channels = req_comp ? req_comp : *comp; stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); @@ -1328,19 +1361,22 @@ static void stbi__float_postprocess(float * result, int * x, int * y, int * comp #if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) STBI_EXTERN -__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, - const char * str, int cbmb, - wchar_t * widestr, int cchwide); +__declspec(dllimport) int __stdcall MultiByteToWideChar( + unsigned int cp, unsigned long flags, const char * str, int cbmb, wchar_t * widestr, + int cchwide +); STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte( unsigned int cp, unsigned long flags, const wchar_t * widestr, int cchwide, char * str, - int cbmb, const char * defchar, int * used_default); + int cbmb, const char * defchar, int * used_default +); #endif #if defined(_WIN32) && defined(STBI_WINDOWS_UTF8) -STBIDEF int stbi_convert_wchar_to_utf8(char * buffer, size_t bufferlen, - const wchar_t * input) { - return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, - NULL); +STBIDEF int +stbi_convert_wchar_to_utf8(char * buffer, size_t bufferlen, const wchar_t * input) { + return WideCharToMultiByte( + 65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, NULL + ); } #endif @@ -1350,13 +1386,16 @@ static FILE * stbi__fopen(char const * filename, char const * mode) { wchar_t wMode[64]; wchar_t wFilename[1024]; if (0 - == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, - sizeof(wFilename) / sizeof(*wFilename))) + == MultiByteToWideChar( + 65001 /* UTF8 */, 0, filename, -1, wFilename, + sizeof(wFilename) / sizeof(*wFilename) + )) return 0; if (0 - == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, - sizeof(wMode) / sizeof(*wMode))) + == MultiByteToWideChar( + 65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode) / sizeof(*wMode) + )) return 0; #if defined(_MSC_VER) && _MSC_VER >= 1400 @@ -1373,8 +1412,8 @@ static FILE * stbi__fopen(char const * filename, char const * mode) { return f; } -STBIDEF stbi_uc * stbi_load(char const * filename, int * x, int * y, int * comp, - int req_comp) { +STBIDEF stbi_uc * +stbi_load(char const * filename, int * x, int * y, int * comp, int req_comp) { FILE * f = stbi__fopen(filename, "rb"); unsigned char * result; if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); @@ -1395,8 +1434,8 @@ STBIDEF stbi_uc * stbi_load_from_file(FILE * f, int * x, int * y, int * comp, in return result; } -STBIDEF stbi__uint16 * stbi_load_from_file_16(FILE * f, int * x, int * y, int * comp, - int req_comp) { +STBIDEF stbi__uint16 * +stbi_load_from_file_16(FILE * f, int * x, int * y, int * comp, int req_comp) { stbi__uint16 * result; stbi__context s; stbi__start_file(&s, f); @@ -1408,8 +1447,8 @@ STBIDEF stbi__uint16 * stbi_load_from_file_16(FILE * f, int * x, int * y, int * return result; } -STBIDEF stbi_us * stbi_load_16(char const * filename, int * x, int * y, int * comp, - int req_comp) { +STBIDEF stbi_us * +stbi_load_16(char const * filename, int * x, int * y, int * comp, int req_comp) { FILE * f = stbi__fopen(filename, "rb"); stbi__uint16 * result; if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file"); @@ -1420,39 +1459,45 @@ STBIDEF stbi_us * stbi_load_16(char const * filename, int * x, int * y, int * co #endif //!STBI_NO_STDIO -STBIDEF stbi_us * stbi_load_16_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * channels_in_file, int desired_channels) { +STBIDEF stbi_us * stbi_load_16_from_memory( + stbi_uc const * buffer, int len, int * x, int * y, int * channels_in_file, + int desired_channels +) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); } -STBIDEF stbi_us * stbi_load_16_from_callbacks(stbi_io_callbacks const * clbk, void * user, - int * x, int * y, int * channels_in_file, - int desired_channels) { +STBIDEF stbi_us * stbi_load_16_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * channels_in_file, + int desired_channels +) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); } -STBIDEF stbi_uc * stbi_load_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * comp, int req_comp) { +STBIDEF stbi_uc * stbi_load_from_memory( + stbi_uc const * buffer, int len, int * x, int * y, int * comp, int req_comp +) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); } -STBIDEF stbi_uc * stbi_load_from_callbacks(stbi_io_callbacks const * clbk, void * user, - int * x, int * y, int * comp, int req_comp) { +STBIDEF stbi_uc * stbi_load_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * comp, int req_comp +) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); } #ifndef STBI_NO_GIF -STBIDEF stbi_uc * stbi_load_gif_from_memory(stbi_uc const * buffer, int len, int ** delays, - int * x, int * y, int * z, int * comp, - int req_comp) { +STBIDEF stbi_uc * stbi_load_gif_from_memory( + stbi_uc const * buffer, int len, int ** delays, int * x, int * y, int * z, int * comp, + int req_comp +) { unsigned char * result; stbi__context s; stbi__start_mem(&s, buffer, len); @@ -1467,8 +1512,8 @@ STBIDEF stbi_uc * stbi_load_gif_from_memory(stbi_uc const * buffer, int len, int #endif #ifndef STBI_NO_LINEAR -static float * stbi__loadf_main(stbi__context * s, int * x, int * y, int * comp, - int req_comp) { +static float * +stbi__loadf_main(stbi__context * s, int * x, int * y, int * comp, int req_comp) { unsigned char * data; #ifndef STBI_NO_HDR if (stbi__hdr_test(s)) { @@ -1483,15 +1528,17 @@ static float * stbi__loadf_main(stbi__context * s, int * x, int * y, int * comp, return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); } -STBIDEF float * stbi_loadf_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * comp, int req_comp) { +STBIDEF float * stbi_loadf_from_memory( + stbi_uc const * buffer, int len, int * x, int * y, int * comp, int req_comp +) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__loadf_main(&s, x, y, comp, req_comp); } -STBIDEF float * stbi_loadf_from_callbacks(stbi_io_callbacks const * clbk, void * user, int * x, - int * y, int * comp, int req_comp) { +STBIDEF float * stbi_loadf_from_callbacks( + stbi_io_callbacks const * clbk, void * user, int * x, int * y, int * comp, int req_comp +) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); return stbi__loadf_main(&s, x, y, comp, req_comp); @@ -1745,8 +1792,9 @@ static stbi_uc stbi__compute_y(int r, int g, int b) { && defined(STBI_NO_PNM) // nothing #else -static unsigned char * stbi__convert_format(unsigned char * data, int img_n, int req_comp, - unsigned int x, unsigned int y) { +static unsigned char * stbi__convert_format( + unsigned char * data, int img_n, int req_comp, unsigned int x, unsigned int y +) { int i, j; unsigned char * good; @@ -1843,8 +1891,9 @@ static stbi__uint16 stbi__compute_y_16(int r, int g, int b) { #if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) // nothing #else -static stbi__uint16 * stbi__convert_format16(stbi__uint16 * data, int img_n, int req_comp, - unsigned int x, unsigned int y) { +static stbi__uint16 * stbi__convert_format16( + stbi__uint16 * data, int img_n, int req_comp, unsigned int x, unsigned int y +) { int i, j; stbi__uint16 * good; @@ -1920,8 +1969,9 @@ static stbi__uint16 * stbi__convert_format16(stbi__uint16 * data, int img_n, int STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); - return (stbi__uint16 *) stbi__errpuc("unsupported", - "Unsupported format conversion"); + return (stbi__uint16 *) stbi__errpuc( + "unsupported", "Unsupported format conversion" + ); } #undef STBI__CASE } @@ -2079,10 +2129,13 @@ typedef struct { // kernels void (*idct_block_kernel)(stbi_uc * out, int out_stride, short data[64]); - void (*YCbCr_to_RGB_kernel)(stbi_uc * out, const stbi_uc * y, const stbi_uc * pcb, - const stbi_uc * pcr, int count, int step); - stbi_uc * (*resample_row_hv_2_kernel)(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, - int w, int hs); + void (*YCbCr_to_RGB_kernel)( + stbi_uc * out, const stbi_uc * y, const stbi_uc * pcb, const stbi_uc * pcr, int count, + int step + ); + stbi_uc * (*resample_row_hv_2_kernel)( + stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs + ); } stbi__jpeg; static int stbi__build_huffman(stbi__huffman * h, int * count) { @@ -2215,8 +2268,9 @@ stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg * j, stbi__huffman * h) c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; if (c < 0 || c >= 256) // symbol id out of bounds! return -1; - STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) - == h->code[c]); + STBI_ASSERT( + (((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c] + ); // convert the id to a symbol j->code_bits -= k; @@ -2280,9 +2334,10 @@ static const stbi_uc stbi__jpeg_dezigzag[64 + 15] 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63}; // decode one 64-entry block-- -static int stbi__jpeg_decode_block(stbi__jpeg * j, short data[64], stbi__huffman * hdc, - stbi__huffman * hac, stbi__int16 * fac, int b, - stbi__uint16 * dequant) { +static int stbi__jpeg_decode_block( + stbi__jpeg * j, short data[64], stbi__huffman * hdc, stbi__huffman * hac, + stbi__int16 * fac, int b, stbi__uint16 * dequant +) { int diff, dc, k; int t; @@ -2314,8 +2369,9 @@ static int stbi__jpeg_decode_block(stbi__jpeg * j, short data[64], stbi__huffman k += (r >> 4) & 15; // run s = r & 15; // combined length if (s > j->code_bits) - return stbi__err("bad huffman code", - "Combined length longer than code bits available"); + return stbi__err( + "bad huffman code", "Combined length longer than code bits available" + ); j->code_buffer <<= s; j->code_bits -= s; // decode into unzigzag'd location @@ -2340,8 +2396,8 @@ static int stbi__jpeg_decode_block(stbi__jpeg * j, short data[64], stbi__huffman return 1; } -static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg * j, short data[64], stbi__huffman * hdc, - int b) { +static int +stbi__jpeg_decode_block_prog_dc(stbi__jpeg * j, short data[64], stbi__huffman * hdc, int b) { int diff, dc; int t; if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); @@ -2371,8 +2427,9 @@ static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg * j, short data[64], stbi_ // @OPTIMIZE: store non-zigzagged during the decode passes, // and only de-zigzag when dequantizing -static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg * j, short data[64], stbi__huffman * hac, - stbi__int16 * fac) { +static int stbi__jpeg_decode_block_prog_ac( + stbi__jpeg * j, short data[64], stbi__huffman * hac, stbi__int16 * fac +) { int k; if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); @@ -2395,8 +2452,9 @@ static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg * j, short data[64], stbi_ k += (r >> 4) & 15; // run s = r & 15; // combined length if (s > j->code_bits) - return stbi__err("bad huffman code", - "Combined length longer than code bits available"); + return stbi__err( + "bad huffman code", "Combined length longer than code bits available" + ); j->code_buffer <<= s; j->code_bits -= s; zig = stbi__jpeg_dezigzag[k++]; @@ -2443,7 +2501,8 @@ static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg * j, short data[64], stbi_ int r, s; int rs = stbi__jpeg_huff_decode( j, - hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh + hac + ); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); s = rs & 15; r = rs >> 4; @@ -2691,18 +2750,24 @@ static void stbi__idct_simd(stbi_uc * out, int out_stride, short data[64]) { = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f)); - __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), - stbi__f2f(1.175875602f)); - __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), - stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); - __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), - stbi__f2f(-1.961570560f)); - __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), - stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f)); - __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), - stbi__f2f(-0.390180644f)); - __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), - stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f)); + __m128i rot1_0 = dct_const( + stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f) + ); + __m128i rot1_1 = dct_const( + stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f) + ); + __m128i rot2_0 = dct_const( + stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), stbi__f2f(-1.961570560f) + ); + __m128i rot2_1 = dct_const( + stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f) + ); + __m128i rot3_0 = dct_const( + stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), stbi__f2f(-0.390180644f) + ); + __m128i rot3_1 = dct_const( + stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f) + ); // rounding biases in column/row passes, see stbi__idct_block for explanation. __m128i bias_0 = _mm_set1_epi32(512); @@ -3091,13 +3156,15 @@ static int stbi__parse_entropy_coded_data(stbi__jpeg * z) { for (j = 0; j < h; ++j) { for (i = 0; i < w; ++i) { int ha = z->img_comp[n].ha; - if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, - z->huff_ac + ha, z->fast_ac[ha], n, - z->dequant[z->img_comp[n].tq])) + if (!stbi__jpeg_decode_block( + z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, + z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq] + )) return 0; - z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 - + i * 8, - z->img_comp[n].w2, data); + z->idct_block_kernel( + z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, + z->img_comp[n].w2, data + ); // every data block is an MCU, so countdown the restart interval if (--z->todo <= 0) { if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); @@ -3124,14 +3191,16 @@ static int stbi__parse_entropy_coded_data(stbi__jpeg * z) { int x2 = (i * z->img_comp[n].h + x) * 8; int y2 = (j * z->img_comp[n].v + y) * 8; int ha = z->img_comp[n].ha; - if (!stbi__jpeg_decode_block(z, data, - z->huff_dc + z->img_comp[n].hd, - z->huff_ac + ha, z->fast_ac[ha], - n, z->dequant[z->img_comp[n].tq])) + if (!stbi__jpeg_decode_block( + z, data, z->huff_dc + z->img_comp[n].hd, + z->huff_ac + ha, z->fast_ac[ha], n, + z->dequant[z->img_comp[n].tq] + )) return 0; - z->idct_block_kernel(z->img_comp[n].data - + z->img_comp[n].w2 * y2 + x2, - z->img_comp[n].w2, data); + z->idct_block_kernel( + z->img_comp[n].data + z->img_comp[n].w2 * y2 + x2, + z->img_comp[n].w2, data + ); } } } @@ -3162,12 +3231,14 @@ static int stbi__parse_entropy_coded_data(stbi__jpeg * z) { = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); if (z->spec_start == 0) { if (!stbi__jpeg_decode_block_prog_dc( - z, data, &z->huff_dc[z->img_comp[n].hd], n)) + z, data, &z->huff_dc[z->img_comp[n].hd], n + )) return 0; } else { int ha = z->img_comp[n].ha; - if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], - z->fast_ac[ha])) + if (!stbi__jpeg_decode_block_prog_ac( + z, data, &z->huff_ac[ha], z->fast_ac[ha] + )) return 0; } // every data block is an MCU, so countdown the restart interval @@ -3195,7 +3266,8 @@ static int stbi__parse_entropy_coded_data(stbi__jpeg * z) { short * data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); if (!stbi__jpeg_decode_block_prog_dc( - z, data, &z->huff_dc[z->img_comp[n].hd], n)) + z, data, &z->huff_dc[z->img_comp[n].hd], n + )) return 0; } } @@ -3231,9 +3303,10 @@ static void stbi__jpeg_finish(stbi__jpeg * z) { short * data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); - z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 - + i * 8, - z->img_comp[n].w2, data); + z->idct_block_kernel( + z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, + z->img_comp[n].w2, data + ); } } } @@ -3283,7 +3356,8 @@ static int stbi__process_marker(stbi__jpeg * z, int m) { if (n > 256) return stbi__err( "bad DHT header", - "Corrupt JPEG"); // Loop over i < n would write past end of values! + "Corrupt JPEG" + ); // Loop over i < n would write past end of values! L -= 17; if (tc == 0) { if (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0; @@ -3410,13 +3484,16 @@ static int stbi__process_frame_header(stbi__jpeg * z, int scan) { if (Lf < 11) return stbi__err("bad SOF len", "Corrupt JPEG"); // JPEG p = stbi__get8(s); if (p != 8) - return stbi__err("only 8-bit", - "JPEG format not supported: 8-bit only"); // JPEG baseline + return stbi__err( + "only 8-bit", + "JPEG format not supported: 8-bit only" + ); // JPEG baseline s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err( "no header height", - "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + "JPEG format not supported: delayed height" + ); // Legal, but we don't handle it--but neither does IJG s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width", "Corrupt JPEG"); // JPEG requires if (s->img_y > STBI_MAX_DIMENSIONS) @@ -3493,8 +3570,9 @@ static int stbi__process_frame_header(stbi__jpeg * z, int scan) { z->img_comp[i].linebuf = NULL; z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); if (z->img_comp[i].raw_data == NULL) - return stbi__free_jpeg_components(z, i + 1, - stbi__err("outofmem", "Out of memory")); + return stbi__free_jpeg_components( + z, i + 1, stbi__err("outofmem", "Out of memory") + ); // align blocks for idct using mmx/sse z->img_comp[i].data = (stbi_uc *) (((size_t) z->img_comp[i].raw_data + 15) & ~15); if (z->progressive) { @@ -3504,8 +3582,9 @@ static int stbi__process_frame_header(stbi__jpeg * z, int scan) { z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); if (z->img_comp[i].raw_coeff == NULL) - return stbi__free_jpeg_components(z, i + 1, - stbi__err("outofmem", "Out of memory")); + return stbi__free_jpeg_components( + z, i + 1, stbi__err("outofmem", "Out of memory") + ); z->img_comp[i].coeff = (short *) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15); } } @@ -3603,13 +3682,14 @@ static int stbi__decode_jpeg_image(stbi__jpeg * j) { // static jfif-centered resampling (across block boundaries) -typedef stbi_uc * (*resample_row_func)(stbi_uc * out, stbi_uc * in0, stbi_uc * in1, int w, - int hs); +typedef stbi_uc * (*resample_row_func)( + stbi_uc * out, stbi_uc * in0, stbi_uc * in1, int w, int hs +); #define stbi__div4(x) ((stbi_uc) ((x) >> 2)) -static stbi_uc * resample_row_1(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, - int hs) { +static stbi_uc * +resample_row_1(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs) { STBI_NOTUSED(out); STBI_NOTUSED(in_far); STBI_NOTUSED(w); @@ -3617,8 +3697,8 @@ static stbi_uc * resample_row_1(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_f return in_near; } -static stbi_uc * stbi__resample_row_v_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, - int w, int hs) { +static stbi_uc * +stbi__resample_row_v_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs) { // need to generate two samples vertically for every one in input int i; STBI_NOTUSED(hs); @@ -3626,8 +3706,8 @@ static stbi_uc * stbi__resample_row_v_2(stbi_uc * out, stbi_uc * in_near, stbi_u return out; } -static stbi_uc * stbi__resample_row_h_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, - int w, int hs) { +static stbi_uc * +stbi__resample_row_h_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs) { // need to generate two samples horizontally for every one in input int i; stbi_uc * input = in_near; @@ -3656,8 +3736,8 @@ static stbi_uc * stbi__resample_row_h_2(stbi_uc * out, stbi_uc * in_near, stbi_u #define stbi__div16(x) ((stbi_uc) ((x) >> 4)) -static stbi_uc * stbi__resample_row_hv_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, - int w, int hs) { +static stbi_uc * +stbi__resample_row_hv_2(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs) { // need to generate 2x2 samples for every one in input int i, t0, t1; if (w == 1) { @@ -3681,8 +3761,9 @@ static stbi_uc * stbi__resample_row_hv_2(stbi_uc * out, stbi_uc * in_near, stbi_ } #if defined(STBI_SSE2) || defined(STBI_NEON) -static stbi_uc * stbi__resample_row_hv_2_simd(stbi_uc * out, stbi_uc * in_near, - stbi_uc * in_far, int w, int hs) { +static stbi_uc * stbi__resample_row_hv_2_simd( + stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs +) { // need to generate 2x2 samples for every one in input int i = 0, t0, t1; @@ -3797,8 +3878,8 @@ static stbi_uc * stbi__resample_row_hv_2_simd(stbi_uc * out, stbi_uc * in_near, } #endif -static stbi_uc * stbi__resample_row_generic(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, - int w, int hs) { +static stbi_uc * +stbi__resample_row_generic(stbi_uc * out, stbi_uc * in_near, stbi_uc * in_far, int w, int hs) { // resample with nearest-neighbor int i, j; STBI_NOTUSED(in_far); @@ -3810,8 +3891,10 @@ static stbi_uc * stbi__resample_row_generic(stbi_uc * out, stbi_uc * in_near, st // this is a reduced-precision calculation of YCbCr-to-RGB introduced // to make sure the code produces the same results in both SIMD and scalar #define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) -static void stbi__YCbCr_to_RGB_row(stbi_uc * out, const stbi_uc * y, const stbi_uc * pcb, - const stbi_uc * pcr, int count, int step) { +static void stbi__YCbCr_to_RGB_row( + stbi_uc * out, const stbi_uc * y, const stbi_uc * pcb, const stbi_uc * pcr, int count, + int step +) { int i; for (i = 0; i < count; ++i) { int y_fixed = (y[i] << 20) + (1 << 19); // rounding @@ -3846,8 +3929,10 @@ static void stbi__YCbCr_to_RGB_row(stbi_uc * out, const stbi_uc * y, const stbi_ } #if defined(STBI_SSE2) || defined(STBI_NEON) -static void stbi__YCbCr_to_RGB_simd(stbi_uc * out, stbi_uc const * y, stbi_uc const * pcb, - stbi_uc const * pcr, int count, int step) { +static void stbi__YCbCr_to_RGB_simd( + stbi_uc * out, stbi_uc const * y, stbi_uc const * pcb, stbi_uc const * pcr, int count, + int step +) { int i = 0; #ifdef STBI_SSE2 @@ -4031,8 +4116,8 @@ static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) { return (stbi_uc) ((t + (t >> 8)) >> 8); } -static stbi_uc * load_jpeg_image(stbi__jpeg * z, int * out_x, int * out_y, int * comp, - int req_comp) { +static stbi_uc * +load_jpeg_image(stbi__jpeg * z, int * out_x, int * out_y, int * comp, int req_comp) { int n, decode_n, is_rgb; z->s->img_n = 0; // make stbi__cleanup_jpeg safe @@ -4107,8 +4192,10 @@ static stbi_uc * load_jpeg_image(stbi__jpeg * z, int * out_x, int * out_y, int * for (k = 0; k < decode_n; ++k) { stbi__resample * r = &res_comp[k]; int y_bot = r->ystep >= (r->vs >> 1); - coutput[k] = r->resample(z->img_comp[k].linebuf, y_bot ? r->line1 : r->line0, - y_bot ? r->line0 : r->line1, r->w_lores, r->hs); + coutput[k] = r->resample( + z->img_comp[k].linebuf, y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, r->w_lores, r->hs + ); if (++r->ystep >= r->vs) { r->ystep = 0; r->line0 = r->line1; @@ -4206,8 +4293,9 @@ static stbi_uc * load_jpeg_image(stbi__jpeg * z, int * out_x, int * out_y, int * } } -static void * stbi__jpeg_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__jpeg_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { unsigned char * result; stbi__jpeg * j = (stbi__jpeg *) stbi__malloc(sizeof(stbi__jpeg)); if (!j) return stbi__errpuc("outofmem", "Out of memory"); @@ -4432,8 +4520,10 @@ stbi_inline static int stbi__zhuffman_decode(stbi__zbuf * a, stbi__zhuffman * z) return stbi__zhuffman_decode_slowpath(a, z); } -static int stbi__zexpand(stbi__zbuf * z, char * zout, - int n) // need to make room for n bytes +static int stbi__zexpand( + stbi__zbuf * z, char * zout, + int n +) // need to make room for n bytes { char * q; unsigned int cur, limit, old_limit; @@ -4500,7 +4590,8 @@ static int stbi__parse_huffman_block(stbi__zbuf * a) { if (z >= 286) return stbi__err( "bad huffman code", - "Corrupt PNG"); // per DEFLATE, length codes 286 and 287 must not appear in compressed data + "Corrupt PNG" + ); // per DEFLATE, length codes 286 and 287 must not appear in compressed data z -= 257; len = stbi__zlength_base[z]; if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); @@ -4508,7 +4599,8 @@ static int stbi__parse_huffman_block(stbi__zbuf * a) { if (z < 0 || z >= 30) return stbi__err( "bad huffman code", - "Corrupt PNG"); // per DEFLATE, distance codes 30 and 31 must not appear in compressed data + "Corrupt PNG" + ); // per DEFLATE, distance codes 30 and 31 must not appear in compressed data dist = stbi__zdist_base[z]; if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); if (zout - a->zout_start < dist) return stbi__err("bad dist", "Corrupt PNG"); @@ -4617,8 +4709,10 @@ static int stbi__parse_zlib_header(stbi__zbuf * a) { if ((cmf * 256 + flg) % 31 != 0) return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec if (flg & 32) - return stbi__err("no preset dict", - "Corrupt PNG"); // preset dictionary not allowed in png + return stbi__err( + "no preset dict", + "Corrupt PNG" + ); // preset dictionary not allowed in png if (cm != 8) return stbi__err("bad compression", "Corrupt PNG"); // DEFLATE required for png @@ -4692,8 +4786,9 @@ static int stbi__do_zlib(stbi__zbuf * a, char * obuf, int olen, int exp, int par return stbi__parse_zlib(a, parse_header); } -STBIDEF char * stbi_zlib_decode_malloc_guesssize(const char * buffer, int len, - int initial_size, int * outlen) { +STBIDEF char * stbi_zlib_decode_malloc_guesssize( + const char * buffer, int len, int initial_size, int * outlen +) { stbi__zbuf a; char * p = (char *) stbi__malloc(initial_size); if (p == NULL) return NULL; @@ -4712,9 +4807,9 @@ STBIDEF char * stbi_zlib_decode_malloc(char const * buffer, int len, int * outle return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); } -STBIDEF char * stbi_zlib_decode_malloc_guesssize_headerflag(const char * buffer, int len, - int initial_size, int * outlen, - int parse_header) { +STBIDEF char * stbi_zlib_decode_malloc_guesssize_headerflag( + const char * buffer, int len, int initial_size, int * outlen, int parse_header +) { stbi__zbuf a; char * p = (char *) stbi__malloc(initial_size); if (p == NULL) return NULL; @@ -4752,8 +4847,8 @@ STBIDEF char * stbi_zlib_decode_noheader_malloc(char const * buffer, int len, in } } -STBIDEF int stbi_zlib_decode_noheader_buffer(char * obuffer, int olen, const char * ibuffer, - int ilen) { +STBIDEF int +stbi_zlib_decode_noheader_buffer(char * obuffer, int olen, const char * ibuffer, int ilen) { stbi__zbuf a; a.zbuffer = (stbi_uc *) ibuffer; a.zbuffer_end = (stbi_uc *) ibuffer + ilen; @@ -4831,8 +4926,8 @@ static const stbi_uc stbi__depth_scale_table[9] = {0, 0xff, 0x55, 0, 0x11, 0, 0, // adds an extra all-255 alpha channel // dest == src is legal // img_n must be 1 or 3 -static void stbi__create_png_alpha_expand8(stbi_uc * dest, stbi_uc * src, stbi__uint32 x, - int img_n) { +static void +stbi__create_png_alpha_expand8(stbi_uc * dest, stbi_uc * src, stbi__uint32 x, int img_n) { int i; // must process data backwards since we allow dest==src if (img_n == 1) { @@ -4852,9 +4947,10 @@ static void stbi__create_png_alpha_expand8(stbi_uc * dest, stbi_uc * src, stbi__ } // create the png data from post-deflated data -static int stbi__create_png_image_raw(stbi__png * a, stbi_uc * raw, stbi__uint32 raw_len, - int out_n, stbi__uint32 x, stbi__uint32 y, int depth, - int color) { +static int stbi__create_png_image_raw( + stbi__png * a, stbi_uc * raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, + stbi__uint32 y, int depth, int color +) { int bytes = (depth == 16 ? 2 : 1); stbi__context * s = a->s; stbi__uint32 i, j, stride = x * out_n * bytes; @@ -4869,8 +4965,10 @@ static int stbi__create_png_image_raw(stbi__png * a, stbi_uc * raw, stbi__uint32 int width = x; STBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1); - a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, - 0); // extra bytes to write off the end into + a->out = (stbi_uc *) stbi__malloc_mad3( + x, y, output_bytes, + 0 + ); // extra bytes to write off the end into if (!a->out) return stbi__err("outofmem", "Out of memory"); // note: error exits here don't need to clean up a->out individually, @@ -4937,11 +5035,13 @@ static int stbi__create_png_image_raw(stbi__png * a, stbi_uc * raw, stbi__uint32 case STBI__F_paeth: for (k = 0; k < filter_bytes; ++k) cur[k] = STBI__BYTECAST( - raw[k] + prior[k]); // prior[k] == stbi__paeth(0,prior[k],0) + raw[k] + prior[k] + ); // prior[k] == stbi__paeth(0,prior[k],0) for (k = filter_bytes; k < nk; ++k) - cur[k] = STBI__BYTECAST(raw[k] - + stbi__paeth(cur[k - filter_bytes], prior[k], - prior[k - filter_bytes])); + cur[k] = STBI__BYTECAST( + raw[k] + + stbi__paeth(cur[k - filter_bytes], prior[k], prior[k - filter_bytes]) + ); break; case STBI__F_avg_first: memcpy(cur, raw, filter_bytes); @@ -5022,16 +5122,18 @@ static int stbi__create_png_image_raw(stbi__png * a, stbi_uc * raw, stbi__uint32 return 1; } -static int stbi__create_png_image(stbi__png * a, stbi_uc * image_data, - stbi__uint32 image_data_len, int out_n, int depth, int color, - int interlaced) { +static int stbi__create_png_image( + stbi__png * a, stbi_uc * image_data, stbi__uint32 image_data_len, int out_n, int depth, + int color, int interlaced +) { int bytes = (depth == 16 ? 2 : 1); int out_bytes = out_n * bytes; stbi_uc * final; int p; if (!interlaced) - return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, - a->s->img_y, depth, color); + return stbi__create_png_image_raw( + a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color + ); // de-interlacing final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); @@ -5047,8 +5149,9 @@ static int stbi__create_png_image(stbi__png * a, stbi_uc * image_data, y = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p]; if (x && y) { stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; - if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, - color)) { + if (!stbi__create_png_image_raw( + a, image_data, image_data_len, out_n, x, y, depth, color + )) { STBI_FREE(final); return 0; } @@ -5056,8 +5159,10 @@ static int stbi__create_png_image(stbi__png * a, stbi_uc * image_data, for (i = 0; i < x; ++i) { int out_y = j * yspc[p] + yorig[p]; int out_x = i * xspc[p] + xorig[p]; - memcpy(final + out_y * a->s->img_x * out_bytes + out_x * out_bytes, - a->out + (j * x + i) * out_bytes, out_bytes); + memcpy( + final + out_y * a->s->img_x * out_bytes + out_x * out_bytes, + a->out + (j * x + i) * out_bytes, out_bytes + ); } } STBI_FREE(a->out); @@ -5270,8 +5375,9 @@ static int stbi__parse_png_file(stbi__png * z, int scan, int req_comp) { z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) - return stbi__err("1/2/4/8/16-bit only", - "PNG not supported: 1/2/4/8/16-bit only"); + return stbi__err( + "1/2/4/8/16-bit only", "PNG not supported: 1/2/4/8/16-bit only" + ); color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype", "Corrupt PNG"); if (color == 3 && z->depth == 16) return stbi__err("bad ctype", "Corrupt PNG"); @@ -5385,15 +5491,17 @@ static int stbi__parse_png_file(stbi__png * z, int scan, int req_comp) { raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag( - (char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone); + (char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone + ); if (z->expanded == NULL) return 0; // zlib should set error STBI_FREE(z->idata); z->idata = NULL; if ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans) s->img_out_n = s->img_n + 1; else s->img_out_n = s->img_n; - if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, - color, interlace)) + if (!stbi__create_png_image( + z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace + )) return 0; if (has_trans) { if (z->depth == 16) { @@ -5432,8 +5540,9 @@ static int stbi__parse_png_file(stbi__png * z, int scan, int req_comp) { invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); #endif - return stbi__err(invalid_chunk, - "PNG not supported: unknown PNG chunk type"); + return stbi__err( + invalid_chunk, "PNG not supported: unknown PNG chunk type" + ); } stbi__skip(s, c.length); break; @@ -5443,25 +5552,30 @@ static int stbi__parse_png_file(stbi__png * z, int scan, int req_comp) { } } -static void * stbi__do_png(stbi__png * p, int * x, int * y, int * n, int req_comp, - stbi__result_info * ri) { +static void * +stbi__do_png(stbi__png * p, int * x, int * y, int * n, int req_comp, stbi__result_info * ri) { void * result = NULL; if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { if (p->depth <= 8) ri->bits_per_channel = 8; else if (p->depth == 16) ri->bits_per_channel = 16; else - return stbi__errpuc("bad bits_per_channel", - "PNG not supported: unsupported color depth"); + return stbi__errpuc( + "bad bits_per_channel", "PNG not supported: unsupported color depth" + ); result = p->out; p->out = NULL; if (req_comp && req_comp != p->s->img_out_n) { if (ri->bits_per_channel == 8) - result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, - req_comp, p->s->img_x, p->s->img_y); + result = stbi__convert_format( + (unsigned char *) result, p->s->img_out_n, req_comp, p->s->img_x, + p->s->img_y + ); else - result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, - req_comp, p->s->img_x, p->s->img_y); + result = stbi__convert_format16( + (stbi__uint16 *) result, p->s->img_out_n, req_comp, p->s->img_x, + p->s->img_y + ); p->s->img_out_n = req_comp; if (result == NULL) return result; } @@ -5479,8 +5593,9 @@ static void * stbi__do_png(stbi__png * p, int * x, int * y, int * n, int req_com return result; } -static void * stbi__png_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__png_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { stbi__png p; p.s = s; return stbi__do_png(&p, x, y, comp, req_comp, ri); @@ -5667,12 +5782,16 @@ static void * stbi__bmp_parse_header(stbi__context * s, stbi__bmp_data * info) { if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); if (compress >= 4) - return stbi__errpuc("BMP JPEG/PNG", - "BMP type not supported: unsupported " - "compression"); // this includes PNG/JPEG modes + return stbi__errpuc( + "BMP JPEG/PNG", + "BMP type not supported: unsupported " + "compression" + ); // this includes PNG/JPEG modes if (compress == 3 && info->bpp != 16 && info->bpp != 32) - return stbi__errpuc("bad BMP", - "bad BMP"); // bitfields requires 16 or 32 bits/pixel + return stbi__errpuc( + "bad BMP", + "bad BMP" + ); // bitfields requires 16 or 32 bits/pixel stbi__get32le(s); // discard sizeof stbi__get32le(s); // discard hres stbi__get32le(s); // discard vres @@ -5723,8 +5842,9 @@ static void * stbi__bmp_parse_header(stbi__context * s, stbi__bmp_data * info) { return (void *) 1; } -static void * stbi__bmp_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__bmp_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { stbi_uc * out; unsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a; stbi_uc pal[256][4]; @@ -5804,8 +5924,9 @@ static void * stbi__bmp_load(stbi__context * s, int * x, int * y, int * comp, in if (info.hsz != 12) stbi__get8(s); pal[i][3] = 255; } - stbi__skip(s, info.offset - info.extra_read - info.hsz - - psize * (info.hsz == 12 ? 3 : 4)); + stbi__skip( + s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4) + ); if (info.bpp == 1) width = (s->img_x + 7) >> 3; else if (info.bpp == 4) width = (s->img_x + 1) >> 1; else if (info.bpp == 8) width = s->img_x; @@ -6023,8 +6144,9 @@ static int stbi__tga_info(stbi__context * s, int * x, int * y, int * comp) { } tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); } else { - tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, - (tga_image_type == 3) || (tga_image_type == 11), NULL); + tga_comp = stbi__tga_get_comp( + tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL + ); } if (!tga_comp) { stbi__rewind(s); @@ -6087,8 +6209,9 @@ static void stbi__tga_read_rgb16(stbi__context * s, stbi_uc * out) { // so let's treat all 15 and 16bit TGAs as RGB with no alpha. } -static void * stbi__tga_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__tga_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { // read in the TGA header stuff int tga_offset = stbi__get8(s); int tga_indexed = stbi__get8(s); @@ -6325,8 +6448,10 @@ static int stbi__psd_decode_rle(stbi__context * s, stbi_uc * p, int pixelCount) return 1; } -static void * stbi__psd_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri, int bpc) { +static void * stbi__psd_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri, + int bpc +) { int pixelCount; int channelCount, compression; int channel, i; @@ -6349,8 +6474,9 @@ static void * stbi__psd_load(stbi__context * s, int * x, int * y, int * comp, in // Read the number of channels (R, G, B, A, etc). channelCount = stbi__get16be(s); if (channelCount < 0 || channelCount > 16) - return stbi__errpuc("wrong channel count", - "Unsupported number of channels in PSD image"); + return stbi__errpuc( + "wrong channel count", "Unsupported number of channels in PSD image" + ); // Read the rows and columns of the image. h = stbi__get32be(s); @@ -6575,8 +6701,8 @@ static void stbi__copyval(int channel, stbi_uc * dest, const stbi_uc * src) { if (channel & mask) dest[i] = src[i]; } -static stbi_uc * stbi__pic_load_core(stbi__context * s, int width, int height, int * comp, - stbi_uc * result) { +static stbi_uc * +stbi__pic_load_core(stbi__context * s, int width, int height, int * comp, stbi_uc * result) { int act_comp = 0, num_packets = 0, y, chained; stbi__pic_packet packets[10]; @@ -6632,8 +6758,9 @@ static stbi_uc * stbi__pic_load_core(stbi__context * s, int width, int height, i count = stbi__get8(s); if (stbi__at_eof(s)) - return stbi__errpuc("bad file", - "file too short (pure read count)"); + return stbi__errpuc( + "bad file", "file too short (pure read count)" + ); if (count > left) count = (stbi_uc) left; @@ -6650,8 +6777,9 @@ static stbi_uc * stbi__pic_load_core(stbi__context * s, int width, int height, i while (left > 0) { int count = stbi__get8(s), i; if (stbi__at_eof(s)) - return stbi__errpuc("bad file", - "file too short (mixed read count)"); + return stbi__errpuc( + "bad file", "file too short (mixed read count)" + ); if (count >= 128) { // Repeated stbi_uc value[4]; @@ -6684,8 +6812,9 @@ static stbi_uc * stbi__pic_load_core(stbi__context * s, int width, int height, i return result; } -static void * stbi__pic_load(stbi__context * s, int * px, int * py, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__pic_load( + stbi__context * s, int * px, int * py, int * comp, int req_comp, stbi__result_info * ri +) { stbi_uc * result; int i, x, y, internal_comp; STBI_NOTUSED(ri); @@ -6780,8 +6909,9 @@ static int stbi__gif_test(stbi__context * s) { return r; } -static void stbi__gif_parse_colortable(stbi__context * s, stbi_uc pal[256][4], int num_entries, - int transp) { +static void stbi__gif_parse_colortable( + stbi__context * s, stbi_uc pal[256][4], int num_entries, int transp +) { int i; for (i = 0; i < num_entries; ++i) { pal[i][2] = stbi__get8(s); @@ -6957,8 +7087,9 @@ static stbi_uc * stbi__process_gif_raster(stbi__context * s, stbi__gif * g) { // this function is designed to support animated gifs, although stb_image doesn't support it // two back is the image from two frames ago, used for a very specific disposal format -static stbi_uc * stbi__gif_load_next(stbi__context * s, stbi__gif * g, int * comp, - int req_comp, stbi_uc * two_back) { +static stbi_uc * stbi__gif_load_next( + stbi__context * s, stbi__gif * g, int * comp, int req_comp, stbi_uc * two_back +) { int dispose; int first_frame; int pi; @@ -6983,8 +7114,10 @@ static stbi_uc * stbi__gif_load_next(stbi__context * s, stbi__gif * g, int * com // background colour is only used for pixels that are not rendered first frame, after that "background" // color refers to the color that was there the previous frame. memset(g->out, 0x00, 4 * pcount); - memset(g->background, 0x00, - 4 * pcount); // state of the background (starts transparent) + memset( + g->background, 0x00, + 4 * pcount + ); // state of the background (starts transparent) memset(g->history, 0x00, pcount); // pixels that were affected previous frame first_frame = 1; @@ -7066,8 +7199,10 @@ static stbi_uc * stbi__gif_load_next(stbi__context * s, stbi__gif * g, int * com } if (g->lflags & 0x80) { - stbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), - g->eflags & 0x01 ? g->transparent : -1); + stbi__gif_parse_colortable( + s, g->lpal, 2 << (g->lflags & 7), + g->eflags & 0x01 ? g->transparent : -1 + ); g->color_table = (stbi_uc *) g->lpal; } else if (g->flags & 0x80) { g->color_table = (stbi_uc *) g->pal; @@ -7101,8 +7236,8 @@ static stbi_uc * stbi__gif_load_next(stbi__context * s, stbi__gif * g, int * com if (len == 4) { g->eflags = stbi__get8(s); g->delay = 10 - * stbi__get16le( - s); // delay - 1/100th of a second, saving as 1/1000ths. + * stbi__get16le(s + ); // delay - 1/100th of a second, saving as 1/1000ths. // unset old transparent if (g->transparent >= 0) { @@ -7148,8 +7283,9 @@ static void * stbi__load_gif_main_outofmem(stbi__gif * g, stbi_uc * out, int ** return stbi__errpuc("outofmem", "Out of memory"); } -static void * stbi__load_gif_main(stbi__context * s, int ** delays, int * x, int * y, int * z, - int * comp, int req_comp) { +static void * stbi__load_gif_main( + stbi__context * s, int ** delays, int * x, int * y, int * z, int * comp, int req_comp +) { if (stbi__gif_test(s)) { int layers = 0; stbi_uc * u = 0; @@ -7188,8 +7324,9 @@ static void * stbi__load_gif_main(stbi__context * s, int ** delays, int * x, int } if (delays) { - int * new_delays = (int *) STBI_REALLOC_SIZED(*delays, delays_size, - sizeof(int) * layers); + int * new_delays = (int *) STBI_REALLOC_SIZED( + *delays, delays_size, sizeof(int) * layers + ); if (!new_delays) return stbi__load_gif_main_outofmem(&g, out, delays); *delays = new_delays; delays_size = layers * sizeof(int); @@ -7231,8 +7368,9 @@ static void * stbi__load_gif_main(stbi__context * s, int ** delays, int * x, int } } -static void * stbi__gif_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__gif_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { stbi_uc * u = 0; stbi__gif g; memset(&g, 0, sizeof(g)); @@ -7336,8 +7474,9 @@ static void stbi__hdr_convert(float * output, stbi_uc * input, int req_comp) { } } -static float * stbi__hdr_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static float * stbi__hdr_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { char buffer[STBI__HDR_BUFLEN]; char * token; int valid = 0; @@ -7404,8 +7543,9 @@ static float * stbi__hdr_load(stbi__context * s, int * x, int * y, int * comp, i stbi_uc rgbe[4]; main_decode_loop: stbi__getn(s, rgbe, 4); - stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, - req_comp); + stbi__hdr_convert( + hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp + ); } } } else { @@ -7472,8 +7612,9 @@ static float * stbi__hdr_load(stbi__context * s, int * x, int * y, int * comp, i } } for (i = 0; i < width; ++i) - stbi__hdr_convert(hdr_data + (j * width + i) * req_comp, scanline + i * 4, - req_comp); + stbi__hdr_convert( + hdr_data + (j * width + i) * req_comp, scanline + i * 4, req_comp + ); } if (scanline) STBI_FREE(scanline); } @@ -7689,8 +7830,9 @@ static int stbi__pnm_test(stbi__context * s) { return 1; } -static void * stbi__pnm_load(stbi__context * s, int * x, int * y, int * comp, int req_comp, - stbi__result_info * ri) { +static void * stbi__pnm_load( + stbi__context * s, int * x, int * y, int * comp, int req_comp, stbi__result_info * ri +) { stbi_uc * out; STBI_NOTUSED(ri); @@ -7710,8 +7852,9 @@ static void * stbi__pnm_load(stbi__context * s, int * x, int * y, int * comp, in if (!stbi__mad4sizes_valid(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0)) return stbi__errpuc("too large", "PNM too large"); - out = (stbi_uc *) stbi__malloc_mad4(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, - 0); + out = (stbi_uc *) stbi__malloc_mad4( + s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0 + ); if (!out) return stbi__errpuc("outofmem", "Out of memory"); if (!stbi__getn(s, out, s->img_n * s->img_x * s->img_y * (ri->bits_per_channel / 8))) { STBI_FREE(out); @@ -7720,8 +7863,9 @@ static void * stbi__pnm_load(stbi__context * s, int * x, int * y, int * comp, in if (req_comp && req_comp != s->img_n) { if (ri->bits_per_channel == 16) { - out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, s->img_n, req_comp, - s->img_x, s->img_y); + out = (stbi_uc *) stbi__convert_format16( + (stbi__uint16 *) out, s->img_n, req_comp, s->img_x, s->img_y + ); } else { out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); } @@ -7753,8 +7897,10 @@ static int stbi__pnm_getinteger(stbi__context * s, char * c) { value = value * 10 + (*c - '0'); *c = (char) stbi__get8(s); if ((value > 214748364) || (value == 214748364 && *c > '7')) - return stbi__err("integer parse overflow", - "Parsing an integer in the PPM header overflowed a 32-bit int"); + return stbi__err( + "integer parse overflow", + "Parsing an integer in the PPM header overflowed a 32-bit int" + ); } return value; @@ -7795,8 +7941,9 @@ static int stbi__pnm_info(stbi__context * s, int * x, int * y, int * comp) { maxv = stbi__pnm_getinteger(s, &c); // read max value if (maxv > 65535) - return stbi__err("max value > 65535", - "PPM image supports only 8-bit and 16-bit images"); + return stbi__err( + "max value > 65535", "PPM image supports only 8-bit and 16-bit images" + ); else if (maxv > 255) return 16; else return 8; } @@ -7902,15 +8049,16 @@ STBIDEF int stbi_is_16_bit_from_file(FILE * f) { } #endif // !STBI_NO_STDIO -STBIDEF int stbi_info_from_memory(stbi_uc const * buffer, int len, int * x, int * y, - int * comp) { +STBIDEF int +stbi_info_from_memory(stbi_uc const * buffer, int len, int * x, int * y, int * comp) { stbi__context s; stbi__start_mem(&s, buffer, len); return stbi__info_main(&s, x, y, comp); } -STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const * c, void * user, int * x, - int * y, int * comp) { +STBIDEF int stbi_info_from_callbacks( + stbi_io_callbacks const * c, void * user, int * x, int * y, int * comp +) { stbi__context s; stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); return stbi__info_main(&s, x, y, comp); diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index 42ccfd4..4344f15 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -5,6 +5,9 @@ namespace crepe { +/** + * \brief Base collider class + */ class Collider : public Component { public: Collider(game_object_id_t id, const vec2 & offset); diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp index b340826..27fa97f 100644 --- a/src/crepe/Particle.cpp +++ b/src/crepe/Particle.cpp @@ -2,8 +2,9 @@ using namespace crepe; -void Particle::reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, - float angle) { +void Particle::reset( + unsigned int lifespan, const vec2 & position, const vec2 & velocity, float angle +) { // Initialize the particle state this->time_in_life = 0; this->lifespan = lifespan; diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h index ee0cd66..c013de5 100644 --- a/src/crepe/Particle.h +++ b/src/crepe/Particle.h @@ -41,8 +41,8 @@ public: * \param velocity The initial velocity of the particle. * \param angle The angle of the