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-rw-r--r--.clang-format3
-rw-r--r--Doxyfile2
-rw-r--r--game/AquariumSubScene.cpp129
-rw-r--r--game/CMakeLists.txt121
-rw-r--r--game/Config.h60
-rw-r--r--game/EngineConfig.h19
-rw-r--r--game/Events.h5
-rw-r--r--game/ForestParallaxScript.cpp28
-rw-r--r--game/ForestSubScene.cpp131
-rw-r--r--game/GameScene.cpp101
-rw-r--r--game/HallwaySubScene.cpp128
-rw-r--r--game/MoveCameraManualyScript.cpp5
-rw-r--r--game/PlayerScript.cpp11
-rw-r--r--game/PlayerSubScene.cpp62
-rw-r--r--game/PreviewScene.cpp182
-rw-r--r--game/PreviewScene.h11
-rw-r--r--game/QuitScript.cpp21
-rw-r--r--game/QuitScript.h11
-rw-r--r--game/Random.cpp29
-rw-r--r--game/Random.h10
-rw-r--r--game/StartGameScript.cpp18
-rw-r--r--game/StartSubScene.cpp442
-rw-r--r--game/background/AquariumScript.cpp26
-rw-r--r--game/background/AquariumScript.h12
-rw-r--r--game/background/AquariumSubScene.cpp225
-rw-r--r--game/background/AquariumSubScene.h (renamed from game/AquariumSubScene.h)7
-rw-r--r--game/background/BackgroundSubScene.cpp (renamed from game/BackgroundSubScene.cpp)16
-rw-r--r--game/background/BackgroundSubScene.h (renamed from game/BackgroundSubScene.h)0
-rw-r--r--game/background/CMakeLists.txt9
-rw-r--r--game/background/ForestParallaxScript.cpp55
-rw-r--r--game/background/ForestParallaxScript.h (renamed from game/ForestParallaxScript.h)6
-rw-r--r--game/background/ForestSubScene.cpp169
-rw-r--r--game/background/ForestSubScene.h (renamed from game/ForestSubScene.h)0
-rw-r--r--game/background/HallwayScript.cpp70
-rw-r--r--game/background/HallwayScript.h13
-rw-r--r--game/background/HallwaySubScene.cpp167
-rw-r--r--game/background/HallwaySubScene.h (renamed from game/HallwaySubScene.h)11
-rw-r--r--game/background/StartSubScene.cpp527
-rw-r--r--game/background/StartSubScene.h (renamed from game/StartSubScene.h)0
-rw-r--r--game/coins/CoinPoolSubScene.cpp13
-rw-r--r--game/coins/CoinPoolSubScene.h11
-rw-r--r--game/coins/CoinScript.cpp71
-rw-r--r--game/coins/CoinScript.h14
-rw-r--r--game/coins/CoinSubScene.cpp64
-rw-r--r--game/coins/CoinSubScene.h12
-rw-r--r--game/coins/CoinSystemScript.cpp258
-rw-r--r--game/coins/CoinSystemScript.h107
-rw-r--r--game/enemy/BattleScript.cpp61
-rw-r--r--game/enemy/BattleScript.h26
-rw-r--r--game/enemy/EnemyBulletPool.cpp11
-rw-r--r--game/enemy/EnemyBulletPool.h11
-rw-r--r--game/enemy/EnemyBulletScript.cpp40
-rw-r--r--game/enemy/EnemyBulletScript.h11
-rw-r--r--game/enemy/EnemyBulletSubScene.cpp52
-rw-r--r--game/enemy/EnemyBulletSubScene.h10
-rw-r--r--game/enemy/EnemyConfig.h8
-rw-r--r--game/enemy/EnemyPool.cpp10
-rw-r--r--game/enemy/EnemyPool.h8
