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-rw-r--r--game/CMakeLists.txt35
-rw-r--r--game/Config.h34
-rw-r--r--game/Events.h5
-rw-r--r--game/GameScene.cpp48
-rw-r--r--game/background/CMakeLists.txt9
-rw-r--r--game/coins/CoinPool.cpp10
-rw-r--r--game/coins/CoinPool.h12
-rw-r--r--game/coins/CoinScript.cpp29
-rw-r--r--game/coins/CoinScript.h12
-rw-r--r--game/coins/CoinSubScene.cpp41
-rw-r--r--game/coins/CoinSubScene.h12
-rw-r--r--game/coins/CoinSystemScript.cpp248
-rw-r--r--game/coins/CoinSystemScript.h98
-rw-r--r--game/hud/HudConfig.h34
-rw-r--r--game/hud/HudScript.cpp63
-rw-r--r--game/hud/HudScript.h13
-rw-r--r--game/hud/HudSubScene.cpp44
-rw-r--r--game/hud/HudSubScene.h8
-rw-r--r--game/hud/SpeedScript.cpp35
-rw-r--r--game/hud/SpeedScript.h14
-rw-r--r--game/main.cpp8
-rw-r--r--game/menus/BannerSubScene.cpp42
-rw-r--r--game/menus/BannerSubScene.h19
-rw-r--r--game/menus/ButtonSetMainMenuScript.cpp16
-rw-r--r--game/menus/ButtonSetMainMenuScript.h15
-rw-r--r--game/menus/ButtonSetShopScript.cpp16
-rw-r--r--game/menus/ButtonSetShopScript.h15
-rw-r--r--game/menus/ButtonSubScene.cpp151
-rw-r--r--game/menus/ButtonSubScene.h61
-rw-r--r--game/menus/FloatingWindowSubScene.cpp178
-rw-r--r--game/menus/FloatingWindowSubScene.h16
-rw-r--r--game/menus/IButtonScript.cpp31
-rw-r--r--game/menus/IButtonScript.h12
-rw-r--r--game/menus/IFloatingWindowScript.cpp23
-rw-r--r--game/menus/IFloatingWindowScript.h15
-rw-r--r--game/menus/MenusConfig.h16
-rw-r--r--game/menus/endgame/EndGameSubScene.cpp70
-rw-r--r--game/menus/endgame/EndGameSubScene.h9
-rw-r--r--game/menus/endgame/EndGameSubScript.cpp51
-rw-r--r--game/menus/endgame/EndGameSubScript.h16
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewScript.cpp21
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewScript.h12
-rw-r--r--game/menus/mainmenu/ITransitionScript.cpp33
-rw-r--r--game/menus/mainmenu/ITransitionScript.h13
-rw-r--r--game/menus/mainmenu/MainMenuConfig.h22
-rw-r--r--game/menus/mainmenu/MainMenuScene.cpp104
-rw-r--r--game/menus/mainmenu/MainMenuScene.h10
-rw-r--r--game/menus/mainmenu/TransitionStartScript.cpp15
-rw-r--r--game/menus/mainmenu/TransitionStartScript.h9
-rw-r--r--game/menus/shop/ShopMenuScene.cpp47
-rw-r--r--game/menus/shop/ShopMenuScene.h12
-rw-r--r--game/player/PlayerEndScript.cpp5
-rw-r--r--game/prefab/CMakeLists.txt6
-rw-r--r--game/prefab/ZapperObject.cpp120
-rw-r--r--game/prefab/ZapperObject.h40
-rw-r--r--game/prefab/ZapperPoolScript.cpp39
-rw-r--r--game/prefab/ZapperPoolScript.h25
-rw-r--r--game/prefab/ZapperPoolSubScene.cpp25
-rw-r--r--game/prefab/ZapperPoolSubScene.h27
-rwxr-xr-xgame/util/scrollgen36
-rw-r--r--src/crepe/Collider.h3
-rw-r--r--src/crepe/api/Color.cpp1
-rw-r--r--src/crepe/api/Color.h1
-rw-r--r--src/crepe/api/Components.h16
-rw-r--r--src/crepe/api/Config.h5
-rw-r--r--src/crepe/api/Engine.cpp1
-rw-r--r--src/crepe/api/Vector2.h46
-rw-r--r--src/crepe/api/Vector2.hpp15
-rw-r--r--src/test/Vector2Test.cpp10
69 files changed, 2257 insertions, 46 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 0fb2424..48844b7 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -8,13 +8,11 @@ set(CMAKE_BUILD_TYPE Debug)
project(game C CXX)
add_subdirectory(../src crepe)
-add_executable(main
- background/AquariumSubScene.cpp
- background/BackgroundSubScene.cpp
- background/ForestParallaxScript.cpp
- background/ForestSubScene.cpp
+
+add_executable(main)
+
+target_sources(main PUBLIC
GameScene.cpp
- background/HallwaySubScene.cpp