particle's trajectory or orientation. */ - void reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, - float angle); + void + reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, float angle); /** * \brief Updates the particle's state. * diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp index 2195249..2fedaf4 100644 --- a/src/crepe/api/AI.cpp +++ b/src/crepe/api/AI.cpp @@ -8,8 +8,9 @@ namespace crepe { AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {} -void AI::make_circle_path(float radius, const vec2 & center, float start_angle, - bool clockwise) { +void AI::make_circle_path( + float radius, const vec2 & center, float start_angle, bool clockwise +) { if (radius <= 0) { throw std::runtime_error("Radius must be greater than 0"); } @@ -25,19 +26,25 @@ void AI::make_circle_path(float radius, const vec2 & center, float start_angle, if (clockwise) { for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { - path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)), - static_cast<float>(center.y + radius * sin(i))}); + path.push_back(vec2 { + static_cast<float>(center.x + radius * cos(i)), + static_cast<float>(center.y + radius * sin(i)) + }); } } else { for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { - path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)), - static_cast<float>(center.y + radius * sin(i))}); + path.push_back(vec2 { + static_cast<float>(center.x + radius * cos(i)), + static_cast<float>(center.y + radius * sin(i)) + }); } } } -void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle, - bool clockwise, float rotation) { +void AI::make_oval_path( + float radius_x, float radius_y, const vec2 & center, float start_angle, bool clockwise, + float rotation +) { if (radius_x <= 0 && radius_y <= 0) { throw std::runtime_error("Radius must be greater than 0"); } @@ -73,14 +80,16 @@ void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, flo if (clockwise) { for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { - vec2 point = {static_cast<float>(center.x + radius_x * cos(i)), - static_cast<float>(center.y + radius_y * sin(i))}; + vec2 point + = {static_cast<float>(center.x + radius_x * cos(i)), + static_cast<float>(center.y + radius_y * sin(i))}; path.push_back(rotate_point(point, center)); } } else { for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { - vec2 point = {static_cast<float>(center.x + radius_x * cos(i)), - static_cast<float>(center.y + radius_y * sin(i))}; + vec2 point + = {static_cast<float>(center.x + radius_x * cos(i)), + static_cast<float>(center.y + radius_y * sin(i))}; path.push_back(rotate_point(point, center)); } } diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index c780a91..bee11b3 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -70,8 +70,10 @@ public: * \param start_angle The start angle of the circle (in radians) * \param clockwise The direction of the circle */ - void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0, - bool clockwise = true); + void make_circle_path( + float radius, const vec2 & center = {0, 0}, float start_angle = 0, + bool clockwise = true + ); /** * \brief Make an oval path (for the path following behavior) * @@ -84,8 +86,10 @@ public: * \param clockwise The direction of the oval * \param rotation The rotation of the oval (in radians) */ - void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0}, - float start_angle = 0, bool clockwise = true, float rotation = 0); + void make_oval_path( + float radius_x, float radius_y, const vec2 & center = {0, 0}, float start_angle = 0, + bool clockwise = true, float rotation = 0 + ); public: //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster) diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index b7eefb8..c558d86 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,8 +7,10 @@ using namespace crepe; -Animator::Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, - const uvec2 & grid_size, const Animator::Data & data) +Animator::Animator( + game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, + const uvec2 & grid_size, const Animator::Data & data +) : Component(id), spritesheet(spritesheet), grid_size(grid_size), diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h index 5918800..95539d3 100644 --- a/src/crepe/api/Animator.h +++ b/src/crepe/api/Animator.h @@ -1,5 +1,6 @@ #pragma once +#include "../manager/LoopTimerManager.h" #include "../types.h" #include "Component.h" @@ -83,8 +84,10 @@ public: * This constructor sets up the Animator with the given parameters, and initializes the * animation system. */ - Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, - const uvec2 & grid_size, const Animator::Data & data); + Animator( + game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size, + const uvec2 & grid_size, const Animator::Data & data + ); ~Animator(); // dbg_trace public: @@ -97,6 +100,12 @@ private: //! The maximum number of rows and columns inside the spritesheet const uvec2 grid_size; + // the time elapsed from a frame duration + duration_t elapsed_time = {}; + + // frame counter + unsigned int frame = 0; + //! Uses the spritesheet friend AnimatorSystem; }; diff --git a/src/crepe/api/Asset.cpp b/src/crepe/api/Asset.cpp index e148367..bab82e7 100644 --- a/src/crepe/api/Asset.cpp +++ b/src/crepe/api/Asset.cpp @@ -50,5 +50,5 @@ string Asset::whereami() const noexcept { bool Asset::operator==(const Asset & other) const noexcept { return this->src == other.src; } size_t std::hash<const Asset>::operator()(const Asset & asset) const noexcept { - return std::hash<string>{}(asset.get_path()); + return std::hash<string> {}(asset.get_path()); }; diff --git a/src/crepe/api/Asset.h b/src/crepe/api/Asset.h index bfd0ac7..d802e83 100644 --- a/src/crepe/api/Asset.h +++ b/src/crepe/api/Asset.h @@ -43,13 +43,13 @@ private: /** * \brief Locate asset path, or throw exception if it cannot be found * - * This function resolves asset locations relative to crepe::Config::root_pattern if it is + * This function resolves asset locations relative to Config::asset::root_pattern if it is * set and \p src is a relative path. If \p src is an absolute path, it is canonicalized. * This function only returns if the file can be found. * * \param src Arbitrary path to resource file * - * \returns \p src if crepe::Config::root_pattern is empty + * \returns \p src if Config::asset::root_pattern is empty * \returns Canonical path to \p src * * \throws std::runtime_error if root_pattern cannot be found diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h index b20e490..eaa56e8 100644 --- a/src/crepe/api/AudioSource.h +++ b/src/crepe/api/AudioSource.h @@ -68,7 +68,7 @@ private: typeof(loop) last_loop = loop; //! \} //! This source's voice handle - SoundHandle voice{}; + SoundHandle voice {}; }; } // namespace crepe diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp index a893d41..f6b358d 100644 --- a/src/crepe/api/BoxCollider.cpp +++ b/src/crepe/api/BoxCollider.cpp @@ -4,7 +4,8 @@ using namespace crepe; -BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions, - const vec2 & offset) +BoxCollider::BoxCollider( + game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset +) : Collider(game_object_id, offset), dimensions(dimensions) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h index d643e7f..229b90f 100644 --- a/src/crepe/api/BoxCollider.h +++ b/src/crepe/api/BoxCollider.h @@ -13,8 +13,9 @@ namespace crepe { */ class BoxCollider : public Collider { public: - BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions, - const vec2 & offset = {0, 0}); + BoxCollider( + game_object_id_t game_object_id, const vec2 & dimensions, const vec2 & offset = {0, 0} + ); //! Width and height of the box collider vec2 dimensions; diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp index 40153c9..8eadd89 100644 --- a/src/crepe/api/Button.cpp +++ b/src/crepe/api/Button.cpp @@ -2,7 +2,10 @@ namespace crepe { -Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset) - : UIObject(id, dimensions, offset) {} +Button::Button( + game_object_id_t id, const vec2 & dimensions, const Data & data, const vec2 & offset +) + : UIObject(id, dimensions, offset), + data(data) {} } // namespace crepe diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h index d42527e..e986c04 100644 --- a/src/crepe/api/Button.h +++ b/src/crepe/api/Button.h @@ -1,8 +1,7 @@ #pragma once -#include <functional> +#include "../types.h" -#include "Event.h" #include "UIObject.h" namespace crepe { @@ -21,14 +20,24 @@ namespace crepe { */ class Button : public UIObject { public: + struct Data { + //! variable indicating if transform is relative to camera(false) or world(true) + bool world_space = false; + }; + +public: /** * \brief Constructs a Button with the specified game object ID and dimensions. * * \param id The unique ID of the game object associated with this button. * \param dimensions The width and height of the UIObject * \param offset The offset relative this GameObjects Transform + * \param data additional data the button has */ - Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset); + Button( + game_object_id_t id, const vec2 & dimensions, const Data & data, + const vec2 & offset = {0, 0} + ); /** * \brief Get the maximum number of instances for this component * @@ -38,6 +47,9 @@ public: */ virtual int get_instances_max() const { return 1; } +public: + Data data; + private: //! friend relation hover variable friend class InputSystem; diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp index 19a3296..b1466b5 100644 --- a/src/crepe/api/Camera.cpp +++ b/src/crepe/api/Camera.cpp @@ -6,8 +6,9 @@ using namespace crepe; -Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Data & data) +Camera::Camera( + game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, const Data & data +) : Component(id), screen(screen), viewport_size(viewport_size), diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h index 54d9a73..3191b04 100644 --- a/src/crepe/api/Camera.h +++ b/src/crepe/api/Camera.h @@ -44,8 +44,10 @@ public: * \param viewport_size is the view of the world in game units * \param data the camera component data */ - Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, - const Camera::Data & data); + Camera( + game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size, + const Camera::Data & data + ); ~Camera(); // dbg_trace only public: diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp index 90ab5e7..e72800c 100644 --- a/src/crepe/api/CircleCollider.cpp +++ b/src/crepe/api/CircleCollider.cpp @@ -2,7 +2,8 @@ using namespace crepe; -CircleCollider::CircleCollider(game_object_id_t game_object_id, float radius, - const vec2 & offset) +CircleCollider::CircleCollider( + game_object_id_t game_object_id, float radius, const vec2 & offset +) : Collider(game_object_id, offset), radius(radius) {} diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index 22da836..e6ad4fa 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -13,8 +13,9 @@ namespace crepe { */ class CircleCollider : public Collider { public: - CircleCollider(game_object_id_t game_object_id, float radius, - const vec2 & offset = {0, 0}); + CircleCollider( + game_object_id_t game_object_id, float radius, const vec2 & offset = {0, 0} + ); //! Radius of the circle collider. float radius; diff --git a/src/crepe/api/Color.cpp b/src/crepe/api/Color.cpp index 29bd77a..d0e3b35 100644 --- a/src/crepe/api/Color.cpp +++ b/src/crepe/api/Color.cpp @@ -2,11 +2,13 @@ using namespace crepe; -const Color Color::WHITE{0xff, 0xff, 0xff}; -const Color Color::RED{0xff, 0x00, 0x00}; -const Color Color::GREEN{0x00, 0xff, 0x00}; -const Color Color::BLUE{0x00, 0x00, 0xff}; -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::WHITE {0xff, 0xff, 0xff}; +const Color Color::RED {0xff, 0x00, 0x00}; +const Color Color::GREEN {0x00, 0xff, 0x00}; +const Color Color::BLUE {0x00, 0x00, 0xff}; +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}; +const Color Color::GOLD {249, 205, 91}; diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h index 84edb5c..dbfd0ed 100644 --- a/src/crepe/api/Color.h +++ b/src/crepe/api/Color.h @@ -18,6 +18,8 @@ struct Color { static const Color MAGENTA; static const Color YELLOW; static const Color BLACK; + static const Color GREY; + static const Color GOLD; }; } // namespace crepe diff --git a/src/crepe/api/Components.h b/src/crepe/api/Components.h new file mode 100644 index 0000000..fa0663d --- /dev/null +++ b/src/crepe/api/Components.h @@ -0,0 +1,16 @@ +#pragma once + +#include "AI.h" +#include "Animator.h" +#include "AudioSource.h" +#include "BehaviorScript.h" +#include "BoxCollider.h" +#include "Button.h" +#include "Camera.h" +#include "CircleCollider.h" +#include "Metadata.h" +#include "ParticleEmitter.h" +#include "Rigidbody.h" +#include "Sprite.h" +#include "Text.h" +#include "Transform.h" diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6b9e3ca..ab8bb59 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -2,25 +2,22 @@ #include <string> +#include "../types.h" #include "../util/Log.h" -#include "types.h" - namespace crepe { /** * \brief Global configuration interface * - * This class stores engine default settings. Properties on this class are only supposed to be - * modified *before* execution is handed over from the game programmer to the engine (i.e. the - * main loop is started). + * This struct stores both engine default settings and global configuration parameters. */ struct Config final { //! Retrieve handle to global Config instance static Config & get_instance(); //! Logging-related settings - struct { + struct log { // NOLINT /** * \brief Log level * @@ -28,7 +25,7 @@ struct Config final { */ Log::Level level = Log::Level::INFO; /** - * \brief Colored log output + * \brief Enable colored log output * * Enables log coloring using ANSI escape codes. */ @@ -36,7 +33,7 @@ struct Config final { } log; //! Save manager - struct { + struct savemgr { // NOLINT /** * \brief Save file location * @@ -46,8 +43,8 @@ struct Config final { std::string location = "save.crepe.db"; } savemgr; - //! physics-related settings - struct { + //! Physics-related settings + struct physics { // NOLINT /** * \brief gravity value of physics system * @@ -56,15 +53,16 @@ struct Config final { float gravity = 10; } physics; - //! default window settings - struct { - //! default screen size in pixels + //! Default window settings + struct window_settings { // NOLINT + //! Default window size (in pixels) ivec2 default_size = {1280, 720}; - std::string window_title = "Jetpack joyride clone"; + //! Default window title + std::string window_title = "crepe window"; } window_settings; //! Asset loading options - struct { + struct asset { // NOLINT /** * \brief Pattern to match for Asset base directory * @@ -85,7 +83,7 @@ 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 = 100; } font; //! Configuration for click tolerance. struct { diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp index 2e9d35a..0bbe51f 100644 --- a/src/crepe/api/Engine.cpp +++ b/src/crepe/api/Engine.cpp @@ -46,17 +46,22 @@ void Engine::loop() { try { systems.fixed_update(); } catch (const exception & e) { - Log::logf(Log::Level::WARNING, - "Uncaught exception in fixed update function: {}\n", e.what()); + Log::logf( + Log::Level::WARNING, "Uncaught exception in fixed update function: {}\n", + e.what() + ); } timer.advance_fixed_elapsed_time(); } 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", - e.what()); + Log::logf( + Log::Level::WARNING, "Uncaught exception in frame update function: {}\n", + e.what() + ); } timer.enforce_frame_rate(); } diff --git a/src/crepe/api/Engine.h b/src/crepe/api/Engine.h index 700a0cd..452a856 100644 --- a/src/crepe/api/Engine.h +++ b/src/crepe/api/Engine.h @@ -54,26 +54,26 @@ private: Mediator mediator; //! SystemManager - SystemManager system_manager{mediator}; + SystemManager system_manager {mediator}; //! SDLContext instance - SDLContext sdl_context{mediator}; + SDLContext sdl_context {mediator}; //! Resource manager instance - ResourceManager resource_manager{mediator}; + ResourceManager resource_manager {mediator}; //! Component manager instance - ComponentManager component_manager{mediator}; + ComponentManager component_manager {mediator}; //! Scene manager instance - SceneManager scene_manager{mediator}; + SceneManager scene_manager {mediator}; //! LoopTimerManager instance - LoopTimerManager loop_timer{mediator}; + LoopTimerManager loop_timer {mediator}; //! EventManager instance - EventManager event_manager{mediator}; + EventManager event_manager {mediator}; //! Save manager instance - SaveManager save_manager{mediator}; + SaveManager save_manager {mediator}; //! ReplayManager instance - ReplayManager replay_manager{mediator}; + ReplayManager replay_manager {mediator}; }; } // namespace crepe diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp index 9b94cad..100e210 100644 --- a/src/crepe/api/GameObject.cpp +++ b/src/crepe/api/GameObject.cpp @@ -7,13 +7,15 @@ using namespace crepe; using namespace std; -GameObject::GameObject(Mediator & mediator, game_object_id_t id, const std::string & name, - const std::string & tag, const vec2 & position, double rotation, - double scale) +GameObject::GameObject( + Mediator & mediator, game_object_id_t id, const std::string & name, + const std::string & tag, const vec2 & position, double rotation, double scale +) : id(id), mediator(mediator), - transform(mediator.component_manager->add_component<Transform>(this->id, position, - rotation, scale)), + transform(mediator.component_manager->add_component<Transform>( + this->id, position, rotation, scale + )), metadata(mediator.component_manager->add_component<Metadata>(this->id, name, tag)) {} void GameObject::set_parent(const GameObject & parent) { diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h index 572ce3a..043913a 100644 --- a/src/crepe/api/GameObject.h +++ b/src/crepe/api/GameObject.h @@ -30,8 +30,10 @@ private: * \param rotation The rotation of the GameObject * \param scale The scale of the GameObject */ - GameObject(Mediator & mediator, game_object_id_t id, const std::string & name, - const std::string & tag, const vec2 & position, double rotation, double scale); + GameObject( + Mediator & mediator, game_object_id_t id, const std::string & name, + const std::string & tag, const vec2 & position, double rotation, double scale + ); //! ComponentManager instances GameObject friend class ComponentManager; diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp index 9a70334..341c1e2 100644 --- a/src/crepe/api/ParticleEmitter.cpp +++ b/src/crepe/api/ParticleEmitter.cpp @@ -4,8 +4,9 @@ using namespace crepe; using namespace std; -ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, - const Data & data) +ParticleEmitter::ParticleEmitter( + game_object_id_t game_object_id, const Sprite & sprite, const Data & data +) : Component(game_object_id), sprite(sprite), data(data) { @@ -15,7 +16,7 @@ ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & } unique_ptr<Component> ParticleEmitter::save() const { - return unique_ptr<Component>{new ParticleEmitter(*this)}; + return unique_ptr<Component> {new ParticleEmitter(*this)}; } void ParticleEmitter::restore(const Component & snapshot) { diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp index ad729d2..84da7e8 100644 --- a/src/crepe/api/Scene.cpp +++ b/src/crepe/api/Scene.cpp @@ -4,8 +4,10 @@ using namespace crepe; SaveManager & Scene::get_save_manager() const { return mediator->save_manager; } -GameObject Scene::new_object(const std::string & name, const std::string & tag, - const vec2 & position, double rotation, double scale) { +GameObject Scene::new_object( + const std::string & name, const std::string & tag, const vec2 & position, double rotation, + double scale +) { // Forward the call to ComponentManager's new_object method return mediator->component_manager->new_object(name, tag, position, rotation, scale); } diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index d552a43..b50a0fc 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -69,9 +69,10 @@ public: SaveManager & get_save_manager() const; //! \copydoc ComponentManager::new_object - GameObject new_object(const std::string & name, const std::string & tag = "", - const vec2 & position = {0, 0}, double rotation = 0, - double scale = 1); + GameObject new_object( + const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0}, + double rotation = 0, double scale = 1 + ); //! \copydoc ResourceManager::set_persistent void set_persistent(const Asset & asset, bool persistent); diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index bbee920..b000d9d 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -129,12 +129,14 @@ protected: void subscribe(const EventHandler<EventType> & callback); //! \copydoc EventManager::trigger_event template <typename EventType> - void trigger_event(const EventType & event = {}, - event_channel_t channel = EventManager::CHANNEL_ALL); + void trigger_event( + const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL + ); //! \copydoc EventManager::queue_event template <typename EventType> - void queue_event(const EventType & event = {}, - event_channel_t channel = EventManager::CHANNEL_ALL); + void queue_event( + const EventType & event = {}, event_channel_t channel = EventManager::CHANNEL_ALL + ); //! \} /** @@ -179,7 +181,7 @@ protected: OptionalRef<Mediator> & mediator; replay(OptionalRef<Mediator> & mediator) : mediator(mediator) {} friend class Script; - } replay{mediator}; + } replay {mediator}; /** * \brief Utility function to retrieve the keyboard state diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp index 4462a41..c7fa6ff 100644 --- a/src/crepe/api/Script.hpp +++ b/src/crepe/api/Script.hpp @@ -14,7 +14,8 @@ T & Script::get_component() const { RefVector<T> all_components = this->get_components<T>(); if (all_components.size() < 1) throw runtime_error( - format("Script: no component found with type = {}", typeid(T).name())); + format("Script: no component found with type = {}", typeid(T).name()) + ); return all_components.back().get(); } @@ -35,8 +36,9 @@ void Script::logf(std::format_string<Args...