-rw-r--r--game/enemy/EnemyScript.cpp206
-rw-r--r--game/enemy/EnemyScript.h37
-rw-r--r--game/enemy/EnemySubScene.cpp117
-rw-r--r--game/enemy/EnemySubScene.h10
-rw-r--r--game/hud/HudConfig.h33
-rw-r--r--game/hud/HudScript.cpp98
-rw-r--r--game/hud/HudScript.h25
-rw-r--r--game/hud/HudSubScene.cpp68
-rw-r--r--game/hud/HudSubScene.h8
-rw-r--r--game/hud/SpeedScript.cpp42
-rw-r--r--game/hud/SpeedScript.h15
-rw-r--r--game/main.cpp14
-rw-r--r--game/makefile5
-rw-r--r--game/menus/BannerSubScene.cpp49
-rw-r--r--game/menus/BannerSubScene.h20
-rw-r--r--game/menus/ButtonNextMainMenuSubScript.cpp44
-rw-r--r--game/menus/ButtonNextMainMenuSubScript.h14
-rw-r--r--game/menus/ButtonReplaySubScript.cpp43
-rw-r--r--game/menus/ButtonReplaySubScript.h21
-rw-r--r--game/menus/ButtonSetMainMenuSubScript.cpp23
-rw-r--r--game/menus/ButtonSetMainMenuSubScript.h14
-rw-r--r--game/menus/ButtonSetShopSubScript.cpp17
-rw-r--r--game/menus/ButtonSetShopSubScript.h14
-rw-r--r--game/menus/ButtonShowCreditsSubScript.cpp20
-rw-r--r--game/menus/ButtonShowCreditsSubScript.h14
-rw-r--r--game/menus/ButtonSubScene.cpp266
-rw-r--r--game/menus/ButtonSubScene.h84
-rw-r--r--game/menus/FloatingWindowSubScene.cpp220
-rw-r--r--game/menus/FloatingWindowSubScene.h17
-rw-r--r--game/menus/IButtonScript.cpp32
-rw-r--r--game/menus/IButtonScript.h10
-rw-r--r--game/menus/IFloatingWindowScript.cpp22
-rw-r--r--game/menus/IFloatingWindowScript.h15
-rw-r--r--game/menus/MenusConfig.h16
-rw-r--r--game/menus/endgame/EndGameSubScene.cpp127
-rw-r--r--game/menus/endgame/EndGameSubScene.h9
-rw-r--r--game/menus/endgame/EndGameSubScript.cpp101
-rw-r--r--game/menus/endgame/EndGameSubScript.h18
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp23
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewSubScript.h12
-rw-r--r--game/menus/mainmenu/CreditsSubScene.cpp132
-rw-r--r--game/menus/mainmenu/CreditsSubScene.h9
-rw-r--r--game/menus/mainmenu/CreditsSubScript.cpp58
-rw-r--r--game/menus/mainmenu/CreditsSubScript.h18
-rw-r--r--game/menus/mainmenu/ITransitionScript.cpp30
-rw-r--r--game/menus/mainmenu/ITransitionScript.h15
-rw-r--r--game/menus/mainmenu/MainMenuConfig.h19
-rw-r--r--game/menus/mainmenu/MainMenuScene.cpp137
-rw-r--r--game/menus/mainmenu/MainMenuScene.h10
-rw-r--r--game/menus/mainmenu/TransitionStartSubScript.cpp16
-rw-r--r--game/menus/mainmenu/TransitionStartSubScript.h9
-rw-r--r--game/menus/shop/ButtonBuySelectBubbleScript.cpp34
-rw-r--r--game/menus/shop/ButtonBuySelectBubbleScript.h14
-rw-r--r--game/menus/shop/ButtonBuySelectBulletScript.cpp34
-rw-r--r--game/menus/shop/ButtonBuySelectBulletScript.h14