MoveCameraManualyScript.cpp
player/PlayerScript.cpp
player/PlayerSubScene.cpp
@@ -26,7 +24,32 @@ add_executable(main
workers/WorkerScript.cpp
workers/PanicFromPlayerScript.cpp
main.cpp
+ menus/BannerSubScene.cpp
+ menus/ButtonSubScene.cpp
+ menus/IButtonScript.cpp
+ menus/ButtonSetShopScript.cpp
+ menus/ButtonSetMainMenuScript.cpp
+ menus/FloatingWindowSubScene.cpp
+ menus/IFloatingWindowScript.cpp
+ menus/shop/ShopMenuScene.cpp
+ menus/mainmenu/ButtonTransitionPreviewScript.cpp
+ menus/mainmenu/ITransitionScript.cpp
+ menus/mainmenu/MainMenuScene.cpp
+ menus/mainmenu/TransitionStartScript.cpp
+ menus/endgame/EndGameSubScene.cpp
+ menus/endgame/EndGameSubScript.cpp
+ coins/CoinSubScene.cpp
+ coins/CoinPool.cpp
+ coins/CoinSystemScript.cpp
+ coins/CoinScript.cpp
+ hud/HudSubScene.cpp
+ hud/HudScript.cpp
+ hud/SpeedScript.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
index ea95a90..8c27226 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -1,9 +1,22 @@
#pragma once
+#include "types.h"
+
+#include <crepe/api/Config.h>
+
+static const crepe::Config ENGINE_CONFIG {
+ .log {
+ .level = crepe::Log::Level::DEBUG,
+ },
+ .window_settings {
+ .window_title = "Jetpack joyride clone",
+ },
+};
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_PLAYER = 10; // Only for GameScene
static constexpr int SORT_IN_LAY_WORKERS = 12; // Only for GameScene
@@ -22,7 +35,26 @@ static constexpr int GAME_HEIGHT = 800; // In game units
static constexpr int VIEWPORT_X = 1100; // In game units
// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished
-static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units
+static constexpr int 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 int PLAYER_GRAVITY_SCALE = 60; // In game units
+
+static constexpr const char* CAMERA_NAME = "camera";
+
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/GameScene.cpp b/game/GameScene.cpp
index 02af8db..8bd6c74 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -2,9 +2,18 @@
#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "StartGameScript.h"
+#include "coins/CoinSubScene.h"
+#include "coins/CoinPool.h"
+#include "coins/CoinSystemScript.h"
#include "background/BackgroundSubScene.h"
+#include "hud/HudScript.h"
+#include "hud/HudSubScene.h"
+#include "hud/SpeedScript.h"
+#include "menus/endgame/EndGameSubScene.h"
+#include "menus/endgame/EndGameSubScript.h"
#include "player/PlayerSubScene.h"
+#include "prefab/ZapperPoolSubScene.h"
#include "workers/WorkersSubScene.h"
#include <cmath>
@@ -28,9 +37,11 @@ using namespace crepe;
using namespace std;
void GameScene::load_scene() {
+ logf(Log::DEBUG, "Loading (main) GameScene...");
+
BackgroundSubScene background(*this);
- GameObject camera = new_object("camera", "camera", vec2(650, 0));
+ GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0));
camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
@@ -38,7 +49,11 @@ void GameScene::load_scene() {
}
);
camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();
- camera.add_component<Rigidbody>(Rigidbody::Data {});
+ camera.add_component<BehaviorScript>().set_script<CoinSystemScript>();
+ camera.add_component<BehaviorScript>().set_script<HudScript>();
+ camera.add_component<BehaviorScript>().set_script<SpeedScript>();
+
+ camera.add_component<Rigidbody>(Rigidbody::Data{});
PlayerSubScene player(*this);
@@ -68,9 +83,18 @@ void GameScene::load_scene() {
});
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
