diff options
-rw-r--r-- | game/AquariumSubScene.cpp (renamed from src/example/AquariumSubScene.cpp) | 0 | ||||
-rw-r--r-- | game/AquariumSubScene.h (renamed from src/example/AquariumSubScene.h) | 0 | ||||
-rw-r--r-- | game/BackgroundSubScene.cpp (renamed from src/example/BackgroundSubScene.cpp) | 0 | ||||
-rw-r--r-- | game/BackgroundSubScene.h (renamed from src/example/BackgroundSubScene.h) | 0 | ||||
-rw-r--r-- | game/CMakeLists.txt | 11 | ||||
-rw-r--r-- | game/ForestParallaxScript.cpp (renamed from src/example/ForestParallaxScript.cpp) | 0 | ||||
-rw-r--r-- | game/ForestParallaxScript.h (renamed from src/example/ForestParallaxScript.h) | 0 | ||||
-rw-r--r-- | game/ForestSubScene.cpp (renamed from src/example/ForestSubScene.cpp) | 0 | ||||
-rw-r--r-- | game/ForestSubScene.h (renamed from src/example/ForestSubScene.h) | 0 | ||||
-rw-r--r-- | game/GameScene.cpp (renamed from src/example/GameScene.cpp) | 0 | ||||
-rw-r--r-- | game/GameScene.h (renamed from src/example/GameScene.h) | 0 | ||||
-rw-r--r-- | game/HallwaySubScene.cpp (renamed from src/example/HallwaySubScene.cpp) | 0 | ||||
-rw-r--r-- | game/HallwaySubScene.h (renamed from src/example/HallwaySubScene.h) | 0 | ||||
-rw-r--r-- | game/MoveCameraManualyScript.cpp (renamed from src/example/MoveCameraManualyScript.cpp) | 0 | ||||
-rw-r--r-- | game/MoveCameraManualyScript.h (renamed from src/example/MoveCameraManualyScript.h) | 0 | ||||
-rw-r--r-- | game/PlayerScript.cpp (renamed from src/example/PlayerScript.cpp) | 0 | ||||
-rw-r--r-- | game/PlayerScript.h (renamed from src/example/PlayerScript.h) | 0 | ||||
-rw-r--r-- | game/PlayerSubScene.cpp (renamed from src/example/PlayerSubScene.cpp) | 0 | ||||
-rw-r--r-- | game/PlayerSubScene.h (renamed from src/example/PlayerSubScene.h) | 0 | ||||
-rw-r--r-- | game/StartGameScript.cpp (renamed from src/example/StartGameScript.cpp) | 0 | ||||
-rw-r--r-- | game/StartGameScript.h (renamed from src/example/StartGameScript.h) | 0 | ||||
-rw-r--r-- | game/StartSubScene.cpp (renamed from src/example/StartSubScene.cpp) | 0 | ||||
-rw-r--r-- | game/StartSubScene.h (renamed from src/example/StartSubScene.h) | 0 | ||||
-rw-r--r-- | game/main.cpp | 325 | ||||
-rw-r--r-- | src/example/AITest.cpp | 90 | ||||
-rw-r--r-- | src/example/CMakeLists.txt | 49 | ||||
-rw-r--r-- | src/example/button.cpp | 41 | ||||
-rw-r--r-- | src/example/game.cpp | 324 | ||||
-rw-r--r-- | src/example/loadfont.cpp | 49 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 76 | ||||
-rw-r--r-- | src/example/replay.cpp | 84 |
31 files changed, 695 insertions, 354 deletions
diff --git a/src/example/AquariumSubScene.cpp b/game/AquariumSubScene.cpp index 4f13acf..4f13acf 100644 --- a/src/example/AquariumSubScene.cpp +++ b/game/AquariumSubScene.cpp diff --git a/src/example/AquariumSubScene.h b/game/AquariumSubScene.h index 2a188bc..2a188bc 100644 --- a/src/example/AquariumSubScene.h +++ b/game/AquariumSubScene.h diff --git a/src/example/BackgroundSubScene.cpp b/game/BackgroundSubScene.cpp index 6fdc598..6fdc598 100644 --- a/src/example/BackgroundSubScene.cpp +++ b/game/BackgroundSubScene.cpp diff --git a/src/example/BackgroundSubScene.h b/game/BackgroundSubScene.h index 06bdac4..06bdac4 100644 --- a/src/example/BackgroundSubScene.h +++ b/game/BackgroundSubScene.h diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 26d937a..dc55523 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -9,6 +9,17 @@ project(game C CXX) add_subdirectory(../src crepe) add_executable(main + AquariumSubScene.cpp + BackgroundSubScene.cpp + ForestParallaxScript.cpp + ForestSubScene.cpp + GameScene.cpp + HallwaySubScene.cpp + MoveCameraManualyScript.cpp + PlayerScript.cpp + PlayerSubScene.cpp + StartGameScript.cpp + StartSubScene.cpp main.cpp ) diff --git a/src/example/ForestParallaxScript.cpp b/game/ForestParallaxScript.cpp index 27e30eb..27e30eb 100644 --- a/src/example/ForestParallaxScript.cpp +++ b/game/ForestParallaxScript.cpp diff --git a/src/example/ForestParallaxScript.h b/game/ForestParallaxScript.h index a65a684..a65a684 100644 --- a/src/example/ForestParallaxScript.h +++ b/game/ForestParallaxScript.h diff --git a/src/example/ForestSubScene.cpp b/game/ForestSubScene.cpp index 9be875d..9be875d 100644 --- a/src/example/ForestSubScene.cpp +++ b/game/ForestSubScene.cpp diff --git a/src/example/ForestSubScene.h b/game/ForestSubScene.h index 0a04001..0a04001 100644 --- a/src/example/ForestSubScene.h +++ b/game/ForestSubScene.h diff --git a/src/example/GameScene.cpp b/game/GameScene.cpp index c280474..c280474 100644 --- a/src/example/GameScene.cpp +++ b/game/GameScene.cpp diff --git a/src/example/GameScene.h b/game/GameScene.h index 16e2919..16e2919 100644 --- a/src/example/GameScene.h +++ b/game/GameScene.h diff --git a/src/example/HallwaySubScene.cpp b/game/HallwaySubScene.cpp index 4fe2267..4fe2267 100644 --- a/src/example/HallwaySubScene.cpp +++ b/game/HallwaySubScene.cpp diff --git