> fmt, Args &&... args) { } template <typename EventType> -void Script::subscribe_internal(const EventHandler<EventType> & callback, - event_channel_t channel) { +void Script::subscribe_internal( + const EventHandler<EventType> & callback, event_channel_t channel +) { EventManager & mgr = this->mediator->event_manager; subscription_t listener = mgr.subscribe<EventType>( [this, callback](const EventType & data) -> bool { @@ -54,7 +56,8 @@ void Script::subscribe_internal(const EventHandler<EventType> & callback, // call user-provided callback return callback(data); }, - channel); + channel + ); this->listeners.push_back(listener); } diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 0107c7b..3c77e2e 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -19,3 +19,16 @@ Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & } Sprite::~Sprite() { dbg_trace(); } + +unique_ptr<Component> Sprite::save() const { return unique_ptr<Component>(new Sprite(*this)); } + +void Sprite::restore(const Component & snapshot) { + *this = static_cast<const Sprite &>(snapshot); +} + +Sprite & Sprite::operator=(const Sprite & snapshot) { + this->active = snapshot.active; + this->data = snapshot.data; + this->mask = snapshot.mask; + return *this; +} diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a3fc319..3565bed 100644 --- a/src/crepe/api/Sprite.h +++ b/src/crepe/api/Sprite.h @@ -42,10 +42,10 @@ public: FlipSettings flip; //! Layer sorting level of the sprite - const int sorting_in_layer = 0; + int sorting_in_layer = 0; //! Order within the sorting layer - const int order_in_layer = 0; + int order_in_layer = 0; /** * \brief width and height of the sprite in game units @@ -119,6 +119,12 @@ private: //! Render area of the sprite this will also be adjusted by the AnimatorSystem if an Animator // object is present in GameObject. this is in sprite pixels Rect mask; + +protected: + virtual std::unique_ptr<Component> save() const; + Sprite(const Sprite &) = default; + virtual void restore(const Component & snapshot); + virtual Sprite & operator=(const Sprite &); }; } // namespace crepe diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp index 4a94180..e5cc39d 100644 --- a/src/crepe/api/Text.cpp +++ b/src/crepe/api/Text.cpp @@ -1,10 +1,27 @@ +#include "../types.h" + #include "Text.h" using namespace crepe; +using namespace std; -Text::Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::string & font_family, const Data & data, const std::string & text) +Text::Text( + game_object_id_t id, const vec2 & dimensions, const std::string & font_family, + const Data & data, const vec2 & offset, const std::string & text +) : UIObject(id, dimensions, offset), text(text), data(data), font_family(font_family) {} + +unique_ptr<Component> Text::save() const { return unique_ptr<Component>(new Text(*this)); } + +void Text::restore(const Component & snapshot) { *this = static_cast<const Text &>(snapshot); } + +Text & Text::operator=(const Text & snapshot) { + this->active = snapshot.active; + this->data = snapshot.data; + this->text = snapshot.text; + this->font_family = snapshot.font_family; + return *this; +} diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h index da40141..859490e 100644 --- a/src/crepe/api/Text.h +++ b/src/crepe/api/Text.h @@ -3,6 +3,8 @@ #include <optional> #include <string> +#include "../types.h" + #include "Asset.h" #include "Color.h" #include "UIObject.h" @@ -17,22 +19,8 @@ class Text : public UIObject { public: //! Text data that does not have to be set in the constructor struct Data { - /** - * \brief fontsize for text rendering - * - * \note this is not the actual font size that is loaded in. - * - * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size. - * The default font size that is loaded is set in the Config. - * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much. - */ - unsigned int font_size = 16; - - //! Layer sorting level of the text - const int sorting_in_layer = 0; - - //! Order within the sorting text - const int order_in_layer = 0; + //! variable indicating if transform is relative to camera(false) or world(true) + bool world_space = false; //! Label text color. Color text_color = Color::BLACK; @@ -48,8 +36,10 @@ public: * \param data Data struct containing extra text parameters. * \param font Optional font asset that can be passed or left empty. */ - Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, - const std::string & font_family, const Data & data, const std::string & text = ""); + Text( + game_object_id_t id, const vec2 & dimensions, const std::string & font_family, + const Data & data, const vec2 & offset = {0, 0}, const std::string & text = "" + ); //! Label text. std::string text = ""; @@ -59,6 +49,12 @@ public: std::optional<Asset> font; //! Data instance Data data; + +protected: + virtual std::unique_ptr<Component> save() const; + Text(const Text &) = default; + virtual void restore(const Component & snapshot); + virtual Text & operator=(const Text &); }; } // namespace crepe diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp index fcfce14..b70174c 100644 --- a/src/crepe/api/Transform.cpp +++ b/src/crepe/api/Transform.cpp @@ -14,7 +14,7 @@ Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, d } unique_ptr<Component> Transform::save() const { - return unique_ptr<Component>{new Transform(*this)}; + return unique_ptr<Component> {new Transform(*this)}; } void Transform::restore(const Component & snapshot) { diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h index f1318ab..0d9b1f7 100644 --- a/src/crepe/api/UIObject.h +++ b/src/crepe/api/UIObject.h @@ -15,13 +15,11 @@ public: * \param dimensions width and height of the UIObject * \param offset Offset relative to the GameObject Transform */ - UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset); + UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset = {0, 0}); //! Width and height of the UIObject vec2 dimensions; //! Position offset relative to this GameObjects Transform vec2 offset; - //! variable indicating if transform is relative to camera(false) or world(true) - bool world_space = false; }; } // namespace crepe diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 52e1bb6..6613641 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -1,5 +1,7 @@ #pragma once +#include <format> + namespace crepe { //! 2D vector @@ -11,55 +13,55 @@ struct Vector2 { T y = 0; //! Subtracts another vector from this vector and returns the result. - Vector2 operator-(const Vector2<T> & other) const; + Vector2<T> operator-(const Vector2<T> & other) const; //! Subtracts a scalar value from both components of this vector and returns the result. - Vector2 operator-(T scalar) const; + Vector2<T> operator-(T scalar) const; //! Adds another vector to this vector and returns the result. - Vector2 operator+(const Vector2<T> & other) const; + Vector2<T> operator+(const Vector2<T> & other) const; //! Adds a scalar value to both components of this vector and returns the result. - Vector2 operator+(T scalar) const; + Vector2<T> operator+(T scalar) const; //! Multiplies this vector by another vector element-wise and returns the result. - Vector2 operator*(const Vector2<T> & other) const; + Vector2<T> operator*(const Vector2<T> & other) const; //! Multiplies this vector by a scalar and returns the result. - Vector2 operator*(T scalar) const; + Vector2<T> operator*(T scalar) const; //! Divides this vector by another vector element-wise and returns the result. - Vector2 operator/(const Vector2<T> & other) const; + Vector2<T> operator/(const Vector2<T> & other) const; //! Divides this vector by a scalar and returns the result. - Vector2 operator/(T scalar) const; + Vector2<T> operator/(T scalar) const; //! Adds another vector to this vector and updates this vector. - Vector2 & operator+=(const Vector2<T> & other); + Vector2<T> & operator+=(const Vector2<T> & other); //! Adds a scalar value to both components of this vector and updates this vector. - Vector2 & operator+=(T other); + Vector2<T> & operator+=(T other); //! Subtracts another vector from this vector and updates this vector. - Vector2 & operator-=(const Vector2<T> & other); + Vector2<T> & operator-=(const Vector2<T> & other); //! Subtracts a scalar value from both components of this vector and updates this vector. - Vector2 & operator-=(T other); + Vector2<T> & operator-=(T other); //! Multiplies this vector by another vector element-wise and updates this vector. - Vector2 & operator*=(const Vector2<T> & other); + Vector2<T> & operator*=(const Vector2<T> & other); //! Multiplies this vector by a scalar and updates this vector. - Vector2 & operator*=(T other); + Vector2<T> & operator*=(T other); //! Divides this vector by another vector element-wise and updates this vector. - Vector2 & operator/=(const Vector2<T> & other); + Vector2<T> & operator/=(const Vector2<T> & other); //! Divides this vector by a scalar and updates this vector. - Vector2 & operator/=(T other); + Vector2<T> & operator/=(T other); //! Returns the negation of this vector. - Vector2 operator-() const; + Vector2<T> operator-() const; //! Checks if this vector is equal to another vector. bool operator==(const Vector2<T> & other) const; @@ -89,12 +91,20 @@ struct Vector2 { T distance_squared(const Vector2<T> & other) const; //! Returns the perpendicular vector to this vector. - Vector2 perpendicular() const; + Vector2<T> perpendicular() const; //! Checks if both components of the vector are NaN. bool is_nan() const; + + //! Rotate this vector clockwise by \c deg degrees + Vector2<T> rotate(float deg) const; }; } // namespace crepe +template <typename T> +struct std::formatter<crepe::Vector2<T>> : std::formatter<std::string> { + format_context::iterator format(crepe::Vector2<T> vec, format_context & ctx) const; +}; + #include "Vector2.hpp" diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index e195760..30441d2 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -168,4 +168,19 @@ bool Vector2<T>::is_nan() const { return std::isnan(x) && std::isnan(y); } +template <class T> +Vector2<T> Vector2<T>::rotate(float deg) const { + float rad = -deg / 180 * M_PI; + return { + x * std::cos(rad) - y * std::sin(rad), + x * std::sin(rad) + y * std::cos(rad), + }; +} + } // namespace crepe + +template <typename T> +std::format_context::iterator +std::formatter<crepe::Vector2<T>>::format(crepe::Vector2<T> vec, format_context & ctx) const { + return formatter<string>::format(std::format("{{{}, {}}}", vec.x, vec.y), ctx); +} diff --git a/src/crepe/facade/FontFacade.cpp b/src/crepe/facade/FontFacade.cpp index 87f95ab..e284f5a 100644 --- a/src/crepe/facade/FontFacade.cpp +++ b/src/crepe/facade/FontFacade.cpp @@ -20,8 +20,9 @@ Asset FontFacade::get_font_asset(const string & font_family) { = FcNameParse(reinterpret_cast<const FcChar8 *>(font_family.c_str())); if (raw_pattern == NULL) throw runtime_error("Failed to create font pattern."); - unique_ptr<FcPattern, function<void(FcPattern *)>> pattern{ - raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); }}; + unique_ptr<FcPattern, function<void(FcPattern *)>> pattern { + raw_pattern, [](FcPattern * p) { FcPatternDestroy(p); } + }; FcConfig * config = FcConfigGetCurrent(); if (config == NULL) throw runtime_error("Failed to get current Fontconfig configuration."); diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 64c1fe2..6c93fb2 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -41,9 +41,10 @@ SDLContext::SDLContext(Mediator & mediator) { } auto & cfg = Config::get_instance().window_settings; - SDL_Window * tmp_window - = SDL_CreateWindow(cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, cfg.default_size.x, cfg.default_size.y, 0); + SDL_Window * tmp_window = SDL_CreateWindow( + cfg.window_title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, + cfg.default_size.x, cfg.default_size.y, 0 + ); if (!tmp_window) { throw runtime_error(format("SDLContext: SDL_Window error: {}", SDL_GetError())); } @@ -52,8 +53,8 @@ SDLContext::SDLContext(Mediator & mediator) { SDL_Renderer * tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1, SDL_RENDERER_ACCELERATED); if (!tmp_renderer) { - throw runtime_error( - format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError())); + throw runtime_error(format("SDLContext: SDL_CreateRenderer error: {}", SDL_GetError()) + ); } this->game_renderer @@ -68,8 +69,6 @@ SDLContext::SDLContext(Mediator & mediator) { throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError())); } - SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"); - mediator.sdl_context = *this; } @@ -108,7 +107,7 @@ const keyboard_state_t & SDLContext::get_keyboard_state() { MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { static const std::array<MouseButton, 5> MOUSE_BUTTON_LOOKUP_TABLE = [] { - std::array<MouseButton, 5> table{}; + std::array<MouseButton, 5> table {}; table.fill(MouseButton::NONE); table[SDL_BUTTON_LEFT] = MouseButton::LEFT_MOUSE; @@ -164,7 +163,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { - size / 2 + cam_aux_data.bar_size; } - return SDL_FRect{ + return SDL_FRect { .x = screen_pos.x, .y = screen_pos.y, .w = size.x, @@ -173,6 +172,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { } void SDLContext::draw(const RenderContext & ctx) { + SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2"); const Sprite::Data & data = ctx.sprite.data; SDL_RendererFlip render_flip = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) @@ -188,7 +188,7 @@ void SDLContext::draw(const RenderContext & ctx) { srcrect_ptr = &srcrect; } - SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ + SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData { .sprite = ctx.sprite, .texture = ctx.texture, .pos = ctx.pos, @@ -198,11 +198,14 @@ void SDLContext::draw(const RenderContext & ctx) { double angle = ctx.angle + data.angle_offset; this->set_color_texture(ctx.texture, ctx.sprite.data.color); - SDL_RenderCopyExF(this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect, - angle, NULL, render_flip); + SDL_RenderCopyExF( + this->game_renderer.get(), ctx.texture.get_img(), srcrect_ptr, &dstrect, angle, NULL, + render_flip + ); } void SDLContext::draw_text(const RenderText & data) { + SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); const Text & text = data.text; const Font & font = data.font; @@ -210,7 +213,7 @@ void SDLContext::draw_text(const RenderText & data) { std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface; std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture; - SDL_Color color{ + SDL_Color color { .r = text.data.text_color.r, .g = text.data.text_color.g, .b = text.data.text_color.b, @@ -232,20 +235,28 @@ void SDLContext::draw_text(const RenderText & data) { = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }}; vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale; - vec2 screen_pos - = (absoluut_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) - * cam_aux_data.render_scale - - size / 2 + cam_aux_data.bar_size; + vec2 screen_pos = absoluut_pos; + if (text.data.world_space) { + screen_pos = (screen_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2) + * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } else { + screen_pos + = (screen_pos + (cam_aux_data.zoomed_viewport) / 2) * cam_aux_data.render_scale + - size / 2 + cam_aux_data.bar_size; + } - SDL_FRect dstrect{ + SDL_FRect dstrect { .x = screen_pos.x, .y = screen_pos.y, .w = size.x, .h = size.y, }; - SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect, - data.transform.rotation, NULL, SDL_FLIP_NONE); + SDL_RenderCopyExF( + this->game_renderer.get(), font_texture.get(), NULL, &dstrect, data.transform.rotation, + NULL, SDL_FLIP_NONE + ); } void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { @@ -291,8 +302,10 @@ void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) { render_scale.x = render_scale.y = scale; } - SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, - cam_data.bg_color.b, cam_data.bg_color.a); + SDL_SetRenderDrawColor( + this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, + cam_data.bg_color.b, cam_data.bg_color.a + ); SDL_Rect bg = { .x = 0, @@ -427,11 +440,12 @@ std::vector<EventData> SDLContext::get_events() { return event_list; } -void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, - std::vector<EventData> & event_list) { +void SDLContext::handle_window_event( + const SDL_WindowEvent & window_event, std::vector<EventData> & event_list +) { switch (window_event.event) { case SDL_WINDOWEVENT_EXPOSED: - event_list.push_back(EventData{EventType::WINDOW_EXPOSE}); + event_list.push_back(EventData {EventType::WINDOW_EXPOSE}); break; case SDL_WINDOWEVENT_RESIZED: event_list.push_back(EventData{ @@ -455,16 +469,16 @@ void SDLContext::handle_window_event(const SDL_WindowEvent & window_event, break; case SDL_WINDOWEVENT_MINIMIZED: - event_list.push_back(EventData{EventType::WINDOW_MINIMIZE}); + event_list.push_back(EventData {EventType::WINDOW_MINIMIZE}); break; case SDL_WINDOWEVENT_MAXIMIZED: - event_list.push_back(EventData{EventType::WINDOW_MAXIMIZE}); + event_list.push_back(EventData {EventType::WINDOW_MAXIMIZE}); break; case SDL_WINDOWEVENT_FOCUS_GAINED: - event_list.push_back(EventData{EventType::WINDOW_FOCUS_GAIN}); + event_list.push_back(EventData {EventType::WINDOW_FOCUS_GAIN}); break; case SDL_WINDOWEVENT_FOCUS_LOST: - event_list.push_back(EventData{EventType::WINDOW_FOCUS_LOST}); + event_list.push_back(EventData {EventType::WINDOW_FOCUS_LOST}); break; } } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index e570073..bc118f9 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -116,8 +116,9 @@ public: * This method checks if any window events are triggered and adds them to the event_list. * */ - void handle_window_event(const SDL_WindowEvent & window_event, - std::vector<EventData> & event_list); + void handle_window_event( + const SDL_WindowEvent & window_event, std::vector<EventData> & event_list + ); /** * \brief Converts an SDL scan code to the custom Keycode type. * @@ -254,7 +255,7 @@ private: private: //! instance of the font_facade - FontFacade font_facade{}; + FontFacade font_facade {}; public: /** diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp index 745ddae..245419d 100644 --- a/src/crepe/manager/ComponentManager.cpp +++ b/src/crepe/manager/ComponentManager.cpp @@ -46,14 +46,16 @@ void ComponentManager::delete_all_components() { this->next_id = 0; } -GameObject ComponentManager::new_object(const string & name, const string & tag, - const vec2 & position, double rotation, double scale) { +GameObject ComponentManager::new_object( + const string & name, const string & tag, const vec2 & position, double rotation, + double scale +) { // Find the first available id (taking persistent objects into account) while (this->persistent[this->next_id]) { this->next_id++; } - GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale}; + GameObject object {this->mediator, this->next_id, name, tag, position, rotation, scale}; this->next_id++; return object; @@ -64,23 +66,25 @@ void ComponentManager::set_persistent(game_object_id_t id, bool persistent) { } set<game_object_id_t> ComponentManager::get_objects_by_name(const string & name) const { - return this->get_objects_by_predicate<Metadata>( - [name](const Metadata & data) { return data.name == name; }); + return this->get_objects_by_predicate<Metadata>([name](const Metadata & data) { + return data.name == name; + }); } set<game_object_id_t> ComponentManager::get_objects_by_tag(const string & tag) const { - return this->get_objects_by_predicate<Metadata>( - [tag](const Metadata & data) { return data.tag == tag; }); + return this->get_objects_by_predicate<Metadata>([tag](const Metadata & data) { + return data.tag == tag; + }); } ComponentManager::Snapshot ComponentManager::save() { - Snapshot snapshot{}; + Snapshot snapshot {}; for (const auto & [type, by_id_index] : this->components) { for (game_object_id_t id = 0; id < by_id_index.size(); id++) { const auto & components = by_id_index[id]; for (size_t index = 0; index < components.size(); index++) { const Component & component = *components[index]; - snapshot.components.push_back(SnapshotComponent{ + snapshot.components.push_back(SnapshotComponent { .type = type, .id = id, .index = index, diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index c3a5b4a..2eb1f7e 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -38,9 +38,10 @@ public: * * \note This method automatically assigns a new entity ID */ - GameObject new_object(const std::string & name, const std::string & tag = "", - const vec2 & position = {0, 0}, double rotation = 0, - double scale = 1); + GameObject new_object( + const std::string & name, const std::string & tag = "", const vec2 & position = {0, 0}, + double rotation = 0, double scale = 1 + ); public: /** diff --git a/src/crepe/manager/ComponentManager.hpp b/src/crepe/manager/ComponentManager.hpp index 9e70865..6d32edb 100644 --- a/src/crepe/manager/ComponentManager.hpp +++ b/src/crepe/manager/ComponentManager.hpp @@ -11,8 +11,10 @@ template <class T, typename... Args> T & ComponentManager::add_component(game_object_id_t id, Args &&... args) { using namespace std; - static_assert(is_base_of<Component, T>::value, - "add_component must recieve a derivative class of Component"); + static_assert( + is_base_of<Component, T>::value, + "add_component must recieve a derivative class of Component" + ); // Determine the type of T (this is used as the key of the unordered_map<>) type_index type = typeid(T); @@ -40,8 +42,8 @@ T & ComponentManager::add_component(game_object_id_t id, Args &&... args) { // Check if the vector size is not greater than get_instances_max int max_instances = instance->get_instances_max(); if (max_instances != -1 && components[type][id].size() >= max_instances) { - throw std::runtime_error( - "Exceeded maximum number of instances for this component type"); + throw std::runtime_error("Exceeded maximum number of instances for this component type" + ); } // store its unique_ptr in the vector<> @@ -95,8 +97,10 @@ template <typename T> RefVector<T> ComponentManager::get_components_by_id(game_object_id_t id) const { using namespace std; - static_assert(is_base_of<Component, T>::value, - "get_components_by_id must recieve a derivative class of Component"); + static_assert( + is_base_of<Component, T>::value, + "get_components_by_id must recieve a derivative class of Component" + ); type_index type = typeid(T); if (!this->components.contains(type)) return {}; @@ -170,8 +174,8 @@ ComponentManager::get_objects_by_predicate(const std::function<bool(const T &)> } template <typename T> -RefVector<T> -ComponentManager::get_components_by_ids(const std::set<game_object_id_t> & ids) const { +RefVector<T> ComponentManager::get_components_by_ids(const std::set<game_object_id_t> & ids +) const { using namespace std; RefVector<T> out = {}; diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index 0a57fb1..5766a0c 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -49,8 +49,8 @@ public: * \return A unique subscription ID associated with the registered callback. */ template <typename EventType> - subscription_t subscribe(const EventHandler<EventType> & callback, - event_channel_t channel = CHANNEL_ALL); + subscription_t + subscribe(const EventHandler<EventType> & callback, event_channel_t channel = CHANNEL_ALL); /** * \brief Unsubscribe a previously registered callback. diff --git a/src/crepe/manager/EventManager.hpp b/src/crepe/manager/EventManager.hpp index b2090d0..1f44943 100644 --- a/src/crepe/manager/EventManager.hpp +++ b/src/crepe/manager/EventManager.hpp @@ -5,22 +5,24 @@ namespace crepe { template <typename EventType> -subscription_t EventManager::subscribe(const EventHandler<EventType> & callback, - event_channel_t channel) { +subscription_t +EventManager::subscribe(const EventHandler<EventType> & callback, event_channel_t channel) { subscription_counter++; std::type_index event_type = typeid(EventType); std::unique_ptr<EventHandlerWrapper<EventType>> handler = std::make_unique<EventHandlerWrapper<EventType>>(callback); std::vector<CallbackEntry> & handlers = this->subscribers[event_type]; - handlers.emplace_back(CallbackEntry{ - .callback = std::move(handler), .channel = channel, .id = subscription_counter}); + handlers.emplace_back(CallbackEntry { + .callback = std::move(handler), .channel = channel, .id = subscription_counter + }); return subscription_counter; } template <typename EventType> void EventManager::queue_event(const EventType & event, event_channel_t