+ CoinPool coin_system;
+ coin_system.create_coins(*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);
@@ -79,23 +103,6 @@ void GameScene::load_scene() {
Asset boom_audio_asset {"asset/sfx/window_smash.ogg"};
boom_audio.add_component<AudioSource>(boom_audio_asset);
- // zapper, laser and missile (below) for testing purpose only!!!
- GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0));
- Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
- Sprite & zapper_sprite = zapper.add_component<Sprite>(
- zapper_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- zapper.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_ZAPPER,
- });
- zapper.add_component<BoxCollider>(vec2(100, 100));
GameObject laser = new_object("laser", "laser", vec2(2000, 0));
Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
Sprite & laser_sprite = laser.add_component<Sprite>(
@@ -128,6 +135,9 @@ void GameScene::load_scene() {
.collision_layer = COLL_LAY_MISSILE,
});
missile.add_component<BoxCollider>(vec2(100, 100));
+
+ EndGameSubScene endgamewindow;
+ endgamewindow.create(*this);
}
string GameScene::get_name() const { return "scene1"; }
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/coins/CoinPool.cpp b/game/coins/CoinPool.cpp
new file mode 100644
index 0000000..5720c2f
--- /dev/null
+++ b/game/coins/CoinPool.cpp
@@ -0,0 +1,10 @@
+#include "CoinPool.h"
+#include "CoinSubScene.h"
+
+using namespace crepe;
+using namespace std;
+
+void CoinPool::create_coins(crepe::Scene & scn) {
+ CoinSubScene coin;
+ while(coin.create(scn) < this->MAXIMUM_AMOUNT);
+}
diff --git a/game/coins/CoinPool.h b/game/coins/CoinPool.h
new file mode 100644
index 0000000..83058f7
--- /dev/null
+++ b/game/coins/CoinPool.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include "api/Scene.h"
+
+
+class CoinPool {
+public:
+ void create_coins(crepe::Scene & scn);
+private:
+ static constexpr int MAXIMUM_AMOUNT = 100;
+};
+
diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp
new file mode 100644
index 0000000..5d4e8fe
--- /dev/null
+++ b/game/coins/CoinScript.cpp
@@ -0,0 +1,29 @@
+#include "CoinScript.h"
+#include "api/CircleCollider.h"
+#include "api/Sprite.h"
+#include "manager/SaveManager.h"
+#include "../Config.h"
+#include "../Events.h"
+
+using namespace crepe;
+using namespace std;
+
+bool CoinScript::on_collision(const CollisionEvent & collisionData){
+ if(collisionData.info.other.metadata.tag != "coin") return true;
+ this->get_components_by_name<Sprite>("").front().get().active = false;
+ this->get_components_by_name<CircleCollider>("").front().get().active = false;
+ this->amount++;
+ return true;
+}
+
+void CoinScript::init(){
+ this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); });
+ this->subscribe<EndGameEvent>([this](const EndGameEvent e)-> bool { return this->save(); });
+}
+
+bool CoinScript::save(){
+ SaveManager & savemgr = this->get_save_manager();
+ savemgr.set(TOTAL_COINS_RUN, this->amount);
+ this->amount = 0;
+ return false;
+}
diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h
new file mode 100644
index 0000000..e88a860
--- /dev/null
+++ b/game/coins/CoinScript.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include "api/Script.h"
+
+class CoinScript : public crepe::Script {
+public:
+ void init() 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..3914921
--- /dev/null
+++ b/game/coins/CoinSubScene.cpp
@@ -0,0 +1,41 @@
+#include "CoinSubScene.h"
+#include "api/Animator.h"
+#include "api/BehaviorScript.h"