a/src/example/HallwaySubScene.h b/game/HallwaySubScene.h index acc9329..acc9329 100644 --- a/src/example/HallwaySubScene.h +++ b/game/HallwaySubScene.h diff --git a/src/example/MoveCameraManualyScript.cpp b/game/MoveCameraManualyScript.cpp index 0181333..0181333 100644 --- a/src/example/MoveCameraManualyScript.cpp +++ b/game/MoveCameraManualyScript.cpp diff --git a/src/example/MoveCameraManualyScript.h b/game/MoveCameraManualyScript.h index 5a09055..5a09055 100644 --- a/src/example/MoveCameraManualyScript.h +++ b/game/MoveCameraManualyScript.h diff --git a/src/example/PlayerScript.cpp b/game/PlayerScript.cpp index 1c388f5..1c388f5 100644 --- a/src/example/PlayerScript.cpp +++ b/game/PlayerScript.cpp diff --git a/src/example/PlayerScript.h b/game/PlayerScript.h index 84c4f7f..84c4f7f 100644 --- a/src/example/PlayerScript.h +++ b/game/PlayerScript.h diff --git a/src/example/PlayerSubScene.cpp b/game/PlayerSubScene.cpp index 4f4ba9f..4f4ba9f 100644 --- a/src/example/PlayerSubScene.cpp +++ b/game/PlayerSubScene.cpp diff --git a/src/example/PlayerSubScene.h b/game/PlayerSubScene.h index bf94c32..bf94c32 100644 --- a/src/example/PlayerSubScene.h +++ b/game/PlayerSubScene.h diff --git a/src/example/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..50ba86c 100644 --- a/src/example/StartGameScript.cpp +++ b/game/StartGameScript.cpp diff --git a/src/example/StartGameScript.h b/game/StartGameScript.h index ad62e1a..ad62e1a 100644 --- a/src/example/StartGameScript.h +++ b/game/StartGameScript.h diff --git a/src/example/StartSubScene.cpp b/game/StartSubScene.cpp index 07738a4..07738a4 100644 --- a/src/example/StartSubScene.cpp +++ b/game/StartSubScene.cpp diff --git a/src/example/StartSubScene.h b/game/StartSubScene.h index c83e3d5..c83e3d5 100644 --- a/src/example/StartSubScene.h +++ b/game/StartSubScene.h diff --git a/game/main.cpp b/game/main.cpp index 237c8ce..a028791 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1 +1,324 @@ -int main() {} +#include "GameScene.h" + +#include <crepe/api/Engine.h> +#include <crepe/api/Script.h> + +using namespace crepe; +using namespace std; + +class ScriptBox : public Script { +public: + bool oncollision(const CollisionEvent & test) { + Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, + test.info.other.metadata.game_object_id); + return true; + } + + void init() { + subscribe<CollisionEvent>( + [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); + } +}; + +class ScriptCircle : public Script { +public: + bool oncollision(const CollisionEvent & test) { + Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, + test.info.other.metadata.game_object_id); + return true; + } + + void init() { + subscribe<CollisionEvent>( + [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); + } +}; + +class ScriptMoveToLeft : public Script { +public: + void update() { + Transform & transform = this->get_component<Transform>(); + transform.position.x -= 0.02; + } +}; + +class ScriptMoveToRight : public Script { +public: + void update() { + Transform & transform = this->get_component<Transform>(); + transform.position.x += 0.02; + } +}; + +class ConcreteScene1 : public Scene { +public: + void load_scene() { + GameObject camera = this->new_object("camera"); + camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), + Camera::Data{.bg_color = Color::WHITE, .zoom = 1}); + + GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1); + Asset reference_asset = Asset("asset/texture/square.png"); + reference.add_component<Sprite>(reference_asset, Sprite::Data{ + .color = Color::RED, + .sorting_in_layer = 10, + .order_in_layer = 0, + .size = vec2(0.1, 0.1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(0, 0), + }); + + /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1); + Asset box_1_asset = Asset("asset/texture/square.png"); + box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(0, 0.5), + }); + Asset box_1_asset2 = Asset("asset/texture/test_ap43.png"); + box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(0, -0.5), + });*/ + + /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1); + Asset particles_asset = Asset("asset/texture/test_ap43.png"); + Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(0, 0), + }); + ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{ + .offset = vec2(0, 0), + .emission_rate = 1, + .min_speed = 1, + .max_speed = 1, + .min_angle = 0, + .max_angle = 0, + .end_lifespan = 4, + });*/ + + const bool SCRIPT = false; + + const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC; + const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC; + const bool BOUNCE_LEFT = false; + const bool BOUNCE_RIGHT = false; + const bool KINEMATIC_COLLISION = true; + const bool ONTOP = false; + + const float SCALE = 0.5; + const float OFFSET_X_LEFT = 0; + const float OFFSET_X_RIGHT = 0; + const float OFFSET_Y_LEFT = 0; + const float OFFSET_Y_RIGHT = 0; + + GameObject box_1 = this->new_object("box_1", "tag", + ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); + Asset box_1_asset = Asset("asset/texture/square.png"); + box_1.add_component<Sprite>(box_1_asset, + Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), + }); + box_1.