channel) { - static_assert(std::is_base_of<Event, EventType>::value, - "EventType must derive from Event"); + static_assert( + std::is_base_of<Event, EventType>::value, "EventType must derive from Event" + ); this->events_queue.push_back(QueueEntry{ // unique_ptr w/ custom destructor implementation is used because the base Event interface // can't be polymorphic (= have default virtual destructor) diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp index e78f92f..b4cd07f 100644 --- a/src/crepe/manager/LoopTimerManager.cpp +++ b/src/crepe/manager/LoopTimerManager.cpp @@ -17,9 +17,9 @@ LoopTimerManager::LoopTimerManager(Mediator & mediator) : Manager(mediator) { void LoopTimerManager::start() { this->last_frame_time = std::chrono::steady_clock::now(); - this->elapsed_time = elapsed_time_t{0}; - this->elapsed_fixed_time = elapsed_time_t{0}; - this->delta_time = duration_t{0}; + this->elapsed_time = elapsed_time_t {0}; + this->elapsed_fixed_time = elapsed_time_t {0}; + this->delta_time = duration_t {0}; } void LoopTimerManager::update() { diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h index 2f1e6b6..279d6b2 100644 --- a/src/crepe/manager/LoopTimerManager.h +++ b/src/crepe/manager/LoopTimerManager.h @@ -157,17 +157,17 @@ private: //! Time scale for speeding up or slowing down the game (0 = pause, < 1 = slow down, 1 = normal speed, > 1 = speed up). float time_scale = 1; //! Maximum delta time in seconds to avoid large jumps. - duration_t maximum_delta_time{0.25}; + duration_t maximum_delta_time {0.25}; //! Delta time for the current frame in seconds. - duration_t delta_time{0.0}; + duration_t delta_time {0.0}; //! Target time per frame in seconds - duration_t frame_target_time{1.0 / target_fps}; + duration_t frame_target_time {1.0 / target_fps}; //! Fixed delta time for fixed updates in seconds. - duration_t fixed_delta_time{1.0 / 50.0}; + duration_t fixed_delta_time {1.0 / 50.0}; //! Total elapsed game time in microseconds. - elapsed_time_t elapsed_time{0}; + elapsed_time_t elapsed_time {0}; //! Total elapsed time for fixed updates in microseconds. - elapsed_time_t elapsed_fixed_time{0}; + elapsed_time_t elapsed_fixed_time {0}; typedef std::chrono::steady_clock::time_point time_point_t; //! Time of the last frame. diff --git a/src/crepe/manager/ResourceManager.hpp b/src/crepe/manager/ResourceManager.hpp index cf5c949..4ca6be0 100644 --- a/src/crepe/manager/ResourceManager.hpp +++ b/src/crepe/manager/ResourceManager.hpp @@ -9,17 +9,20 @@ namespace crepe { template <typename T> T & ResourceManager::get(const Asset & asset) { using namespace std; - static_assert(is_base_of<Resource, T>::value, - "cache must recieve a derivative class of Resource"); + static_assert( + is_base_of<Resource, T>::value, "cache must recieve a derivative class of Resource" + ); CacheEntry & entry = this->get_entry(asset); if (entry.resource == nullptr) entry.resource = make_unique<T>(asset, this->mediator); T * concrete_resource = dynamic_cast<T *>(entry.resource.get()); if (concrete_resource == nullptr) - throw runtime_error(format("ResourceManager: mismatch between requested type and " - "actual type of resource ({})", - asset.get_path())); + throw runtime_error(format( + "ResourceManager: mismatch between requested type and " + "actual type of resource ({})", + asset.get_path() + )); return *concrete_resource; } diff --git a/src/crepe/manager/SceneManager.cpp b/src/crepe/manager/SceneManager.cpp index d4ca90b..e6f92db 100644 --- a/src/crepe/manager/SceneManager.cpp +++ b/src/crepe/manager/SceneManager.cpp @@ -17,10 +17,12 @@ void SceneManager::load_next_scene() { // next scene not set if (this->next_scene.empty()) return; - auto it = find_if(this->scenes.begin(), this->scenes.end(), - [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { - return scene.get()->get_name() == next_scene; - }); + auto it = find_if( + this->scenes.begin(), this->scenes.end(), + [&next_scene = this->next_scene](unique_ptr<Scene> & scene) { + return scene.get()->get_name() == next_scene; + } + ); // next scene not found if (it == this->scenes.end()) return; diff --git a/src/crepe/manager/SystemManager.hpp b/src/crepe/manager/SystemManager.hpp index 8d06eb1..addd274 100644 --- a/src/crepe/manager/SystemManager.hpp +++ b/src/crepe/manager/SystemManager.hpp @@ -11,8 +11,9 @@ namespace crepe { template <class T> T & SystemManager::get_system() { using namespace std; - static_assert(is_base_of<System, T>::value, - "get_system must recieve a derivative class of System"); + static_assert( + is_base_of<System, T>::value, "get_system must recieve a derivative class of System" + ); const type_info & type = typeid(T); if (!this->systems.contains(type)) @@ -28,8 +29,9 @@ T & SystemManager::get_system() { template <class T> void SystemManager::load_system() { using namespace std; - static_assert(is_base_of<System, T>::value, - "load_system must recieve a derivative class of System"); + static_assert( + is_base_of<System, T>::value, "load_system must recieve a derivative class of System" + ); const type_info & type = typeid(T); if (this->systems.contains(type)) diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 0f35010..94445c7 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -28,7 +28,8 @@ void AISystem::fixed_update() { = mgr.get_components_by_id<Rigidbody>(ai.game_object_id); if (rigidbodies.empty()) { throw std::runtime_error( - "AI component must be attached to a GameObject with a Rigidbody component"); + "AI component must be attached to a GameObject with a Rigidbody component" + ); } Rigidbody & rigidbody = rigidbodies.front().get(); if (!rigidbody.active) { @@ -110,8 +111,8 @@ bool AISystem::accumulate_force(const AI & ai, vec2 & running_total, vec2 & forc return true; } -vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, - const Transform & transform) const { +vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) + const { // Calculate the desired velocity vec2 desired_velocity = ai.seek_target - transform.position; desired_velocity.normalize(); @@ -120,12 +121,12 @@ vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody, return desired_velocity - rigidbody.data.linear_velocity; } -vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, - const Transform & transform) const { +vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) + const { // Calculate the desired velocity if the entity is within the panic distance vec2 desired_velocity = transform.position - ai.flee_target; if (desired_velocity.length_squared() > ai.square_flee_panic_distance) { - return vec2{0, 0}; + return vec2 {0, 0}; } desired_velocity.normalize(); desired_velocity *= rigidbody.data.max_linear_velocity; @@ -133,8 +134,8 @@ vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody, return desired_velocity - rigidbody.data.linear_velocity; } -vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, - const Transform & transform) const { +vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) + const { // Calculate the desired velocity (taking into account the deceleration rate) vec2 to_target = ai.arrive_target - transform.position; float distance = to_target.length(); @@ -150,12 +151,12 @@ vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody, return desired_velocity - rigidbody.data.linear_velocity; } - return vec2{0, 0}; + return vec2 {0, 0}; } vec2 AISystem::path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform) { if (ai.path.empty()) { - return vec2{0, 0}; + return vec2 {0, 0}; } // Get the target node diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index e5ab2fa..143d5d6 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -1,7 +1,8 @@ +#include <chrono> + #include "../api/Animator.h" #include "../manager/ComponentManager.h" #include "../manager/LoopTimerManager.h" -#include <chrono> #include "AnimatorSystem.h" @@ -13,28 +14,31 @@ void AnimatorSystem::frame_update() { LoopTimerManager & timer = this->mediator.loop_timer; RefVector<Animator> animations = mgr.get_components_by_type<Animator>(); - float elapsed_time = duration_cast<duration<float>>(timer.get_elapsed_time()).count(); + duration_t elapsed_time = timer.get_delta_time(); for (Animator & a : animations) { if (!a.active) continue; if (a.data.fps == 0) continue; Animator::Data & ctx = a.data; - float frame_duration = 1.0f / ctx.fps; - int last_frame = ctx.row; + a.elapsed_time += elapsed_time; + duration_t frame_duration = 1000ms / ctx.fps; int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end; - int total_frames = cycle_end - ctx.cycle_start; - - int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames; + if (a.elapsed_time >= frame_duration) { + a.elapsed_time = 0ms; + a.frame++; + if (a.frame == cycle_end) { + a.frame = ctx.cycle_start; + if (!ctx.looping) { + a.active = false; + continue; + } + } + } - ctx.row = ctx.cycle_start + curr_frame; + ctx.row = ctx.cycle_start + a.frame; a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w; - a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h); - - if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) { - a.active = false; - } } } diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp index d4e8b9f..3c2232f 100644 --- a/src/crepe/system/AudioSystem.cpp +++ b/src/crepe/system/AudioSystem.cpp @@ -36,6 +36,8 @@ void AudioSystem::diff_update(AudioSource & component, Sound & resource) { if (component.oneshot_play) { component.voice = context.play(resource); + context.set_loop(component.voice, component.loop); + context.set_volume(component.voice, component.volume); component.oneshot_play = false; } if (component.oneshot_stop) { diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 654d4c6..571ac70 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -50,9 +50,11 @@ void CollisionSystem::fixed_update() { for (BoxCollider & boxcollider : boxcolliders) { if (boxcollider.game_object_id != id) continue; if (!boxcollider.active) continue; - all_colliders.push_back({.id = id, - .collider = collider_variant{boxcollider}, - .info = {transform, rigidbody, metadata}}); + all_colliders.push_back( + {.id = id, + .collider = collider_variant {boxcollider}, + .info = {transform, rigidbody, metadata}} + ); } // Check if the circlecollider is active and has the same id as the rigidbody. RefVector<CircleCollider> circlecolliders @@ -60,9 +62,11 @@ void CollisionSystem::fixed_update() { for (CircleCollider & circlecollider : circlecolliders) { if (circlecollider.game_object_id != id) continue; if (!circlecollider.active) continue; - all_colliders.push_back({.id = id, - .collider = collider_variant{circlecollider}, - .info = {transform, rigidbody, metadata}}); + all_colliders.push_back( + {.id = id, + .collider = collider_variant {circlecollider}, + .info = {transform, rigidbody, metadata}} + ); } } @@ -110,8 +114,9 @@ CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { return collisions_ret; } -bool CollisionSystem::should_collide(const CollisionInternal & self, - const CollisionInternal & other) const { +bool CollisionSystem::should_collide( + const CollisionInternal & self, const CollisionInternal & other +) const { const Rigidbody::Data & self_rigidbody = self.info.rigidbody.data; const Rigidbody::Data & other_rigidbody = other.info.rigidbody.data; @@ -133,9 +138,9 @@ bool CollisionSystem::should_collide(const CollisionInternal & self, return false; } -CollisionSystem::CollisionInternalType -CollisionSystem::get_collider_type(const collider_variant & collider1, - const collider_variant & collider2) const { +CollisionSystem::CollisionInternalType CollisionSystem::get_collider_type( + const collider_variant & collider1, const collider_variant & collider2 +) const { if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) { if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { return CollisionInternalType::CIRCLE_CIRCLE; @@ -151,8 +156,9 @@ CollisionSystem::get_collider_type(const collider_variant & collider1, } } -bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionInternal & other, - const CollisionInternalType & type) { +bool CollisionSystem::detect_collision( + CollisionInternal & self, CollisionInternal & other, const CollisionInternalType & type +) { vec2 resolution; switch (type) { case CollisionInternalType::BOX_BOX: { @@ -177,10 +183,11 @@ bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionIntern = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider), .transform = self.info.transform, .rigidbody = self.info.rigidbody}; - const CircleColliderInternal CIRCLE2 = { - .collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider), - .transform = other.info.transform, - .rigidbody = other.info.rigidbody}; + const CircleColliderInternal CIRCLE2 + = {.collider + = std::get<std::reference_wrapper<CircleCollider>>(other.collider), + .transform = other.info.transform, + .rigidbody = other.info.rigidbody}; // Get resolution vector from box-circle collision detection resolution = this->get_box_circle_detection(BOX1, CIRCLE2); // If no collision (NaN values), return false @@ -195,10 +202,11 @@ bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionIntern = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider), .transform = self.info.transform, .rigidbody = self.info.rigidbody}; - const CircleColliderInternal CIRCLE2 = { - .collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider), - .transform = other.info.transform, - .rigidbody = other.info.rigidbody}; + const CircleColliderInternal CIRCLE2 + = {.collider + = std::get<std::reference_wrapper<CircleCollider>>(other.collider), + .transform = other.info.transform, + .rigidbody = other.info.rigidbody}; // Get resolution vector from circle-circle collision detection resolution = this->get_circle_circle_detection(CIRCLE1, CIRCLE2); // If no collision (NaN values), return false @@ -239,9 +247,10 @@ bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionIntern return true; } -vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1, - const BoxColliderInternal & box2) const { - vec2 resolution{NAN, NAN}; +vec2 CollisionSystem::get_box_box_detection( + const BoxColliderInternal & box1, const BoxColliderInternal & box2 +) const { + vec2 resolution {NAN, NAN}; // Get current positions of colliders vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset); vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset); @@ -282,8 +291,9 @@ vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1, return resolution; } -vec2 CollisionSystem::get_box_circle_detection(const BoxColliderInternal & box, - const CircleColliderInternal & circle) const { +vec2 CollisionSystem::get_box_circle_detection( + const BoxColliderInternal & box, const CircleColliderInternal & circle +) const { /// Get current positions of colliders vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset); vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset); @@ -324,14 +334,15 @@ vec2 CollisionSystem::get_box_circle_detection(const BoxColliderInternal & box, float penetration_depth = scaled_circle_radius - distance; // Compute the resolution vector - return vec2{collision_normal * penetration_depth}; + return vec2 {collision_normal * penetration_depth}; } // No collision - return vec2{NAN, NAN}; + return vec2 {NAN, NAN}; } vec2 CollisionSystem::get_circle_circle_detection( - const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const { + const CircleColliderInternal & circle1, const CircleColliderInternal & circle2 +) const { // Get current positions of colliders vec2 final_position1 = AbsolutePosition::get_position(circle1.transform, circle1.collider.offset); @@ -371,7 +382,7 @@ vec2 CollisionSystem::get_circle_circle_detection( return resolution; } // No collision - return vec2{NAN, NAN}; + return vec2 {NAN, NAN}; ; } @@ -402,17 +413,17 @@ CollisionSystem::resolution_correction(vec2 & resolution, const Rigidbody::Data return resolution_direction; } -CollisionSystem::CollisionInfo -CollisionSystem::get_collision_info(const CollisionInternal & in_self, - const CollisionInternal & in_other) const { +CollisionSystem::CollisionInfo CollisionSystem::get_collision_info( + const CollisionInternal & in_self, const CollisionInternal & in_other +) const { - crepe::CollisionSystem::ColliderInfo self{ + crepe::CollisionSystem::ColliderInfo self { .transform = in_self.info.transform, .rigidbody = in_self.info.rigidbody, .metadata = in_self.info.metadata, }; - crepe::CollisionSystem::ColliderInfo other{ + crepe::CollisionSystem::ColliderInfo other { .transform = in_other.info.transform, .rigidbody = in_other.info.rigidbody, .metadata = in_other.info.metadata, diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index 3fb9723..ff2d35f 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -60,8 +60,8 @@ public: private: //! A variant type that can hold either a BoxCollider or a CircleCollider. - using collider_variant = std::variant<std::reference_wrapper<BoxCollider>, - std::reference_wrapper<CircleCollider>>; + using collider_variant = std::variant< + std::reference_wrapper<BoxCollider>, std::reference_wrapper<CircleCollider>>; //! Enum representing the types of collider pairs for collision detection. enum class CollisionInternalType { @@ -114,8 +114,9 @@ private: * \param collider2 Second collider variant (BoxCollider or CircleCollider). * \return The combined type of the two colliders. */ - CollisionInternalType get_collider_type(const collider_variant & collider1, - const collider_variant & collider2) const; + CollisionInternalType get_collider_type( + const collider_variant & collider1, const collider_variant & collider2 + ) const; private: /** @@ -128,8 +129,8 @@ private: * \param data1 Collision data for the first collider. * \param data2 Collision data for the second collider. */ - CollisionInfo get_collision_info(const CollisionInternal & data1, - const CollisionInternal & data2) const; + CollisionInfo + get_collision_info(const CollisionInternal & data1, const CollisionInternal & data2) const; /** * \brief Corrects the collision resolution vector and determines its direction. @@ -221,8 +222,10 @@ private: * \param other_metadata Rigidbody of second object * \return Returns true if there is at least one comparison found. */ - bool should_collide(const CollisionInternal & self, - const CollisionInternal & other) const; //done + bool should_collide( + const CollisionInternal & self, + const CollisionInternal & other + ) const; //done /** * \brief Checks for collision between two colliders. @@ -236,8 +239,10 @@ private: * \param type The type of collider pair. * \return True if a collision is detected, otherwise false. */ - bool detect_collision(CollisionInternal & first_info, CollisionInternal & second_info, - const CollisionInternalType & type); + bool detect_collision( + CollisionInternal & first_info, CollisionInternal & second_info, + const CollisionInternalType & type + ); /** * \brief Detects collisions between two BoxColliders. @@ -250,8 +255,9 @@ private: * \param box2 Information about the second BoxCollider. * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ - vec2 get_box_box_detection(const BoxColliderInternal & box1, - const BoxColliderInternal & box2) const; + vec2 get_box_box_detection( + const BoxColliderInternal & box1, const BoxColliderInternal & box2 + ) const; /** * \brief Check collision for box on circle collider @@ -264,8 +270,9 @@ private: * \param circle2 Information about the circleCollider. * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ - vec2 get_box_circle_detection(const BoxColliderInternal & box1, - const CircleColliderInternal & circle2) const; + vec2 get_box_circle_detection( + const BoxColliderInternal & box1, const CircleColliderInternal & circle2 + ) const; /** * \brief Check collision for circle on circle collider @@ -278,8 +285,9 @@ private: * \param circle2 Information about the second circleCollider. * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}. */ - vec2 get_circle_circle_detection(const CircleColliderInternal & circle1, - const CircleColliderInternal & circle2) const; + vec2 get_circle_circle_detection( + const CircleColliderInternal & circle1, const CircleColliderInternal & circle2 + ) const; }; /** diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 8e9f763..be7eda6 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -1,8 +1,8 @@ #include "../api/Button.h" +#include "../api/Config.h" #include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" -#include "util/Log.h" #include "InputSystem.h" @@ -44,8 +44,9 @@ void InputSystem::fixed_update() { } } -void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, - const Camera & current_cam) { +void InputSystem::handle_mouse_event( + const EventData & event, const vec2 & camera_origin, const Camera & current_cam +) { EventManager & event_mgr = this->mediator.event_manager; vec2 adjusted_mouse; adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; @@ -82,8 +83,9 @@ void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camer .mouse_pos = adjusted_mouse, .button = event.data.mouse_data.mouse_button, }); - this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse, - current_cam); + this->handle_click( + event.data.mouse_data.mouse_button, adjusted_mouse, current_cam + ); } break; } @@ -115,7 +117,8 @@ void InputSystem::handle_non_mouse_event(const EventData & event) { case EventType::KEY_DOWN: event_mgr.queue_event<KeyPressEvent>( - {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); + {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key} + ); break; case EventType::KEY_UP: event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); @@ -128,11 +131,13 @@ void InputSystem::handle_non_mouse_event(const EventData & event) { break; case EventType::WINDOW_RESIZE: event_mgr.queue_event<WindowResizeEvent>( - WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); + WindowResizeEvent {.dimensions = event.data.window_data.resize_dimension} + ); break; case EventType::WINDOW_MOVE: event_mgr.queue_event<WindowMoveEvent>( - {.delta_move = event.data.window_data.move_delta}); + {.delta_move = event.data.window_data.move_delta} + ); break; case EventType::WINDOW_MINIMIZE: event_mgr.queue_event<WindowMinimizeEvent>({}); @@ -151,8 +156,9 @@ void InputSystem::handle_non_mouse_event(const EventData & event) { } } -void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos, - const Camera & current_cam) { +void InputSystem::handle_move( + const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam +) { ComponentManager & mgr = this->mediator.component_manager; EventManager & event_mgr = this->mediator.event_manager; const RefVector<Button> buttons = mgr.get_components_by_type<Button>(); @@ -182,8 +188,9 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p } } -void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos, - const Camera & current_cam) { +void InputSystem::handle_click( + const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam +) { ComponentManager & mgr = this->mediator.component_manager; EventManager & event_mgr = this->mediator.event_manager; const RefVector<Button> buttons = mgr.get_components_by_type<Button>(); @@ -201,14 +208,15 @@ void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mo } } -bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, - const Transform & transform, - const Transform & cam_transform) { +bool InputSystem::is_mouse_inside_button( + const vec2 & mouse_pos, const Button & button, const Transform & transform, + const