-rw-r--r--game/menus/shop/ShopLoadScript.cpp126
-rw-r--r--game/menus/shop/ShopLoadScript.h10
-rw-r--r--game/menus/shop/ShopMenuScene.cpp326
-rw-r--r--game/menus/shop/ShopMenuScene.h12
-rw-r--r--game/menus/shop/Shopconfig.h14
-rw-r--r--game/missile/AlertScript.cpp38
-rw-r--r--game/missile/AlertScript.h11
-rw-r--r--game/missile/AlertSubScene.cpp33
-rw-r--r--game/missile/AlertSubScene.h8
-rw-r--r--game/missile/MissilePool.cpp18
-rw-r--r--game/missile/MissilePool.h11
-rw-r--r--game/missile/MissileScript.cpp106
-rw-r--r--game/missile/MissileScript.h20
-rw-r--r--game/missile/MissileSubScene.cpp101
-rw-r--r--game/missile/MissileSubScene.h12
-rw-r--r--game/missile/SpawnEvent.cpp49
-rw-r--r--game/missile/SpawnEvent.h19
-rw-r--r--game/player/PlayerAudioScript.cpp62
-rw-r--r--game/player/PlayerAudioScript.h13
-rw-r--r--game/player/PlayerBulletPool.cpp11
-rw-r--r--game/player/PlayerBulletPool.h11
-rw-r--r--game/player/PlayerBulletScript.cpp41
-rw-r--r--game/player/PlayerBulletScript.h11
-rw-r--r--game/player/PlayerBulletSubScene.cpp52
-rw-r--r--game/player/PlayerBulletSubScene.h10
-rw-r--r--game/player/PlayerEndScript.cpp104
-rw-r--r--game/player/PlayerEndScript.h14
-rw-r--r--game/player/PlayerScript.cpp214
-rw-r--r--game/player/PlayerScript.h32
-rw-r--r--game/player/PlayerSubScene.cpp222
-rw-r--r--game/player/PlayerSubScene.h (renamed from game/PlayerSubScene.h)0
-rw-r--r--game/prefab/CMakeLists.txt6
-rw-r--r--game/prefab/ZapperObject.cpp118
-rw-r--r--game/prefab/ZapperObject.h40
-rw-r--r--game/prefab/ZapperPoolScript.cpp70
-rw-r--r--game/prefab/ZapperPoolScript.h33
-rw-r--r--game/prefab/ZapperPoolSubScene.cpp17
-rw-r--r--game/prefab/ZapperPoolSubScene.h19
-rw-r--r--game/preview/NpcScript.cpp29
-rw-r--r--game/preview/NpcScript.h (renamed from game/PlayerScript.h)2
-rw-r--r--game/preview/NpcSubScene.cpp65
-rw-r--r--game/preview/NpcSubScene.h10
-rw-r--r--game/preview/PrevPlayerScript.cpp157
-rw-r--r--game/preview/PrevPlayerScript.h32
-rw-r--r--game/preview/PrevPlayerSubScene.cpp87
-rw-r--r--game/preview/PrevPlayerSubScene.h10
-rw-r--r--game/preview/PreviewReplaySubScript.cpp55
-rw-r--r--game/preview/PreviewReplaySubScript.h24
-rw-r--r--game/preview/PreviewStartRecSubScript.cpp20
-rw-r--r--game/preview/PreviewStartRecSubScript.h11
-rw-r--r--game/preview/PreviewStopRecSubScript.cpp20
-rw-r--r--game/preview/PreviewStopRecSubScript.h11
-rw-r--r--game/preview/SmokeSubScene.cpp37
-rw-r--r--game/preview/SmokeSubScene.h10
-rw-r--r--game/scheduler/ObjectsScheduler.cpp120
-rw-r--r--game/scheduler/ObjectsScheduler.h34
-rwxr-xr-xgame/util/scrollgen36
-rw-r--r--game/workers/CollisionScript.cpp69