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_LEFT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, + .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; + box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); + box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); + + GameObject circle_1 = this->new_object("ricle_1", "tag", + ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); + Asset circle_1_asset = Asset("asset/texture/circle.png"); + circle_1.add_component<Sprite>( + circle_1_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), + }); + circle_1.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_RIGHT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, + .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active + = SCRIPT; + circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); + circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); + + GameObject circle_2 = this->new_object( + "ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); + Asset circle_2_asset = Asset("asset/texture/circle.png"); + circle_2.add_component<Sprite>( + circle_2_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), + }); + circle_2.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_LEFT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, + .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active + = SCRIPT; + circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); + circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); + + GameObject box_2 = this->new_object( + "box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); + Asset box_2_asset = Asset("asset/texture/square.png"); + box_2.add_component<Sprite>( + box_2_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), + }); + box_2.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_RIGHT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, + .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; + box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); + box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); + + GameObject box_3 = this->new_object( + "box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); + Asset box_3_asset = Asset("asset/texture/square.png"); + box_3.add_component<Sprite>(box_3_asset, + Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), + }); + box_3.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_LEFT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, + .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; + box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); + box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); + + GameObject box_4 = this->new_object("box_4", "tag", + ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); + Asset box_4_asset = Asset("asset/texture/square.png"); + box_4.add_component<Sprite>( + box_4_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), + }); + box_4.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_RIGHT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, + .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; + box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); + box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); + + GameObject circle_3 = this->new_object( + "ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); + Asset circle_3_asset = Asset("asset/texture/circle.png"); + circle_3.add_component<Sprite>( + circle_3_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), + }); + circle_3.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_LEFT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, + .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active + = SCRIPT; + circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); + circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); + + GameObject circle_4 = this->new_object("ricle_4", "tag", + ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); + Asset circle_4_asset = Asset("asset/texture/circle.png"); + circle_4.add_component<Sprite>( + circle_4_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(1, 1), + .angle_offset = 0, + .scale_offset = 1, + .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), + }); + circle_4.add_component<Rigidbody>(Rigidbody::Data{ + .gravity_scale = 0, + .body_type = BODYTYPE_RIGHT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, + .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active + = SCRIPT; + circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); + circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>(); + } + + string get_name() const { return "scene1"; } +}; + +int main(int argc, char * argv[]) { + Engine gameloop; + gameloop.add_scene<GameScene>(); + + return gameloop.main(); +} diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp new file mode 100644 index 0000000..93ba500 --- /dev/null +++ b/src/example/AITest.cpp @@ -0,0 +1,90 @@ +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/Mediator.