Transform & cam_transform +) { vec2 actual_pos = transform.position + button.offset; - if (!button.world_space) { + if (!button.data.world_space) { actual_pos += cam_transform.position; } - vec2 half_dimensions = button.dimensions / 2; + vec2 half_dimensions = button.dimensions * transform.scale / 2; return mouse_pos.x >= actual_pos.x - half_dimensions.x && mouse_pos.x <= actual_pos.x + half_dimensions.x diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 45b238b..be62367 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -1,12 +1,9 @@ #pragma once -#include "../api/Config.h" -#include "../facade/EventData.h" - #include "../api/Event.h" #include "../api/Metadata.h" +#include "../facade/EventData.h" #include "../types.h" -#include "../util/OptionalRef.h" #include "System.h" @@ -79,8 +76,9 @@ private: * This method processes mouse events, adjusts the mouse position to world coordinates, * and triggers the appropriate mouse-specific event handling logic. */ - void handle_mouse_event(const EventData & event, const vec2 & camera_origin, - const Camera & current_cam); + void handle_mouse_event( + const EventData & event, const vec2 & camera_origin, const Camera & current_cam + ); /** * \brief Handles non-mouse-related events. * \param event The event data for the non-mouse event. @@ -98,8 +96,9 @@ private: * * This method processes the mouse click event and triggers the corresponding button action. */ - void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos, - const Camera & current_cam); + void handle_click( + const MouseButton & mouse_button, const vec2 & mouse_pos, const Camera & current_cam + ); /** * \brief Handles the mouse movement event. @@ -110,8 +109,9 @@ private: * * This method processes the mouse movement event and updates the button hover state. */ - void handle_move(const EventData & event_data, const vec2 & mouse_pos, - const Camera & current_cam); + void handle_move( + const EventData & event_data, const vec2 & mouse_pos, const Camera & current_cam + ); /** * \brief Checks if the mouse position is inside the bounds of the button. @@ -122,8 +122,10 @@ private: * \param cam_transform the transform of the current active camera * \return True if the mouse is inside the button, false otherwise. */ - bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, - const Transform & transform, const Transform & cam_transform); + bool is_mouse_inside_button( + const vec2 & mouse_pos, const Button & button, const Transform & transform, + const Transform & cam_transform + ); /** * \brief Handles the button press event, calling the on_click callback if necessary. diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp index 5e575e4..f026390 100644 --- a/src/crepe/system/ParticleSystem.cpp +++ b/src/crepe/system/ParticleSystem.cpp @@ -50,9 +50,10 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & constexpr float DEG_TO_RAD = M_PI / 180.0; vec2 initial_position = AbsolutePosition::get_position(transform, emitter.data.offset); - float random_angle - = this->generate_random_angle(emitter.data.min_angle + transform.rotation, - emitter.data.max_angle + transform.rotation); + float random_angle = this->generate_random_angle( + emitter.data.min_angle + transform.rotation, + emitter.data.max_angle + transform.rotation + ); float random_speed = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed); @@ -63,8 +64,9 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & for (Particle & particle : emitter.particles) { if (!particle.active) { - particle.reset(emitter.data.end_lifespan, initial_position, velocity, - random_angle); + particle.reset( + emitter.data.end_lifespan, initial_position, velocity, random_angle + ); break; } } @@ -82,8 +84,9 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t for (Particle & particle : emitter.particles) { const vec2 & position = particle.position; - bool within_bounds = (position.x >= left && position.x <= right && position.y >= top - && position.y <= bottom); + bool within_bounds + = (position.x >= left && position.x <= right && position.y >= top + && position.y <= bottom); //if not within bounds do a reset or stop velocity if (!within_bounds) { if (emitter.data.boundary.reset_on_exit) { diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 698301e..30bb422 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -92,7 +92,7 @@ void RenderSystem::render_text() { const Font & font = resource_manager.get<Font>(text.font.value()); const auto & transform = mgr.get_components_by_id<Transform>(text.game_object_id).front().get(); - ctx.draw_text(SDLContext::RenderText{ + ctx.draw_text(SDLContext::RenderText { .text = text, .font = font, .transform = transform, @@ -120,7 +120,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Transform & tran if (!p.active) continue; if (p.time_in_life < em.data.begin_lifespan) continue; - ctx.draw(SDLContext::RenderContext{ + ctx.draw(SDLContext::RenderContext { .sprite = sprite, .texture = res, .pos = p.position, @@ -136,7 +136,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Transform & transf ResourceManager & resource_manager = this->mediator.resource_manager; const Texture & res = resource_manager.get<Texture>(sprite.source); vec2 pos = AbsolutePosition::get_position(transform, sprite.data.position_offset); - ctx.draw(SDLContext::RenderContext{ + ctx.draw(SDLContext::RenderContext { .sprite = sprite, .texture = res, .pos = pos, diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp index 93b4853..ed0c7cc 100644 --- a/src/crepe/system/ScriptSystem.cpp +++ b/src/crepe/system/ScriptSystem.cpp @@ -19,8 +19,9 @@ void ScriptSystem::frame_update() { this->update(&Script::frame_update, delta_time); } -void ScriptSystem::update(void (Script::*update_function)(duration_t), - const duration_t & delta_time) { +void ScriptSystem::update( + void (Script::*update_function)(duration_t), const duration_t & delta_time +) { ComponentManager & mgr = this->mediator.component_manager; RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>(); diff --git a/src/crepe/util/dbg.h b/src/crepe/util/dbg.h index c7283ee..e448070 100644 --- a/src/crepe/util/dbg.h +++ b/src/crepe/util/dbg.h @@ -5,10 +5,13 @@ // utility macros #define _crepe_logf_here(level, fmt, ...) \ - crepe::Log::logf(level, "{}" fmt, \ - crepe::LogColor().fg_white(false).str(std::format( \ - "{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__)), \ - __VA_ARGS__) + crepe::Log::logf( \ + level, "{}" fmt, \ + crepe::LogColor().fg_white(false).str( \ + std::format("{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__) \ + ), \ + __VA_ARGS__ \ + ) // very illegal global function-style macros // NOLINTBEGIN diff --git a/src/doc/feature/bgm.dox b/src/doc/feature/bgm.dox new file mode 100644 index 0000000..968abb8 --- /dev/null +++ b/src/doc/feature/bgm.dox @@ -0,0 +1,22 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_bgm Playing background music +\ingroup feature +\brief Add background music to a scene using the AudioSource component + +This page shows how to implement background music using the AudioSource +effects. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject. If not, read +\"\ref feature_gameobject\" first. + +\todo Merge #60 + +*/ +} diff --git a/src/doc/feature/config.dox b/src/doc/feature/config.dox new file mode 100644 index 0000000..ae3a054 --- /dev/null +++ b/src/doc/feature/config.dox @@ -0,0 +1,61 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_config Engine configuration +\ingroup feature +\brief Configure default values and global options + +Default values and options that apply to the engine globally are read from a +singleton struct named Config. + +\see Config + +\par Example + +Configuration options may be set individually or by assigning a [designated +initializer list][desginit]. All of Config's members have default values and can +safely be omitted from initializer lists. + +[desginit]: https://en.cppreference.com/w/cpp/language/aggregate_initialization#Designated_initializers + +```cpp +#include <crepe/api/Config.h> + +int main() { + auto & config = crepe::Config::get_instance(); + + // Designated initializer list + config = { + // specify options here + }; + + // Reset default options + config = {}; + + // Set specific option + config.log.color = false; +} +``` + +\par Options + +\noop Display config properties in monospace font +\htmlonly +<style> +tr td:first-child { font-family: monospace; } +</style> +\endhtmlonly + +|Option|Description| +|-|-| +|\ref Config::asset::root_pattern ".asset.root_pattern"|\copybrief Config::asset::root_pattern| +|\ref Config::log::color ".log.color"|\copybrief Config::log::color| +|\ref Config::log::level ".log.level"|\copybrief Config::log::level| +|\ref Config::physics::gravity ".physics.gravity"|\copybrief Config::physics::gravity| +|\ref Config::savemgr::location ".savemgr.location"|\copybrief Config::savemgr::location| +|\ref Config::window_settings::default_size ".window_settings.default_size"|\copybrief Config::window_settings::default_size| +|\ref Config::window_settings::window_title ".window_settings.window_title"|\copybrief Config::window_settings::window_title| + +*/ +} diff --git a/src/doc/feature/gameobject.dox b/src/doc/feature/gameobject.dox index c561874..ac3927c 100644 --- a/src/doc/feature/gameobject.dox +++ b/src/doc/feature/gameobject.dox @@ -2,9 +2,9 @@ namespace crepe { /** -\defgroup feature_gameobject GameObjects +\defgroup feature_gameobject Entity basics \ingroup feature -\brief GameObject to create a Scene +\brief Building game entities using a GameObject GameObjects are the fundamental building blocks of a Scene. They represent entities in the game world and can have various components attached to them to define their diff --git a/src/doc/feature/scene.dox b/src/doc/feature/scene.dox index 4124e37..b680eec 100644 --- a/src/doc/feature/scene.dox +++ b/src/doc/feature/scene.dox @@ -40,31 +40,28 @@ added to the loop/scene manger via loop_mgr::add_scene<>(). The templated argument should define the concrete scene to be added. ```cpp -#include <crepe/api/LoopManager.h> -#include <crepe/api/GameObject.h> +#include <crepe/api/Engine.h> #include <crepe/api/Scene.h> -#include <crepe/types.h> using namespace crepe; class MyScene : public Scene { public: void load_scene() { - ComponentManager & mgr = this->component_manager; - GameObject object1 = mgr.new_object("object1", "tag_my_scene", vec2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("object2", "tag_my_scene", vec2{1, 0}, 0, 1); + GameObject object1 = new_object("object1", "tag_my_scene", vec2{0, 0}, 0, 1); + GameObject object2 = new_object("object2", "tag_my_scene", vec2{1, 0}, 0, 1); } string get_name() const { return "my_scene"; } }; int main() { - LoopManager loop_mgr; + Engine foo; // Add the scenes to the loop manager - loop_mgr.add_scene<MyScene>(); + foo.add_scene<MyScene>(); - loop_mgr.start(); + return foo.main(); } ``` diff --git a/src/doc/feature/script.dox b/src/doc/feature/script.dox index d25a63b..162b0f5 100644 --- a/src/doc/feature/script.dox +++ b/src/doc/feature/script.dox @@ -2,19 +2,14 @@ namespace crepe { /** -\defgroup feature_script Scripting +\defgroup feature_script Scripting basics \ingroup feature -\brief User-defined scripts for game objects +\brief Create a concrete Script and attach it to a GameObject Scripts can be used to implement game behavior, and allow arbitrary code to run as part of the game loop. Scripts are implemented as derivative classes of -Script, which are added to game objects using the BehaviorScript \ref Component -"component". - -\todo This section is incomplete: -- Utility functions to get components/events/etc inside script -- How to listen for events -- Extensions of script (keylistener) +Script, which are added to \ref GameObject "game objects" using the \ref +BehaviorScript \ref Component "component". \see Script \see BehaviorScript @@ -22,11 +17,14 @@ Script, which are added to game objects using the BehaviorScript \ref Component \par Example -First, define a class that inherits from Script. This class acts as an -interface, and has two functions (\ref Script::init "\c init()" and \ref -Script::update "\c update()"), which may be implemented (they are empty by -default). From now on, this derivative class will be referred to as a *concrete -script*. +\note This example assumes you already have a GameObject. If not, read +\"\ref feature_gameobject\" first. + +First, define a class (anywhere) that inherits from Script. The Script class +acts as an interface, and has three functions (\ref Script::init "\c init()", +\ref Script::fixed_update "\c fixed_update()" and \ref Script::frame_update +"\c frame_update()"), which *may* be implemented (they are empty by default). +From now on, this derivative class will be referred to as a *concrete script*. ```cpp #include <crepe/api/Script.h> @@ -36,25 +34,33 @@ class MyScript : public crepe::Script { void init() { // called once } - void update() { + + void fixed_update(crepe::duration_t delta_time) { // called on fixed update } + void frame_update(crepe::duration_t delta_time) { + // called for every rendered frame + } }; ``` -Concrete scripts can be instantiated and attached to \ref GameObject -"game objects" using the BehaviorScript \ref Component "component". +After defining a concrete script, it can be instantiated and attached to \ref +feature_gameobject "game objects" during \ref feature_scene +"scene initialization" using a BehaviorScript component: ```cpp using namespace crepe; -GameObject obj = component_manager.new_object("name"); +GameObject obj; -// create BehaviorScript instance +// Create a BehaviorScript component to hold MyScript BehaviorScript & behavior_script = obj.add_component<BehaviorScript>(); -// attach (and instantiate) MyScript to behavior_script + +// Instantiate (and attach) MyScript to behavior_script behavior_script.set_script<MyScript>(); +``` -// the above can also be done in a single call for convenience: +The above can also be done in a single call for convenience: +```cpp obj.add_component<BehaviorScript>().set_script<MyScript>(); ``` diff --git a/src/doc/feature/script_ecs.dox b/src/doc/feature/script_ecs.dox new file mode 100644 index 0000000..8bd3376 --- /dev/null +++ b/src/doc/feature/script_ecs.dox @@ -0,0 +1,57 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_script_ecs Using ECS inside Script +\ingroup feature +\brief Query the component manager inside a concrete Script + +Script provides several methods to request references to components during +runtime. These methods may be used in cases where it is either not practical or +impossible to manually pass the references required to implement a certain +behavior. + +\see Script +\see ComponentManager + +\par Example + +\note This example assumes you already have a concrete Script. If not, read +\"\ref feature_script\" first. + +The component manager can be queried for components inside Script using the +following methods: + +- For requesting components on the same GameObject as this Script instance: + - Script::get_component(): \copybrief Script::get_component + - Script::get_components(): \copybrief Script::get_components +- For requesting components in the current Scene: + - Script::get_components_by_id(): \copybrief Script::get_components_by_id + - Script::get_components_by_name(): \copybrief Script::get_components_by_name + - Script::get_components_by_tag(): \copybrief Script::get_components_by_tag + +```cpp +#include <crepe/util/Log.h> +#include <crepe/api/Script.h> +#include <crepe/api/Metadata.h> + +using namespace crepe; + +class MyScript : public Script { + void show_self() { + Metadata & own_metadata = get_component<Metadata>(); + logf("My name is {}", own_metadata.name); + } + + void list_enemies() { + RefVector<Metadata> enemies = get_components_by_tag<Metadata>("enemy"); + logf("There are {} enemies:", enemies.size()); + for (const Metadata & enemy : enemies) { + logf("- {}", enemy.name); + } + } +}; +``` + +*/ +} diff --git a/src/doc/feature/sfx.dox b/src/doc/feature/sfx.dox new file mode 100644 index 0000000..2a5c9cc --- /dev/null +++ b/src/doc/feature/sfx.dox @@ -0,0 +1,24 @@ +// vim:ft=doxygen +namespace crepe { +/** + +\defgroup feature_sfx Playing sound effects +\ingroup feature +\brief Fire a sound effect using the AudioSource component + +This page shows how to implement one-shot sound effects using the AudioSource +component's 'fire and forget'-style API. + +\see AudioSource + +\par Example + +\note This example assumes you already have a GameObject to attach the +AudioSource component to, and uses a Script to control the AudioSource instance. +Separate pages describing these features in more detail can be found at \"\ref +feature_gameobject\" and \"\ref feature_script\" respectively. + +\todo Merge #60 + +*/ +} diff --git a/src/doc/features.dox b/src/doc/features.dox index 21a040a..56d17c7 100644 --- a/src/doc/features.dox +++ b/src/doc/features.dox @@ -3,8 +3,12 @@ \htmlonly <style> -table.memberdecls { display: none; } -ul { margin: 1ex 0pt; } +table.memberdecls, +.groupheader +{ display: none; } +ul, +li +{ margin: 1ex 0pt; } </style> \endhtmlonly @@ -14,15 +18,52 @@ ul { margin: 1ex 0pt; } This page lists engine features and contains usage instructions for each feature. -\par Features +- Basics + - \todo Hello world / engine initialization -- Scripting - - \ref feature_script \n\copybrief feature_script + - \ref feature_config \n\copybrief feature_config -- Game flow management +- Scenes - \ref feature_scene \n\copybrief feature_scene + - \todo Navigating between scenes + +- Input + - \todo Key/Mouse events (w/ Script) -- Entity +- Actors / game objects - \ref feature_gameobject \n\copybrief feature_gameobject +- \todo HUD + +- Animation + - \todo Animation using spritesheet + + - \todo Particle effects + +- Save data + - \ref feature_savemgr \n\copybrief feature_savemgr + +- Audio + - \ref feature_sfx \n\copybrief feature_sfx + - \ref feature_bgm \n\copybrief feature_bgm + +- \todo AI + +- \todo Physics + +- Scripting + - \ref feature_script \n\copybrief feature_script + - \ref feature_script_ecs \n\copybrief feature_script_ecs + + - \todo Subscribing to *any* event inside Script + + - \todo Creating and dispatching custom events + +- \todo Replay + +- Utilities + - \todo Logging + + - \ref feature_proxy \n\copybrief feature_proxy + */ diff --git a/src/doc/index.dox b/src/doc/index.dox index 7796f34..342db98 100644 --- a/src/doc/index.dox +++ b/src/doc/index.dox @@ -5,7 +5,14 @@ Welcome to the documentation for the crêpe game engine. -\see feature +\see \ref install "Engine installation instructions" +\see \ref feature "Example code and usage instructions" +\see [API documentation](annotated.html) + +\noop No bold links in "See also" section +\htmlonly +<style> .section.see a { font-weight: normal; } </style> +\endhtmlonly */ diff --git a/src/doc/layout.xml b/src/doc/layout.xml index 6336655..c98c790 100644 --- a/src/doc/layout.xml +++ b/src/doc/layout.xml @@ -4,7 +4,7 @@ <tab type="mainpage" visible="yes" title="Intro"/> <tab type="user" url="@ref install" title="Installation"/> <tab type="user" url="@ref feature" title="Features"/> - <tab type="user" url="@ref internal" title="Internals"/> + <!-- <tab type="user" url="@ref internal" title="Internals"/> --> <tab type="pages" visible="no" title="" intro=""/> <tab type="topics" visible="no" title="" intro=""/> <tab type="modules" visible="no" title="" intro=""> @@ -22,7 +22,7 @@ <tab type="interfaceindex" visible="$ALPHABETICAL_INDEX" title=""/> <tab type="interfacehierarchy" visible="yes" title="" intro=""/> </tab> - <tab type="classes" visible="yes" title=""> + <tab type="classes" visible="yes" title="API"> <tab type="classlist" visible="yes" title="" intro=""/> <tab type="classindex" visible="$ALPHABETICAL_INDEX" title=""/> <tab type="hierarchy" visible="yes" title="" intro=""/> @@ -50,6 +50,7 @@ <inheritancegraph visible="yes"/> <collaborationgraph visible="yes"/> <memberdecl> + <publicmethods title=""/> <nestedclasses visible="yes" title=""/> <publictypes title=""/> <services title=""/> @@ -58,7 +59,6 @@ <signals title=""/> <publicattributes title=""/> <publicstaticattributes title=""/> - <publicmethods title=""/> <publicstaticmethods title=""/> <protectedtypes title=""/> <protectedslots title=""/> diff --git a/src/doc/style.css b/src/doc/style.css index c12240c..efc669b 100644 --- a/src/doc/style.css +++ b/src/doc/style.css @@ -4,3 +4,30 @@ a[href="namespaces.html"] { display: none; } h2.groupheader { margin-top: revert; } + +dl { + padding: 4px 12px !important; + border-radius: 8px !important; + border: 0 !important; +} +dt { + margin-bottom: 0.5ex; +} + +a:hover { + text-decoration: revert !important; + background: unset !important; +} + +dl.section.see, +dl.section.user { + padding: 0 !important; + border-radius: 0 !important; + margin-top: 0; +} +dl.section.see dt, +dl.section.user dt { + font-size: 130%; + margin-bottom: 0.5ex; + margin-top: 1.5ex; +} diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 93ba500..4c4e25e 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -30,10 +30,12 @@ class Script1 : public Script { } void init() { - subscribe<ShutDownEvent>( - [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); }); - subscribe<MouseMoveEvent>( - [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); }); + subscribe<ShutDownEvent>([this](const ShutDownEvent & ev) -> bool { + return this->shutdown(ev); + }); + subscribe<MouseMoveEvent>([this](const MouseMoveEvent & ev) -> bool { + return this->mousemove(ev); + }); } }; @@ -43,21 +45,23 @@ public: Mediator & mediator = this->mediator; ComponentManager & mgr = mediator.component_manager; - GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1); - GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + GameObject game_object1 = mgr.new_object("", "", vec2 {0, 0}, 0, 1); + GameObject game_object2 = mgr.new_object("", "", vec2 {0, 0}, 0, 1); - Asset img{"asset/texture/test_ap43.png"}; + Asset img {"asset/texture/test_ap43.png"}; Sprite & test_sprite = game_object1.add_component<Sprite>( - img, Sprite::Data{ - .color = Color::MAGENTA, - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 2, - .order_in_layer = 2, - .size = {0, 100}, - .angle_offset = 0, - .position_offset = {0, 0}, - }); + img, + Sprite::Data { + .color = Color::MAGENTA, + .flip = Sprite::FlipSettings {false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .position_offset = {0, 0}, + } + ); AI & ai = game_object1.add_component<AI>(3000); // ai.arrive_on(); @@ -65,17 +69,19 @@ public: ai.path_follow_on(); ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true); ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false); - game_object1.add_component<Rigidbody>(Rigidbody::Data{ + game_object1.add_component<Rigidbody>(Rigidbody::Data { .mass = 0.1f, .max_linear_velocity = 40, }); game_object1.add_component<BehaviorScript>().set_script<Script1>(); - game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000}, - Camera::Data{ - .bg_color = Color::WHITE, - .zoom = 1, - }); + game_object2.add_component<Camera>( + ivec2 {1080, 720}, vec2 {5000, 5000}, + Camera::Data { + .bg_color = Color::WHITE, + .zoom = 1, + } + ); } string get_name() const override { return "Scene1"; } diff --git a/src/example/button.cpp b/src/example/button.cpp index 4220588..ea7f528 100644 --- a/src/example/button.cpp +++ b/src/example/button.cpp @@ -21,14 +21,16 @@ using namespace std; int main(int argc, char * argv[]) { Mediator mediator; - ComponentManager mgr{mediator}; - RenderSystem sys{mediator}; - EventManager event_mgr{mediator}; - InputSystem input_sys{mediator}; - SDLContext sdl_context{mediator}; - GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + ComponentManager mgr {mediator}; + RenderSystem sys {mediator}; + EventManager event_mgr {mediator}; + InputSystem input_sys {mediator}; + SDLContext sdl_context {mediator}; + GameObject obj = mgr.new_object("camera", "camera", vec2 {0, 0}, 0, 1); auto & camera = obj.add_component<Camera>( - ivec2{500, 500}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + ivec2 {500, 500}, vec2 {500, 500}, + Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} + ); auto start = std::chrono::steady_clock::now(); while (true) { const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state(); diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp index e459332..dd7caff 100644 --- a/src/example/loadfont.cpp +++ b/src/example/loadfont.cpp @@ -15,19 +15,21 @@ int main() { // SDLFontContext font_facade; Mediator mediator; - FontFacade font_facade{}; - SDLContext sdl_context{mediator}; + FontFacade font_facade {}; + SDLContext sdl_context {mediator}; // ComponentManager component_manager{mediator}; - ResourceManager resource_manager{mediator}; + ResourceManager resource_manager {mediator}; try { // Correct way to create a unique pointer for Text std::unique_ptr<Text> label = std::make_unique<Text>( - 1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data{}, "test text"); + 1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data {}, "test text" + ); // std::cout << "Path: " << label->font.get_path() << std::endl; Asset asset1 = font_facade.get_font_asset("OpenSymbol"); std::cout << asset1.get_path() << std::endl; std::unique_ptr<Text> label2 = std::make_unique<Text>( - 1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data{}); + 1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data {} + ); Asset asset = Asset("test test"); label->font.emplace(asset); std::cout << label->font.value().get_path() << std::endl; diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp index 5440fdd..e6b31a7 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -7,8 +7,8 @@ #include <crepe/api/Button.