-rw-r--r--game/workers/CollisionScript.h12
-rw-r--r--game/workers/PanicFromPlayerScript.cpp55
-rw-r--r--game/workers/PanicFromPlayerScript.h8
-rw-r--r--game/workers/WorkerScript.cpp145
-rw-r--r--game/workers/WorkerScript.h8
-rw-r--r--game/workers/WorkersSubScene.cpp423
-rw-r--r--game/workers/WorkersSubScene.h20
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp4
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp5
-rw-r--r--mwe/events/include/event.h4
-rw-r--r--mwe/events/include/eventHandler.h7
-rw-r--r--mwe/events/include/eventManager.h25
-rw-r--r--mwe/events/src/event.cpp5
-rw-r--r--mwe/events/src/eventManager.cpp5
-rw-r--r--mwe/events/src/loopManager.cpp6
-rw-r--r--mwe/events/src/uiObject.cpp6
-rw-r--r--mwe/events/src/window.cpp6
-rw-r--r--mwe/gameloop/include/gameObject.h5
-rw-r--r--mwe/gameloop/src/gameObject.cpp5
-rw-r--r--mwe/gameloop/src/loopManager.cpp10
-rw-r--r--mwe/gameloop/src/window.cpp6
-rw-r--r--mwe/resource-manager/main.cpp5
-rw-r--r--mwe/resource-manager/map_layer.cpp18
-rw-r--r--mwe/resource-manager/map_layer.h4
-rw-r--r--mwe/resource-manager/stb_image.h788
-rw-r--r--src/crepe/Collider.h3
-rw-r--r--src/crepe/Particle.cpp5
-rw-r--r--src/crepe/Particle.h4
-rw-r--r--src/crepe/api/AI.cpp33
-rw-r--r--src/crepe/api/AI.h12
-rw-r--r--src/crepe/api/Animator.cpp6
-rw-r--r--src/crepe/api/Animator.h13
-rw-r--r--src/crepe/api/Asset.cpp2
-rw-r--r--src/crepe/api/Asset.h4
-rw-r--r--src/crepe/api/AudioSource.h2
-rw-r--r--src/crepe/api/BoxCollider.cpp5
-rw-r--r--src/crepe/api/BoxCollider.h5
-rw-r--r--src/crepe/api/Button.cpp7
-rw-r--r--src/crepe/api/Button.h18
-rw-r--r--src/crepe/api/Camera.cpp5
-rw-r--r--src/crepe/api/Camera.h6
-rw-r--r--src/crepe/api/CircleCollider.cpp5
-rw-r--r--src/crepe/api/CircleCollider.h5
-rw-r--r--src/crepe/api/Color.cpp18
-rw-r--r--src/crepe/api/Color.h2
-rw-r--r--src/crepe/api/Components.h16
-rw-r--r--src/crepe/api/Config.h30
-rw-r--r--src/crepe/api/Engine.cpp13
-rw-r--r--src/crepe/api/Engine.h18
-rw-r--r--src/crepe/api/GameObject.cpp12
-rw-r--r--src/crepe/api/GameObject.h6
-rw-r--r--src/crepe/api/ParticleEmitter.cpp7
-rw-r--r--src/crepe/api/Scene.cpp6
-rw-r--r--src/crepe/api/Scene.h7
-rw-r--r--src/crepe/api/Script.h12
-rw-r--r--src/crepe/api/Script.hpp11
-rw-r--r--src/crepe/api/Sprite.cpp13
-rw-r--r--src/crepe/api/Sprite.h10
-rw-r--r--src/crepe/api/Text.cpp21
-rw-r--r--src/crepe/api/Text.h32
-rw-r--r--src/crepe/api/Transform.cpp2
-rw-r--r--src/crepe/api/UIObject.h4
-rw-r--r--src/crepe/api/Vector2.h46
-rw-r--r--src/crepe/api/Vector2.hpp15
-rw-r--r--src/crepe/facade/FontFacade.cpp5
-rw-r--r--src/crepe/facade/SDLContext.cpp72