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +class Script1 : public Script { + bool shutdown(const ShutDownEvent & event) { + // Very dirty way of shutting down the game + throw "ShutDownEvent"; + return true; + } + + bool mousemove(const MouseMoveEvent & event) { + /*RefVector<AI> aivec = this->get_components<AI>(); + AI & ai = aivec.front().get(); + ai.flee_target + = vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/ + return true; + } + + void init() { + subscribe<ShutDownEvent>( + [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); }); + subscribe<MouseMoveEvent>( + [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); }); + } +}; + +class Scene1 : public Scene { +public: + void load_scene() override { + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + + GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Asset img{"asset/texture/test_ap43.png"}; + + Sprite & test_sprite = game_object1.add_component<Sprite>( + img, Sprite::Data{ + .color = Color::MAGENTA, + .flip = Sprite::FlipSettings{false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .position_offset = {0, 0}, + }); + + AI & ai = game_object1.add_component<AI>(3000); + // ai.arrive_on(); + // ai.flee_on(); + ai.path_follow_on(); + ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true); + ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false); + game_object1.add_component<Rigidbody>(Rigidbody::Data{ + .mass = 0.1f, + .max_linear_velocity = 40, + }); + game_object1.add_component<BehaviorScript>().set_script<Script1>(); + + game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000}, + Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1, + }); + } + + string get_name() const override { return "Scene1"; } +}; + +int main() { + LoopManager engine; + engine.add_scene<Scene1>(); + engine.start(); + + return 0; +} diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 4b9f4f1..afe6cb7 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -1,32 +1,23 @@ -set(GAME_HEADERS - AquariumSubScene.h - BackgroundSubScene.h - ForestSubScene.h - ForestParallaxScript.h - HallwaySubScene.h - StartSubScene.h - GameScene.h - StartGameScript.h - MoveCameraManualyScript.h - PlayerSubScene.h - PlayerScript.h -) +# all examples +add_custom_target(examples) -set(GAME_SOURCES - game.cpp - AquariumSubScene.cpp - BackgroundSubScene.cpp - ForestSubScene.cpp - ForestParallaxScript.cpp - HallwaySubScene.cpp - StartSubScene.cpp - GameScene.cpp - StartGameScript.cpp - MoveCameraManualyScript.cpp - PlayerSubScene.cpp - PlayerScript.cpp -) +# add_example(target_name [SOURCES...]) +function(add_example target_name) + # if SOURCES is not specified + if(NOT ARGV1) + # A .cpp file with target_name exists, and should be used + set(sources ${target_name}.cpp) + else() + set(sources ${ARGV}) + endif() -add_executable(game ${GAME_SOURCES} ${GAME_HEADERS}) + add_executable(${target_name} EXCLUDE_FROM_ALL ${sources}) + target_link_libraries(${target_name} PUBLIC crepe) + add_dependencies(examples ${target_name}) +endfunction() -target_link_libraries(game PUBLIC crepe) +add_example(rendering_particle) +add_example(button) +add_example(replay) +add_example(loadfont) +add_example(AITest) diff --git a/src/example/button.cpp b/src/example/button.cpp new file mode 100644 index 0000000..4220588 --- /dev/null +++ b/src/example/button.cpp @@ -0,0 +1,41 @@ +#include <SDL2/SDL_timer.h> +#include <chrono> +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Texture.h> +#include <crepe/api/Transform.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/EventManager.h> +#include <crepe/system/AnimatorSystem.h> +#include <crepe/system/InputSystem.h> +#include <crepe/system/RenderSystem.h> +#include <crepe/types.h> +using namespace crepe; +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); + auto & camera = obj.add_component<Camera>( + 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(); + input_sys.update(); + sys.update(); + event_mgr.dispatch_events(); + SDL_Delay(30); + } + return 0; +} diff --git a/src/example/game.cpp b/src/example/game.cpp deleted file mode 100644 index a028791..0000000 --- a/src/example/game.cpp +++ /dev/null @@ -1,324 +0,0 @@ -#include "GameScene.h" - -#include <crepe/api/Engine.h> -#include <crepe/api/Script.h> - -using namespace crepe; -using namespace std; - -class ScriptBox : public Script { -public: - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, - test.info.other.metadata.game_object_id); - return true; - } - - void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - } -}; - -class ScriptCircle : public Script { -public: - bool oncollision(const CollisionEvent & test) { - Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, - test.info.other.metadata.game_object_id); - return true; - } - - void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - } -}; - -class ScriptMoveToLeft : public Script { -public: - void update() { - Transform & transform = this->get_component<Transform>(); - transform.position.x -= 0.02; - } -}; - -class ScriptMoveToRight : public Script { -public: - void update() { - Transform & transform = this->get_component<Transform>(); - transform.position.x += 0.02; - } -}; - -class ConcreteScene1 : public Scene { -public: - void load_scene() { - GameObject camera = this->new_object("camera"); - camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), - Camera::Data{.bg_color = Color::WHITE, .zoom = 1}); - - GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1); - Asset reference_asset = Asset("asset/texture/square.png"); - reference.add_component<Sprite>(reference_asset, Sprite::Data{ - .color = Color::RED, - .sorting_in_layer = 10, - .order_in_layer = 0, - .size = vec2(0.1, 0.1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0), - }); - - /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1); - Asset box_1_asset = Asset("asset/texture/square.png"); - box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0.5), - }); - Asset box_1_asset2 = Asset("asset/texture/test_ap43.png"); - box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, -0.5), - });*/ - - /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1); - Asset particles_asset = Asset("asset/texture/test_ap43.png"); - Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0), - }); - ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{ - .offset = vec2(0, 0), - .emission_rate = 1, - .min_speed = 1, - .max_speed = 1, - .min_angle = 0, - .max_angle = 0, - .end_lifespan = 4, - });*/ - - const bool SCRIPT = false; - - const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC; - const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC; - const bool BOUNCE_LEFT = false; - const bool BOUNCE_RIGHT = false; - const bool KINEMATIC_COLLISION = true; - const bool ONTOP = false; - - const float SCALE = 0.5; - const float OFFSET_X_LEFT = 0; - const float OFFSET_X_RIGHT = 0; - const float OFFSET_Y_LEFT = 0; - const float OFFSET_Y_RIGHT = 0; - - GameObject box_1 = this->new_object("box_1", "tag", - ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); - Asset box_1_asset = Asset("asset/texture/square.png"); - box_1.add_component<Sprite>(box_1_asset, - Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - box_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; - box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject circle_1 = this->new_object("ricle_1", "tag", - ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); - Asset circle_1_asset = Asset("asset/texture/circle.png"); - circle_1.add_component<Sprite>( - circle_1_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - circle_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active - = SCRIPT; - circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject circle_2 = this->new_object( - "ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); - Asset circle_2_asset = Asset("asset/texture/circle.png"); - circle_2.add_component<Sprite>( - circle_2_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - circle_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active - = SCRIPT; - circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject box_2 = this->new_object( - "box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); - Asset box_2_asset = Asset("asset/texture/square.png"); - box_2.add_component<Sprite>( - box_2_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - box_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; - box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject box_3 = this->new_object( - "box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); - Asset box_3_asset = Asset("asset/texture/square.png"); - box_3.add_component<Sprite>(box_3_asset, - Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - box_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; - box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject box_4 = this->new_object("box_4", "tag", - ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); - Asset box_4_asset = Asset("asset/texture/square.png"); - box_4.add_component<Sprite>( - box_4_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - box_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; - box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject circle_3 = this->new_object( - "ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); - Asset circle_3_asset = Asset("asset/texture/circle.png"); - circle_3.add_component<Sprite>( - circle_3_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - circle_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active - = SCRIPT; - circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject circle_4 = this->new_object("ricle_4", "tag", - ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); - Asset circle_4_asset = Asset("asset/texture/circle.png"); - circle_4.add_component<Sprite>( - circle_4_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - circle_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active - = SCRIPT; - circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>(); - } - - string get_name() const { return "scene1"; } -}; - -int main(int argc, char * argv[]) { - Engine gameloop; - gameloop.add_scene<GameScene>(); - - return gameloop.main(); -} diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp new file mode 100644 index 0000000..e459332 --- /dev/null +++ b/src/example/loadfont.cpp @@ -0,0 +1,49 @@ +#include <SDL2/SDL_ttf.h> +#include <crepe/api/Asset.h> +#include <crepe/api/Text.h> +#include <crepe/facade/Font.h> +#include <crepe/facade/FontFacade.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <exception> +#include <iostream> +#include <memory> +#include <optional> +using namespace crepe; +int main() { + + // SDLFontContext font_facade; + Mediator mediator; + FontFacade font_facade{}; + SDLContext sdl_context{mediator}; + // ComponentManager component_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"); + // 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{}); + Asset asset = Asset("test test"); + label->font.emplace(asset); + std::cout << label->font.value().get_path() << std::endl; + // label2->font = std::make_optional(asset); + // std::cout << "Path: " << label2->font.get_path() << std::endl; + ResourceManager & resource_mgr = mediator.resource_manager; + const Font & res = resource_manager.get<Font>(label->font.value()); + // TTF_Font * test_font = res.get_font(); + // if (test_font == NULL) { + // std::cout << "error with font" << std::endl; + // } else { + // std::cout << "correct font retrieved" << std::endl; + // } + } catch (const std::exception & e) { + std::cout << "Standard exception thrown: " << e.what() << std::endl; + } + + return 0; +} diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp new file mode 100644 index 0000000..5440fdd --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,76 @@ + + +#include "api/Asset.h" +#include "api/Text.h" +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.hpp> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +class TestScene : public Scene { +public: + void load_scene() { + GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1); + + Color color(255, 255, 255, 255); + + Asset img{"asset/texture/square.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{}); + + Sprite & test_sprite1 + = game_object.add_component<Sprite>(img, Sprite::Data{ + .color = color, + .size = {1, 1}, + .position_offset = {0, -1}, + .world_space = false, + }); + + auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5}, + Camera::Data{ + .bg_color = Color::WHITE, + .postion_offset = {1000, 1000}, + }); + + /* + 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"); + */ + } + + string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { + LoopManager engine; + engine.add_scene<TestScene>(); + engine.start(); + return 0; +} diff --git a/src/example/replay.cpp b/src/example/replay.cpp new file mode 100644 index 0000000..82fd478 --- /dev/null +++ b/src/example/replay.cpp @@ -0,0 +1,84 @@ +#include <crepe/api/Config.h> +#include <crepe/api/Engine.h> +#include <crepe/api/Script.h> + +using namespace crepe; +using namespace std; + +class AnimationScript : public Script { + Transform * transform; + float t = 0; + + void init() { transform = &get_component<Transform>(); } + + void update() { + t += 0.05; + transform->position = {sin(t), cos(t)}; + } +}; + +class Timeline : public Script { + unsigned i = 0; + recording_t recording; + + void update() { + switch (i++) { + default: + break; + case 10: + logf("record start"); + replay.record_start(); + break; + case 60: + logf("record end, playing recording"); + this->recording = replay.record_end(); + replay.play(this->recording); + break; + case 61: + logf("done, releasing recording"); + replay.release(this->recording); + break; + case 72: + logf("exit"); + queue_event<ShutDownEvent>(); + break; + }; + } +}; + +class TestScene : public Scene { +public: + using Scene::Scene; + + void load_scene() { + Mediator & mediator = this->mediator; + 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, + }); + + 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<BehaviorScript>().set_script<AnimationScript>(); + + GameObject scapegoat = mgr.new_object(""); + scapegoat.add_component<BehaviorScript>().set_script<Timeline>(); + } + + string get_name() const { return "scene1"; } +}; + +int main(int argc, char * argv[]) { + Config & cfg = Config::get_instance(); + cfg.log.level = Log::Level::DEBUG; + + Engine engine; + + engine.add_scene<TestScene>(); + return engine.main(); +} |