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> +#include <crepe/api/Engine.h> #include <crepe/api/GameObject.h> -#include <crepe/api/LoopManager.hpp> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Sprite.h> @@ -23,54 +23,52 @@ using namespace std; class TestScene : public Scene { public: void load_scene() { - GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1); + GameObject game_object = new_object("", "", vec2 {0, 0}, 0, 1); Color color(255, 255, 255, 255); - Asset img{"asset/texture/square.png"}; + Asset img {"asset/spritesheet/pokemon_spritesheet.png"}; Sprite & test_sprite = game_object.add_component<Sprite>( - img, Sprite::Data{ - .color = color, - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 2, - .order_in_layer = 2, - .size = {1, 1}, - .angle_offset = 0, - .position_offset = {0, 1}, - .world_space = false, - }); - //auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{}); + img, + Sprite::Data { + .color = color, + .flip = Sprite::FlipSettings {false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {1, 0}, + .angle_offset = 0, + .position_offset = {0, 1}, + .world_space = false, + } + ); - Sprite & test_sprite1 - = game_object.add_component<Sprite>(img, Sprite::Data{ - .color = color, - .size = {1, 1}, - .position_offset = {0, -1}, - .world_space = false, - }); + auto & anim = game_object.add_component<Animator>( + test_sprite, ivec2 {56, 56}, uvec2 {4, 4}, + Animator::Data { + .looping = 0, + } + ); - auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5}, - Camera::Data{ - .bg_color = Color::WHITE, - .postion_offset = {1000, 1000}, - }); + anim.set_anim(1); + anim.pause(); + anim.next_anim(); - /* - game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS", - Text::Data{.text_color = Color::RED}, "test TEST"); - - game_object.add_component<Text>(vec2{1, 1}, vec2{0, 0.5}, "ComicSansMS", - Text::Data{.text_color = Color::BLACK}, "TEST test"); - */ + auto & cam = game_object.add_component<Camera>( + ivec2 {1280, 720}, vec2 {5, 5}, + Camera::Data { + .bg_color = Color::WHITE, + .postion_offset = {1000, 1000}, + } + ); } string get_name() const { return "TestScene"; }; }; int main(int argc, char * argv[]) { - LoopManager engine; + Engine engine; engine.add_scene<TestScene>(); - engine.start(); + engine.main(); return 0; } diff --git a/src/example/replay.cpp b/src/example/replay.cpp index 82fd478..00a6502 100644 --- a/src/example/replay.cpp +++ b/src/example/replay.cpp @@ -55,15 +55,20 @@ public: ComponentManager & mgr = mediator.component_manager; GameObject cam = mgr.new_object("cam"); - cam.add_component<Camera>(ivec2{640, 480}, vec2{3, 3}, - Camera::Data{ - .bg_color = Color::WHITE, - }); + cam.add_component<Camera>( + ivec2 {640, 480}, vec2 {3, 3}, + Camera::Data { + .bg_color = Color::WHITE, + } + ); GameObject square = mgr.new_object("square"); - square.add_component<Sprite>(Asset{"asset/texture/square.png"}, Sprite::Data{ - .size = {0.5, 0.5}, - }); + square.add_component<Sprite>( + Asset {"asset/texture/square.png"}, + Sprite::Data { + .size = {0.5, 0.5}, + } + ); square.add_component<BehaviorScript>().set_script<AnimationScript>(); GameObject scapegoat = mgr.new_object(""); diff --git a/src/test/AssetTest.cpp b/src/test/AssetTest.cpp index 93fd6a9..f41e9de 100644 --- a/src/test/AssetTest.cpp +++ b/src/test/AssetTest.cpp @@ -7,15 +7,15 @@ using namespace std; using namespace crepe; using namespace testing; -TEST(AssetTest, Existant) { ASSERT_NO_THROW(Asset{"asset/texture/img.png"}); } +TEST(AssetTest, Existant) { ASSERT_NO_THROW(Asset {"asset/texture/img.png"}); } -TEST(AssetTest, Nonexistant) { ASSERT_ANY_THROW(Asset{"asset/nonexistant"}); } +TEST(AssetTest, Nonexistant) { ASSERT_ANY_THROW(Asset {"asset/nonexistant"}); } TEST(AssetTest, Rootless) { Config & cfg = Config::get_instance(); cfg.asset.root_pattern.clear(); string arbitrary = "\\/this is / /../passed through as-is"; - Asset asset{arbitrary}; + Asset asset {arbitrary}; ASSERT_EQ(arbitrary, asset.get_path()); } diff --git a/src/test/AudioTest.cpp b/src/test/AudioTest.cpp index 415a12e..e548221 100644 --- a/src/test/AudioTest.cpp +++ b/src/test/AudioTest.cpp @@ -31,11 +31,11 @@ private: private: Mediator mediator; - ComponentManager component_manager{mediator}; - ResourceManager resource_manager{mediator}; + ComponentManager component_manager {mediator}; + ResourceManager resource_manager {mediator}; public: - TestAudioSystem system{mediator}; + TestAudioSystem system {mediator}; TestSoundContext & context = system.context; private: @@ -60,6 +60,8 @@ TEST_F(AudioTest, Play) { InSequence seq; EXPECT_CALL(context, play(_)).Times(0); + EXPECT_CALL(context, set_loop(_, _)).Times(0); + EXPECT_CALL(context, set_volume(_, _)).Times(0); component.play(); } @@ -67,6 +69,8 @@ TEST_F(AudioTest, Play) { InSequence seq; EXPECT_CALL(context, play(_)).Times(1); + EXPECT_CALL(context, set_loop(_, _)).Times(1); + EXPECT_CALL(context, set_volume(_, _)).Times(1); system.fixed_update(); } } @@ -146,6 +150,9 @@ TEST_F(AudioTest, PlayOnActive) { InSequence seq; EXPECT_CALL(context, play(_)).Times(1); + EXPECT_CALL(context, set_loop(_, _)).Times(1); + EXPECT_CALL(context, set_volume(_, _)).Times(1); + component.active = true; system.fixed_update(); } @@ -156,6 +163,8 @@ TEST_F(AudioTest, PlayImmediately) { component.play(); EXPECT_CALL(context, play(_)).Times(1); + EXPECT_CALL(context, set_volume(_, _)).Times(1); + EXPECT_CALL(context, set_loop(_, _)).Times(1); system.fixed_update(); } diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index c8d804c..c571c1a 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -39,8 +39,9 @@ public: } void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); } void update() { // Retrieve component from the same GameObject this script is on @@ -50,11 +51,11 @@ public: class CollisionTest : public Test { public: Mediator m; - EventManager event_mgr{m}; - ComponentManager mgr{m}; - CollisionSystem collision_sys{m}; - ScriptSystem script_sys{m}; - LoopTimerManager loop_timer{m}; + EventManager event_mgr {m}; + ComponentManager mgr {m}; + CollisionSystem collision_sys {m}; + ScriptSystem script_sys {m}; + LoopTimerManager loop_timer {m}; GameObject world = mgr.new_object("world", "", {50, 50}); GameObject game_object1 = mgr.new_object("object1", "", {50, 50}); @@ -64,17 +65,17 @@ public: CollisionHandler * script_object2_ref = nullptr; void SetUp() override { - world.add_component<Rigidbody>(Rigidbody::Data{ + world.add_component<Rigidbody>(Rigidbody::Data { // TODO: remove unrelated properties: .body_type = Rigidbody::BodyType::STATIC, }); // Create a box with an inner size of 10x10 units - world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, -100}); // Top - world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, 100}); // Bottom - world.add_component<BoxCollider>(vec2{100, 100}, vec2{-100, 0}); // Left - world.add_component<BoxCollider>(vec2{100, 100}, vec2{100, 0}); // right + world.add_component<BoxCollider>(vec2 {100, 100}, vec2 {0, -100}); // Top + world.add_component<BoxCollider>(vec2 {100, 100}, vec2 {0, 100}); // Bottom + world.add_component<BoxCollider>(vec2 {100, 100}, vec2 {-100, 0}); // Left + world.add_component<BoxCollider>(vec2 {100, 100}, vec2 {100, 0}); // right - game_object1.add_component<Rigidbody>(Rigidbody::Data{ + game_object1.add_component<Rigidbody>(Rigidbody::Data { .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, @@ -83,13 +84,13 @@ public: .elasticity_coefficient = 1, .collision_layers = {0}, }); - game_object1.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0}); + game_object1.add_component<BoxCollider>(vec2 {10, 10}, vec2 {0, 0}); BehaviorScript & script_object1 = game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1); script_object1_ref = static_cast<CollisionHandler *>(script_object1.script.get()); ASSERT_NE(script_object1_ref, nullptr); - game_object2.add_component<Rigidbody>(Rigidbody::Data{ + game_object2.add_component<Rigidbody>(Rigidbody::Data { .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, @@ -98,7 +99,7 @@ public: .elasticity_coefficient = 1, .collision_layers = {0}, }); - game_object2.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0}); + game_object2.add_component<BoxCollider>(vec2 {10, 10}, vec2 {0, 0}); BehaviorScript & script_object2 = game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2); script_object2_ref = static_cast<CollisionHandler *>(script_object2.script.get()); @@ -154,16 +155,18 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) { EXPECT_EQ(ev.info.self.transform.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 0); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION + ); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.self.transform.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, 0); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION + ); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -179,16 +182,18 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) { EXPECT_EQ(ev.info.self.transform.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION + ); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.self.transform.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION + ); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -231,16 +236,18 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) { EXPECT_EQ(ev.info.self.transform.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION + ); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.self.transform.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION + ); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -260,16 +267,18 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) { EXPECT_EQ(ev.info.self.transform.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION + ); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.self.transform.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION + ); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get(); @@ -309,8 +318,9 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { EXPECT_EQ(ev.info.self.transform.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::X_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION + ); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called @@ -334,8 +344,9 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { EXPECT_EQ(ev.info.self.transform.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, -5); - EXPECT_EQ(ev.info.resolution_direction, - crepe::CollisionSystem::Direction::Y_DIRECTION); + EXPECT_EQ( + ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION + ); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { // is static should not be called diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp index 8f86a91..92436a9 100644 --- a/src/test/ECSTest.cpp +++ b/src/test/ECSTest.cpp @@ -16,7 +16,7 @@ class ECSTest : public ::testing::Test { Mediator m; public: - ComponentManager mgr{m}; + ComponentManager mgr {m}; class TestComponent : public Component { using Component::Component; @@ -24,7 +24,7 @@ public: }; TEST_F(ECSTest, createGameObject) { - GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>(); @@ -44,8 +44,8 @@ TEST_F(ECSTest, createGameObject) { } TEST_F(ECSTest, deleteAllGameObjects) { - GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); mgr.delete_all_components(); @@ -55,7 +55,7 @@ TEST_F(ECSTest, deleteAllGameObjects) { EXPECT_EQ(metadata.size(), 0); EXPECT_EQ(transform.size(), 0); - GameObject obj2 = mgr.new_object("body2", "person2", vec2{1, 0}, 5, 1); + GameObject obj2 = mgr.new_object("body2", "person2", vec2 {1, 0}, 5, 1); metadata = mgr.get_components_by_type<Metadata>(); transform = mgr.get_components_by_type<Transform>(); @@ -77,8 +77,8 @@ TEST_F(ECSTest, deleteAllGameObjects) { } TEST_F(ECSTest, deleteGameObject) { - GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); mgr.delete_all_components_of_id(0); @@ -103,7 +103,7 @@ TEST_F(ECSTest, deleteGameObject) { TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 5000; i++) { - GameObject obj = mgr.new_object("body", "person", vec2{0, 0}, 0, i); + GameObject obj = mgr.new_object("body", "person", vec2 {0, 0}, 0, i); } vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); @@ -135,7 +135,7 @@ TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 10000 - 5000; i++) { string tag = "person" + to_string(i); - GameObject obj = mgr.new_object("body", tag, vec2{0, 0}, i, 0); + GameObject obj = mgr.new_object("body", tag, vec2 {0, 0}, i, 0); } metadata = mgr.get_components_by_type<Metadata>(); @@ -168,7 +168,7 @@ TEST_F(ECSTest, manyGameObjects) { for (int i = 0; i < 10000; i++) { string name = "body" + to_string(i); - GameObject obj = mgr.new_object(name, "person", vec2{0, 0}, 0, 0); + GameObject obj = mgr.new_object(name, "person", vec2 {0, 0}, 0, 0); } metadata = mgr.get_components_by_type<Metadata>(); @@ -193,8 +193,8 @@ TEST_F(ECSTest, manyGameObjects) { } TEST_F(ECSTest, getComponentsByID) { - GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_id<Metadata>(0); vector<reference_wrapper<Transform>> transform = mgr.get_components_by_id<Transform>(1); @@ -217,19 +217,21 @@ TEST_F(ECSTest, getComponentsByID) { TEST_F(ECSTest, tooMuchComponents) { try { - GameObject obj0 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - obj0.add_component<Transform>(vec2{10, 10}, 0, 1); + GameObject obj0 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); + obj0.add_component<Transform>(vec2 {10, 10}, 0, 1); } catch (const exception & e) { - EXPECT_EQ(e.what(), - string("Exceeded maximum number of instances for this component type")); + EXPECT_EQ( + e.what(), string("Exceeded maximum number of instances for this component type") + ); } try { - GameObject obj1 = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); obj1.add_component<Metadata>("body", "person"); } catch (const exception & e) { - EXPECT_EQ(e.what(), - string("Exceeded maximum number of instances for this component type")); + EXPECT_EQ( + e.what(), string("Exceeded maximum number of instances for this component type") + ); } vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); @@ -241,11 +243,11 @@ TEST_F(ECSTest, tooMuchComponents) { TEST_F(ECSTest, partentChild) { { - GameObject body = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - GameObject right_leg = mgr.new_object("rightLeg", "person", vec2{1, 1}, 0, 1); - GameObject left_leg = mgr.new_object("leftLeg", "person", vec2{1, 1}, 0, 1); - GameObject right_foot = mgr.new_object("rightFoot", "person", vec2{2, 2}, 0, 1); - GameObject left_foot = mgr.new_object("leftFoot", "person", vec2{2, 2}, 0, 1); + GameObject body = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); + GameObject right_leg = mgr.new_object("rightLeg", "person", vec2 {1, 1}, 0, 1); + GameObject left_leg = mgr.new_object("leftLeg", "person", vec2 {1, 1}, 0, 1); + GameObject right_foot = mgr.new_object("rightFoot", "person", vec2 {2, 2}, 0, 1); + GameObject left_foot = mgr.new_object("leftFoot", "person", vec2 {2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); @@ -290,10 +292,10 @@ TEST_F(ECSTest, partentChild) { } TEST_F(ECSTest, persistent) { - GameObject obj0 = mgr.new_object("obj0", "obj0", vec2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("obj1", "obj1", vec2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("obj0", "obj0", vec2 {0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("obj1", "obj1", vec2 {0, 0}, 0, 1); obj1.set_persistent(); - GameObject obj2 = mgr.new_object("obj2", "obj2", vec2{0, 0}, 0, 1); + GameObject obj2 = mgr.new_object("obj2", "obj2", vec2 {0, 0}, 0, 1); vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>(); @@ -329,8 +331,8 @@ TEST_F(ECSTest, persistent) { EXPECT_EQ(transform[0].get().position.x, 0); EXPECT_EQ(transform[0].get().position.y, 0); - GameObject obj3 = mgr.new_object("obj3", "obj3", vec2{0, 0}, 0, 5); - GameObject obj4 = mgr.new_object("obj4", "obj4", vec2{0, 0}, 0, 5); + GameObject obj3 = mgr.new_object("obj3", "obj3", vec2 {0, 0}, 0, 5); + GameObject obj4 = mgr.new_object("obj4", "obj4", vec2 {0, 0}, 0, 5); metadata = mgr.get_components_by_type<Metadata>(); transform = mgr.get_components_by_type<Transform>(); @@ -358,10 +360,10 @@ TEST_F(ECSTest, persistent) { } TEST_F(ECSTest, resetPersistent) { - GameObject obj0 = mgr.new_object("obj0", "obj0", vec2{0, 0}, 0, 1); - GameObject obj1 = mgr.new_object("obj1", "obj1", vec2{0, 0}, 0, 1); + GameObject obj0 = mgr.new_object("obj0", "obj0", vec2 {0, 0}, 0, 1); + GameObject obj1 = mgr.new_object("obj1", "obj1", vec2 {0, 0}, 0, 1); obj1.set_persistent(); - GameObject obj2 = mgr.new_object("obj2", "obj2", vec2{0, 0}, 0, 1); + GameObject obj2 = mgr.new_object("obj2", "obj2", vec2 {0, 0}, 0, 1); vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>(); @@ -478,5 +480,5 @@ TEST_F(ECSTest, Snapshot) { mgr.restore(snapshot); - EXPECT_EQ(foo.transform.position, (vec2{1, 1})); + EXPECT_EQ(foo.transform.position, (vec2 {1, 1})); } diff --git a/src/test/EventTest.cpp b/src/test/EventTest.cpp index f8be3fe..6105679 100644 --- a/src/test/EventTest.cpp +++ b/src/test/EventTest.cpp @@ -10,7 +10,7 @@ using namespace crepe; class EventManagerTest : public ::testing::Test { protected: Mediator mediator; - EventManager event_mgr{mediator}; + EventManager event_mgr {mediator}; void SetUp() override { // Clear any existing subscriptions or events before each test event_mgr.clear(); @@ -30,18 +30,20 @@ TEST_F(EventManagerTest, EventSubscription) { // Verify subscription (not directly verifiable; test by triggering event) event_mgr.trigger_event<KeyPressEvent>( - KeyPressEvent{ + KeyPressEvent { .repeat = true, .key = Keycode::A, }, - 1); + 1 + ); event_mgr.trigger_event<KeyPressEvent>( - KeyPressEvent{ + KeyPressEvent { .repeat = true, .key = Keycode::A, }, - EventManager::CHANNEL_ALL); + EventManager::CHANNEL_ALL + ); } TEST_F(EventManagerTest, EventManagerTest_trigger_all_channels) { bool triggered = false; @@ -55,7 +57,7 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_all_channels) { }; event_mgr.subscribe<MouseClickEvent>(mouse_handler, EventManager::CHANNEL_ALL); - MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; + MouseClickEvent click_event {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); EXPECT_TRUE(triggered); @@ -72,7 +74,7 @@ TEST_F(EventManagerTest, EventManagerTest_trigger_one_channel) { }; event_mgr.subscribe<MouseClickEvent>(mouse_handler, test_channel); - MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; + MouseClickEvent click_event {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; event_mgr.trigger_event<MouseClickEvent>(click_event, EventManager::CHANNEL_ALL); EXPECT_FALSE(triggered); @@ -103,7 +105,7 @@ TEST_F(EventManagerTest, EventManagerTest_callback_propagation) { }; // Test event - MouseClickEvent click_event{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; + MouseClickEvent click_event {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}; event_mgr.subscribe<MouseClickEvent>(mouse_handler_true, EventManager::CHANNEL_ALL); event_mgr.subscribe<MouseClickEvent>(mouse_handler_false, EventManager::CHANNEL_ALL); @@ -151,10 +153,12 @@ TEST_F(EventManagerTest, EventManagerTest_queue_dispatch) { event_mgr.subscribe<MouseClickEvent>(mouse_handler2, test_channel); event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE} + ); event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}, - test_channel); + MouseClickEvent {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}, + test_channel + ); event_mgr.dispatch_events(); EXPECT_TRUE(triggered1); EXPECT_TRUE(triggered2); @@ -188,7 +192,8 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Queue events event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE} + ); // Dispatch events - both handlers should be triggered event_mgr.dispatch_events(); @@ -204,7 +209,8 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Queue the same event again event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE} + ); // Dispatch events - only handler 2 should be triggered, handler 1 should NOT event_mgr.dispatch_events(); @@ -219,7 +225,8 @@ TEST_F(EventManagerTest, EventManagerTest_unsubscribe) { // Queue the event again event_mgr.queue_event<MouseClickEvent>( - MouseClickEvent{.