-rw-r--r--src/crepe/facade/SDLContext.h7
-rw-r--r--src/crepe/manager/ComponentManager.cpp22
-rw-r--r--src/crepe/manager/ComponentManager.h7
-rw-r--r--src/crepe/manager/ComponentManager.hpp20
-rw-r--r--src/crepe/manager/EventManager.h4
-rw-r--r--src/crepe/manager/EventManager.hpp14
-rw-r--r--src/crepe/manager/LoopTimerManager.cpp6
-rw-r--r--src/crepe/manager/LoopTimerManager.h12
-rw-r--r--src/crepe/manager/ResourceManager.hpp13
-rw-r--r--src/crepe/manager/SceneManager.cpp10
-rw-r--r--src/crepe/manager/SystemManager.hpp10
-rw-r--r--src/crepe/system/AISystem.cpp21
-rw-r--r--src/crepe/system/AnimatorSystem.cpp30
-rw-r--r--src/crepe/system/AudioSystem.cpp2
-rw-r--r--src/crepe/system/CollisionSystem.cpp81
-rw-r--r--src/crepe/system/CollisionSystem.h40
-rw-r--r--src/crepe/system/InputSystem.cpp42
-rw-r--r--src/crepe/system/InputSystem.h26
-rw-r--r--src/crepe/system/ParticleSystem.cpp17
-rw-r--r--src/crepe/system/RenderSystem.cpp6
-rw-r--r--src/crepe/system/ScriptSystem.cpp5
-rw-r--r--src/crepe/util/dbg.h11
-rw-r--r--src/doc/feature/bgm.dox22
-rw-r--r--src/doc/feature/config.dox61
-rw-r--r--src/doc/feature/gameobject.dox4
-rw-r--r--src/doc/feature/scene.dox15
-rw-r--r--src/doc/feature/script.dox48
-rw-r--r--src/doc/feature/script_ecs.dox57
-rw-r--r--src/doc/feature/sfx.dox24
-rw-r--r--src/doc/features.dox55
-rw-r--r--src/doc/index.dox9
-rw-r--r--src/doc/layout.xml6
-rw-r--r--src/doc/style.css27
-rw-r--r--src/example/AITest.cpp50
-rw-r--r--src/example/button.cpp16
-rw-r--r--src/example/loadfont.cpp12
-rw-r--r--src/example/rendering_particle.cpp68
-rw-r--r--src/example/replay.cpp19
-rw-r--r--src/test/AssetTest.cpp6
-rw-r--r--src/test/AudioTest.cpp15
-rw-r--r--src/test/CollisionTest.cpp83
-rw-r--r--src/test/ECSTest.cpp68
-rw-r--r--src/test/EventTest.cpp35
-rw-r--r--src/test/InputTest.cpp57
-rw-r--r--src/test/LoopManagerTest.cpp2
-rw-r--r--src/test/LoopTimerTest.cpp2
-rw-r--r--src/test/ParticleTest.cpp76
-rw-r--r--src/test/PhysicsTest.cpp10
-rw-r--r--src/test/Profiling.cpp91
-rw-r--r--src/test/RenderSystemTest.cpp92
-rw-r--r--src/test/ReplayManagerTest.cpp6
-rw-r--r--src/test/ResourceManagerTest.cpp6
-rw-r--r--src/test/SaveManagerTest.cpp4
-rw-r--r--src/test/SceneManagerTest.cpp20
-rw-r--r--src/test/ScriptSaveManagerTest.cpp4
-rw-r--r--src/test/ScriptSceneTest.cpp2
-rw-r--r--src/test/ScriptTest.h10
-rw-r--r--src/test/ValueBrokerTest.cpp4
-rw-r--r--src/test/Vector2Test.cpp10
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
diff --git a/Doxyfile b/Doxyfile
index 07c86d1..78f486b 100644
--- a/Doxyfile
+++ b/Doxyfile
@@ -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);
+}