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE}); + MouseClickEvent {.mouse_pos = {100, 200}, .button = MouseButton::LEFT_MOUSE} + ); // Dispatch events - no handler should be triggered event_mgr.dispatch_events(); diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp index 0243bd8..a1fe59a 100644 --- a/src/test/InputTest.cpp +++ b/src/test/InputTest.cpp @@ -28,22 +28,23 @@ using namespace crepe; class InputTest : public ::testing::Test { public: Mediator mediator; - ComponentManager mgr{mediator}; - SDLContext sdl_context{mediator}; + ComponentManager mgr {mediator}; + SDLContext sdl_context {mediator}; - InputSystem input_system{mediator}; - ResourceManager resman{mediator}; - RenderSystem render{mediator}; - EventManager event_manager{mediator}; + InputSystem input_system {mediator}; + ResourceManager resman {mediator}; + RenderSystem render {mediator}; + EventManager event_manager {mediator}; //GameObject camera; vec2 offset = {100, 200}; protected: void SetUp() override { GameObject obj = mgr.new_object("camera", "camera", offset, 0, 1); - auto & camera - = obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + auto & camera = obj.add_component<Camera>( + ivec2 {500, 500}, vec2 {500, 500}, + Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} + ); render.frame_update(); //mediator.event_manager = event_manager; //mediator.component_manager = mgr; @@ -208,14 +209,15 @@ TEST_F(InputTest, MouseClick) { } TEST_F(InputTest, testButtonClick) { - GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject button_obj = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); bool button_clicked = false; event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) { button_clicked = true; EXPECT_EQ(event.metadata.game_object_id, button_obj.id); return false; }); - auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}); + auto & button + = button_obj.add_component<Button>(vec2 {100, 100}, Button::Data {}, vec2 {0, 0}); bool hover = false; button.active = true; @@ -230,16 +232,21 @@ TEST_F(InputTest, testButtonClick) { EXPECT_TRUE(button_clicked); } TEST_F(InputTest, buttonPositionCamera) { - GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1); + GameObject button_obj = mgr.new_object("body", "person", vec2 {50, 50}, 0, 1); bool button_clicked = false; event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) { button_clicked = true; EXPECT_EQ(event.metadata.game_object_id, button_obj.id); return false; }); - auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0}); + auto & button = button_obj.add_component<Button>( + vec2 {10, 10}, + Button::Data { + .world_space = false, + }, + vec2 {0, 0} + ); - button.world_space = false; bool hover = false; button.active = true; this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT); @@ -253,15 +260,20 @@ TEST_F(InputTest, buttonPositionCamera) { EXPECT_TRUE(button_clicked); } TEST_F(InputTest, buttonPositionWorld) { - GameObject button_obj = mgr.new_object("body", "person", vec2{50, 50}, 0, 1); + GameObject button_obj = mgr.new_object("body", "person", vec2 {50, 50}, 0, 1); bool button_clicked = false; event_manager.subscribe<ButtonPressEvent>([&](const ButtonPressEvent & event) { button_clicked = true; EXPECT_EQ(event.metadata.game_object_id, button_obj.id); return false; }); - auto & button = button_obj.add_component<Button>(vec2{10, 10}, vec2{0, 0}); - button.world_space = true; + auto & button = button_obj.add_component<Button>( + vec2 {10, 10}, + Button::Data { + .world_space = true, + }, + vec2 {0, 0} + ); bool hover = false; button.active = true; this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT); @@ -275,7 +287,7 @@ TEST_F(InputTest, buttonPositionWorld) { EXPECT_FALSE(button_clicked); } TEST_F(InputTest, testButtonHover) { - GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); + GameObject button_obj = mgr.new_object("body", "person", vec2 {0, 0}, 0, 1); bool button_hover = false; event_manager.subscribe<ButtonEnterEvent>([&](const ButtonEnterEvent & event) { button_hover = true; @@ -287,8 +299,13 @@ TEST_F(InputTest, testButtonHover) { EXPECT_EQ(event.metadata.game_object_id, button_obj.id); return false; }); - auto & button = button_obj.add_component<Button>(vec2{100, 100}, vec2{0, 0}); - button.active = true; + auto & button = button_obj.add_component<Button>( + vec2 {100, 100}, + Button::Data { + .world_space = true, + }, + vec2 {0, 0} + ); // Mouse on button SDL_Event hover_event; SDL_zero(hover_event); diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp index f6653fa..302d96c 100644 --- a/src/test/LoopManagerTest.cpp +++ b/src/test/LoopManagerTest.cpp @@ -72,7 +72,7 @@ TEST_F(DISABLED_LoopManagerTest, ShutDown) { // Start the loop in a separate thread std::thread loop_thread([&]() { test_loop.start(); }); std::this_thread::sleep_for(std::chrono::milliseconds(1)); - test_loop.event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{}); + test_loop.event_manager.trigger_event<ShutDownEvent>(ShutDownEvent {}); // Wait for the loop thread to finish loop_thread.join(); } diff --git a/src/test/LoopTimerTest.cpp b/src/test/LoopTimerTest.cpp index 7bd6305..52e412e 100644 --- a/src/test/LoopTimerTest.cpp +++ b/src/test/LoopTimerTest.cpp @@ -14,7 +14,7 @@ using namespace crepe; class LoopTimerTest : public ::testing::Test { protected: Mediator mediator; - LoopTimerManager loop_timer{mediator}; + LoopTimerManager loop_timer {mediator}; void SetUp() override { loop_timer.start(); } }; diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp index 7a731a3..eee7a73 100644 --- a/src/test/ParticleTest.cpp +++ b/src/test/ParticleTest.cpp @@ -22,45 +22,49 @@ class ParticlesTest : public ::testing::Test { Mediator m; public: - ComponentManager component_manager{m}; - ParticleSystem particle_system{m}; - LoopTimerManager loop_timer{m}; + ComponentManager component_manager {m}; + ParticleSystem particle_system {m}; + LoopTimerManager loop_timer {m}; void SetUp() override { ComponentManager & mgr = this->component_manager; std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); if (transforms.empty()) { - GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 0); + GameObject game_object = mgr.new_object("", "", vec2 {0, 0}, 0, 0); Color color(0, 0, 0, 0); auto s1 = Asset("asset/texture/img.png"); Sprite & test_sprite = game_object.add_component<Sprite>( - s1, Sprite::Data{ - .color = color, - .flip = Sprite::FlipSettings{true, true}, - .size = {10, 10}, - }); + s1, + Sprite::Data { + .color = color, + .flip = Sprite::FlipSettings {true, true}, + .size = {10, 10}, + } + ); - game_object.add_component<ParticleEmitter>(test_sprite, - ParticleEmitter::Data{ - .offset = {0, 0}, - .max_particles = 100, - .emission_rate = 0, - .min_speed = 0, - .max_speed = 0, - .min_angle = 0, - .max_angle = 0, - .begin_lifespan = 0, - .end_lifespan = 0, - .force_over_time = vec2{0, 0}, - .boundary{ - .width = 0, - .height = 0, - .offset = vec2{0, 0}, - .reset_on_exit = false, - }, - }); + game_object.add_component<ParticleEmitter>( + test_sprite, + ParticleEmitter::Data { + .offset = {0, 0}, + .max_particles = 100, + .emission_rate = 0, + .min_speed = 0, + .max_speed = 0, + .min_angle = 0, + .max_angle = 0, + .begin_lifespan = 0, + .end_lifespan = 0, + .force_over_time = vec2 {0, 0}, + .boundary { + .width = 0, + .height = 0, + .offset = vec2 {0, 0}, + .reset_on_exit = false, + }, + } + ); } transforms = mgr.get_components_by_id<Transform>(0); Transform & transform = transforms.front().get(); @@ -78,8 +82,8 @@ public: emitter.data.max_angle = 0; emitter.data.begin_lifespan = 0; emitter.data.end_lifespan = 0; - emitter.data.force_over_time = vec2{0, 0}; - emitter.data.boundary = {0, 0, vec2{0, 0}, false}; + emitter.data.force_over_time = vec2 {0, 0}; + emitter.data.boundary = {0, 0, vec2 {0, 0}, false}; for (auto & particle : emitter.particles) { particle.active = false; } @@ -204,9 +208,13 @@ TEST_F(ParticlesTest, boundaryParticleStop) { EXPECT_NEAR(emitter.particles[0].velocity.x, 0, TOLERANCE); EXPECT_NEAR(emitter.particles[0].velocity.y, 0, TOLERANCE); if (emitter.particles[0].velocity.x != 0) - EXPECT_NEAR(std::abs(emitter.particles[0].position.x), - emitter.data.boundary.height / 2, TOLERANCE); + EXPECT_NEAR( + std::abs(emitter.particles[0].position.x), emitter.data.boundary.height / 2, + TOLERANCE + ); if (emitter.particles[0].velocity.y != 0) - EXPECT_NEAR(std::abs(emitter.particles[0].position.y), emitter.data.boundary.width / 2, - TOLERANCE); + EXPECT_NEAR( + std::abs(emitter.particles[0].position.y), emitter.data.boundary.width / 2, + TOLERANCE + ); } diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 79ed0b8..85eb6d5 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -16,17 +16,17 @@ class PhysicsTest : public ::testing::Test { Mediator m; public: - ComponentManager component_manager{m}; - PhysicsSystem system{m}; - LoopTimerManager loop_timer{m}; + ComponentManager component_manager {m}; + PhysicsSystem system {m}; + LoopTimerManager loop_timer {m}; void SetUp() override { ComponentManager & mgr = this->component_manager; vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0); if (transforms.empty()) { - auto entity = mgr.new_object("", "", vec2{0, 0}, 0, 0); - entity.add_component<Rigidbody>(Rigidbody::Data{ + auto entity = mgr.new_object("", "", vec2 {0, 0}, 0, 0); + entity.add_component<Rigidbody>(Rigidbody::Data { .mass = 1, .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index d1da5a0..d8bd09d 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -36,8 +36,9 @@ class TestScript : public Script { return true; } void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->oncollision(ev); + }); } void fixed_update() { // Retrieve component from the same GameObject this script is on @@ -57,17 +58,17 @@ public: const std::chrono::microseconds duration = 16000us; Mediator m; - SDLContext sdl_context{m}; - ResourceManager resman{m}; - ComponentManager mgr{m}; + SDLContext sdl_context {m}; + ResourceManager resman {m}; + ComponentManager mgr {m}; // Add system used for profling tests - EventManager evmgr{m}; - LoopTimerManager loopmgr{m}; - CollisionSystem collision_sys{m}; - PhysicsSystem physics_sys{m}; - ParticleSystem particle_sys{m}; - RenderSystem render_sys{m}; - ScriptSystem script_sys{m}; + EventManager evmgr {m}; + LoopTimerManager loopmgr {m}; + CollisionSystem collision_sys {m}; + PhysicsSystem physics_sys {m}; + ParticleSystem particle_sys {m}; + RenderSystem render_sys {m}; + ScriptSystem script_sys {m}; // Test data std::map<std::string, std::chrono::microseconds> timings; @@ -77,11 +78,13 @@ public: void SetUp() override { GameObject do_not_use = mgr.new_object("DO_NOT_USE", "", {0, 0}); - do_not_use.add_component<Camera>(ivec2{1080, 720}, vec2{2000, 2000}, - Camera::Data{ - .bg_color = Color::WHITE, - .zoom = 1.0f, - }); + do_not_use.add_component<Camera>( + ivec2 {1080, 720}, vec2 {2000, 2000}, + Camera::Data { + .bg_color = Color::WHITE, + .zoom = 1.0f, + } + ); // initialize systems here: //calls init script_sys.fixed_update(); @@ -168,23 +171,25 @@ TEST_F(DISABLED_ProfilingTest, Profiling_2) { { //define gameobject used for testing GameObject gameobject = mgr.new_object( - "gameobject", "", {static_cast<float>(game_object_count * 2), 0}); - gameobject.add_component<Rigidbody>(Rigidbody::Data{ + "gameobject", "", {static_cast<float>(game_object_count * 2), 0} + ); + gameobject.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0.0, .body_type = Rigidbody::BodyType::STATIC, }); - gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1}); + gameobject.add_component<BoxCollider>(vec2 {0, 0}, vec2 {1, 1}); gameobject.add_component<BehaviorScript>().set_script<TestScript>(); Sprite & test_sprite = gameobject.add_component<Sprite>( - Asset{"asset/texture/square.png"}, - Sprite::Data{ + Asset {"asset/texture/square.png"}, + Sprite::Data { .color = {0, 0, 0, 0}, .flip = {.flip_x = false, .flip_y = false}, .sorting_in_layer = 1, .order_in_layer = 1, .size = {.y = 500}, - }); + } + ); } this->game_object_count++; @@ -207,35 +212,39 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) { { //define gameobject used for testing GameObject gameobject = mgr.new_object( - "gameobject", "", {static_cast<float>(game_object_count * 2), 0}); - gameobject.add_component<Rigidbody>(Rigidbody::Data{ + "gameobject", "", {static_cast<float>(game_object_count * 2), 0} + ); + gameobject.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, }); - gameobject.add_component<BoxCollider>(vec2{0, 0}, vec2{1, 1}); + gameobject.add_component<BoxCollider>(vec2 {0, 0}, vec2 {1, 1}); gameobject.add_component<BehaviorScript>().set_script<TestScript>(); Sprite & test_sprite = gameobject.add_component<Sprite>( - Asset{"asset/texture/square.png"}, - Sprite::Data{ + Asset {"asset/texture/square.png"}, + Sprite::Data { .color = {0, 0, 0, 0}, .flip = {.flip_x = false, .flip_y = false}, .sorting_in_layer = 1, .order_in_layer = 1, .size = {.y = 500}, - }); + } + ); auto & test = gameobject.add_component<ParticleEmitter>( - test_sprite, ParticleEmitter::Data{ - .max_particles = 10, - .emission_rate = 100, - .end_lifespan = 100000, - .boundary{ - .width = 1000, - .height = 1000, - .offset = vec2{0, 0}, - .reset_on_exit = false, - }, - - }); + test_sprite, + ParticleEmitter::Data { + .max_particles = 10, + .emission_rate = 100, + .end_lifespan = 100000, + .boundary { + .width = 1000, + .height = 1000, + .offset = vec2 {0, 0}, + .reset_on_exit = false, + }, + + } + ); } render_sys.frame_update(); this->game_object_count++; diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp index 689a6d4..bdd87ee 100644 --- a/src/test/RenderSystemTest.cpp +++ b/src/test/RenderSystemTest.cpp @@ -26,10 +26,10 @@ class RenderSystemTest : public Test { Mediator m; public: - ComponentManager mgr{m}; - SDLContext ctx{m}; - ResourceManager resource_manager{m}; - RenderSystem sys{m}; + ComponentManager mgr {m}; + SDLContext ctx {m}; + ResourceManager resource_manager {m}; + RenderSystem sys {m}; GameObject entity1 = this->mgr.new_object("name"); GameObject entity2 = this->mgr.new_object("name"); GameObject entity3 = this->mgr.new_object("name"); @@ -40,44 +40,52 @@ public: auto s2 = Asset("asset/texture/img.png"); auto s3 = Asset("asset/texture/img.png"); auto s4 = Asset("asset/texture/img.png"); - auto & sprite1 - = entity1.add_component<Sprite>(s1, Sprite::Data{ - .color = Color(0, 0, 0, 0), - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = {10, 10}, - }); + auto & sprite1 = entity1.add_component<Sprite>( + s1, + Sprite::Data { + .color = Color(0, 0, 0, 0), + .flip = Sprite::FlipSettings {false, false}, + .sorting_in_layer = 5, + .order_in_layer = 5, + .size = {10, 10}, + } + ); EXPECT_EQ(sprite1.data.order_in_layer, 5); EXPECT_EQ(sprite1.data.sorting_in_layer, 5); - auto & sprite2 - = entity2.add_component<Sprite>(s2, Sprite::Data{ - .color = Color(0, 0, 0, 0), - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 2, - .order_in_layer = 1, - }); + auto & sprite2 = entity2.add_component<Sprite>( + s2, + Sprite::Data { + .color = Color(0, 0, 0, 0), + .flip = Sprite::FlipSettings {false, false}, + .sorting_in_layer = 2, + .order_in_layer = 1, + } + ); EXPECT_EQ(sprite2.data.sorting_in_layer, 2); EXPECT_EQ(sprite2.data.order_in_layer, 1); - auto & sprite3 - = entity3.add_component<Sprite>(s3, Sprite::Data{ - .color = Color(0, 0, 0, 0), - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 1, - .order_in_layer = 2, - }); + auto & sprite3 = entity3.add_component<Sprite>( + s3, + Sprite::Data { + .color = Color(0, 0, 0, 0), + .flip = Sprite::FlipSettings {false, false}, + .sorting_in_layer = 1, + .order_in_layer = 2, + } + ); EXPECT_EQ(sprite3.data.sorting_in_layer, 1); EXPECT_EQ(sprite3.data.order_in_layer, 2); - auto & sprite4 - = entity4.add_component<Sprite>(s4, Sprite::Data{ - .color = Color(0, 0, 0, 0), - .flip = Sprite::FlipSettings{false, false}, - .sorting_in_layer = 1, - .order_in_layer = 1, - }); + auto & sprite4 = entity4.add_component<Sprite>( + s4, + Sprite::Data { + .color = Color(0, 0, 0, 0), + .flip = Sprite::FlipSettings {false, false}, + .sorting_in_layer = 1, + .order_in_layer = 1, + } + ); EXPECT_EQ(sprite4.data.sorting_in_layer, 1); EXPECT_EQ(sprite4.data.order_in_layer, 1); } @@ -128,8 +136,10 @@ TEST_F(RenderSystemTest, sorting_sprites) { } TEST_F(RenderSystemTest, Update) { - entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + entity1.add_component<Camera>( + ivec2 {100, 100}, vec2 {100, 100}, + Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} + ); { vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>(); ASSERT_EQ(sprites.size(), 4); @@ -157,8 +167,10 @@ TEST_F(RenderSystemTest, Camera) { EXPECT_NE(cameras.size(), 1); } { - entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + entity1.add_component<Camera>( + ivec2 {100, 100}, vec2 {100, 100}, + Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} + ); auto cameras = this->mgr.get_components_by_type<Camera>(); EXPECT_EQ(cameras.size(), 1); @@ -167,8 +179,10 @@ TEST_F(RenderSystemTest, Camera) { //TODO improve with newer version } TEST_F(RenderSystemTest, Color) { - entity1.add_component<Camera>(ivec2{100, 100}, vec2{100, 100}, - Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + entity1.add_component<Camera>( + ivec2 {100, 100}, vec2 {100, 100}, + Camera::Data {.bg_color = Color::WHITE, .zoom = 1.0f} + ); auto & sprite = this->mgr.get_components_by_id<Sprite>(entity1.id).front().get(); //ASSERT_NE(sprite.texture.texture.get(), nullptr); diff --git a/src/test/ReplayManagerTest.cpp b/src/test/ReplayManagerTest.cpp index 5ee4b40..b2619eb 100644 --- a/src/test/ReplayManagerTest.cpp +++ b/src/test/ReplayManagerTest.cpp @@ -14,9 +14,9 @@ class ReplayManagerTest : public Test { Mediator mediator; public: - ComponentManager component_manager{mediator}; - ReplayManager replay_manager{mediator}; - ReplaySystem replay_system{mediator}; + ComponentManager component_manager {mediator}; + ReplayManager replay_manager {mediator}; + ReplaySystem replay_system {mediator}; GameObject entity = component_manager.new_object("foo"); Transform & entity_transform diff --git a/src/test/ResourceManagerTest.cpp b/src/test/ResourceManagerTest.cpp index 965eeab..e5a7fad 100644 --- a/src/test/ResourceManagerTest.cpp +++ b/src/test/ResourceManagerTest.cpp @@ -16,14 +16,14 @@ class ResourceManagerTest : public Test { Mediator mediator; public: - ResourceManager resource_manager{mediator}; + ResourceManager resource_manager {mediator}; class Unrelated : public Resource { using Resource::Resource; }; - Asset asset_a{"asset/texture/img.png"}; - Asset asset_b{"asset/texture/ERROR.png"}; + Asset asset_a {"asset/texture/img.png"}; + Asset asset_b {"asset/texture/ERROR.png"}; class TestResource : public Resource { public: diff --git a/src/test/SaveManagerTest.cpp b/src/test/SaveManagerTest.cpp index 7609e69..fd53200 100644 --- a/src/test/SaveManagerTest.cpp +++ b/src/test/SaveManagerTest.cpp @@ -14,12 +14,12 @@ class SaveManagerTest : public Test { using SaveManager::SaveManager; // in-memory database for testing - DB db{}; + DB db {}; virtual DB & get_db() override { return this->db; } }; public: - TestSaveManager mgr{m}; + TestSaveManager mgr {m}; }; TEST_F(SaveManagerTest, ReadWrite) { diff --git a/src/test/SceneManagerTest.cpp b/src/test/SceneManagerTest.cpp index 480e07a..e58ce36 100644 --- a/src/test/SceneManagerTest.cpp +++ b/src/test/SceneManagerTest.cpp @@ -15,9 +15,9 @@ using namespace crepe; class ConcreteScene1 : public Scene { public: void load_scene() { - GameObject object1 = new_object("scene_1", "tag_scene_1", vec2{0, 0}, 0, 1); - GameObject object2 = new_object("scene_1", "tag_scene_1", vec2{1, 0}, 0, 1); - GameObject object3 = new_object("scene_1", "tag_scene_1", vec2{2, 0}, 0, 1); + GameObject object1 = new_object("scene_1", "tag_scene_1", vec2 {0, 0}, 0, 1); + GameObject object2 = new_object("scene_1", "tag_scene_1", vec2 {1, 0}, 0, 1); + GameObject object3 = new_object("scene_1", "tag_scene_1", vec2 {2, 0}, 0, 1); } string get_name() const { return "scene1"; } @@ -26,10 +26,10 @@ public: class ConcreteScene2 : public Scene { public: void load_scene() { - GameObject object1 = new_object("scene_2", "tag_scene_2", vec2{0, 0}, 0, 1); - GameObject object2 = new_object("scene_2", "tag_scene_2", vec2{0, 1}, 0, 1); - GameObject object3 = new_object("scene_2", "tag_scene_2", vec2{0, 2}, 0, 1); - GameObject object4 = new_object("scene_2", "tag_scene_2", vec2{0, 3}, 0, 1); + GameObject object1 = new_object("scene_2", "tag_scene_2", vec2 {0, 0}, 0, 1); + GameObject object2 = new_object("scene_2", "tag_scene_2", vec2 {0, 1}, 0, 1); + GameObject object3 = new_object("scene_2", "tag_scene_2", vec2 {0, 2}, 0, 1); + GameObject object4 = new_object("scene_2", "tag_scene_2", vec2 {0, 3}, 0, 1); } string get_name() const { return "scene2"; } @@ -40,7 +40,7 @@ public: ConcreteScene3(const string & name) : name(name) {} void load_scene() { - GameObject object1 = new_object("scene_3", "tag_scene_3", vec2{0, 0}, 0, 1); + GameObject object1 = new_object("scene_3", "tag_scene_3", vec2 {0, 0}, 0, 1); } string get_name() const { return name; } @@ -53,8 +53,8 @@ class SceneManagerTest : public ::testing::Test { Mediator m; public: - ComponentManager component_mgr{m}; - SceneManager scene_mgr{m}; + ComponentManager component_mgr {m}; + SceneManager scene_mgr {m}; }; TEST_F(SceneManagerTest, loadScene) { diff --git a/src/test/ScriptSaveManagerTest.cpp b/src/test/ScriptSaveManagerTest.cpp index 64403c4..e2debae 100644 --- a/src/test/ScriptSaveManagerTest.cpp +++ b/src/test/ScriptSaveManagerTest.cpp @@ -19,11 +19,11 @@ public: using SaveManager::SaveManager; // in-memory database for testing - DB db{}; + DB db {}; virtual DB & get_db() override { return this->db; } }; - TestSaveManager save_mgr{mediator}; + TestSaveManager save_mgr {mediator}; }; TEST_F(ScriptSaveManagerTest, GetSaveManager) { diff --git a/src/test/ScriptSceneTest.cpp b/src/test/ScriptSceneTest.cpp index 2568049..7d01f14 100644 --- a/src/test/ScriptSceneTest.cpp +++ b/src/test/ScriptSceneTest.cpp @@ -13,7 +13,7 @@ using namespace testing; class ScriptSceneTest : public ScriptTest { public: - SceneManager scene_manager{mediator}; + SceneManager scene_manager {mediator}; class MyScene : public Scene {}; }; diff --git a/src/test/ScriptTest.h b/src/test/ScriptTest.h index 8637df0..f953aab 100644 --- a/src/test/ScriptTest.h +++ b/src/test/ScriptTest.h @@ -17,11 +17,11 @@ protected: static constexpr const char * OBJ_NAME = "foo"; public: - crepe::ComponentManager component_manager{mediator}; - crepe::ScriptSystem system{mediator}; - crepe::EventManager event_mgr{mediator}; - crepe::LoopTimerManager loop_timer{mediator}; - crepe::SaveManager save_manager{mediator}; + crepe::ComponentManager component_manager {mediator}; + crepe::ScriptSystem system {mediator}; + crepe::EventManager event_mgr {mediator}; + crepe::LoopTimerManager loop_timer {mediator}; + crepe::SaveManager save_manager {mediator}; crepe::GameObject entity = component_manager.new_object(OBJ_NAME); class MyScript : public crepe::Script { diff --git a/src/test/ValueBrokerTest.cpp b/src/test/ValueBrokerTest.cpp index e6bb058..5928c37 100644 --- a/src/test/ValueBrokerTest.cpp +++ b/src/test/ValueBrokerTest.cpp @@ -13,7 +13,7 @@ public: int write_count = 0; int value = 0; - ValueBroker<int> broker{ + ValueBroker<int> broker { [this](const int & target) -> void { this->write_count++; this->value = target; @@ -23,7 +23,7 @@ public: return this->value; }, }; - Proxy<int> proxy{broker}; + Proxy<int> proxy {broker}; void SetUp() override { ASSERT_EQ(read_count, 0); diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp index 1e21af9..b17f95a 100644 --- a/src/test/Vector2Test.cpp +++ b/src/test/Vector2Test.cpp @@ -1,6 +1,7 @@ #include <gtest/gtest.h> #include <crepe/api/Vector2.h> +#include <crepe/types.h> using namespace crepe; @@ -530,3 +531,12 @@ TEST_F(Vector2Test, Perpendicular) { EXPECT_FLOAT_EQ(result4.x, -4.0f); EXPECT_FLOAT_EQ(result4.y, 3.0f); } + +TEST_F(Vector2Test, Rotate) { + vec2 foo {0, 1}; + + foo = foo.rotate(90); + const float GOOD_ENOUGH = 0.001; + EXPECT_NEAR(foo.x, 1, GOOD_ENOUGH); + EXPECT_NEAR(foo.y, 0, GOOD_ENOUGH); +} |