+#include "api/CircleCollider.h"
+#include "api/Rigidbody.h"
+#include "api/Scene.h"
+#include "api/AudioSource.h"
+#include "CoinScript.h"
+#include "../Config.h"
+
+using namespace crepe;
+using namespace std;
+
+int CoinSubScene::create(Scene & scn){
+ vec2 size = {20, 20};
+
+ static int coin_counter = 0;
+ string unique_name = "coin_" + to_string(coin_counter++);
+
+ 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"});
+ coin.add_component<BehaviorScript>().set_script<CoinScript>();
+ return coin_counter;
+}
diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h
new file mode 100644
index 0000000..f85f427
--- /dev/null
+++ b/game/coins/CoinSubScene.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include <crepe/api/GameObject.h>
+
+namespace crepe {
+class Scene;
+}
+
+class CoinSubScene {
+public:
+ int create(crepe::Scene & scn);
+};
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp
new file mode 100644
index 0000000..c9c301e
--- /dev/null
+++ b/game/coins/CoinSystemScript.cpp
@@ -0,0 +1,248 @@
+#include "CoinSystemScript.h"
+#include "CoinPool.h"
+#include "api/CircleCollider.h"
+#include "api/Metadata.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
+#include <random>
+
+using namespace crepe;
+using namespace std;
+
+std::vector<CoinSystemScript::CoinData> CoinSystemScript::coin_locations;
+
+void CoinSystemScript::init() {
+ engine.seed(rd());
+}
+
+void CoinSystemScript::add_location(const crepe::vec2& location){
+ coin_locations.push_back(CoinData(location));
+}
+
+float CoinSystemScript::preset_1(const vec2 & begin_position){
+ vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)};
+ vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)};
+
+ // Add locations for the top row
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(top);
+ top.x += this->COLUM_OFFSET_1;
+ }
+
+ // Add locations for the bottom row
+ bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(bottom);
+ bottom.x += this->COLUM_OFFSET_1;
+ }
+
+ // Add locations for the next set of the top row
+ top.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(top);
+ top.x += this->COLUM_OFFSET_1;
+ }
+
+ // Add locations for the next set of the bottom row
+ bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(bottom);
+ bottom.x += this->COLUM_OFFSET_1;
+ }
+
+ return bottom.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_2(const vec2 & begin_position){
+ vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2};
+ vec2 middle = begin_position;
+ vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2};
+
+ // Add locations for the next set of the bottom row
+ for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ add_location(bottom);
+ bottom.x += this->COLUM_OFFSET_2;
+ }
+
+ // Add locations for the next set of the middle row
+ for (int i = 0; i < COLUM_AMOUNT_2; ++i) {
+ add_location(middle);
+ middle.x += this->COLUM_OFFSET_2;
+ }
+
+ // Add locations for the next set of the top row
+ for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ add_location(top);
+ top.x += this->COLUM_OFFSET_2;
+ }
+
+ return middle.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_3(const vec2 & begin_position){
+ vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)};
+
+
+ // Add locations for the top row
+ for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_3;
+ }
+
+ // Add locations for the bottom row
+ location.y +=this->ROW_OFFSET_3;
+ location.x += this->COLUM_OFFSET_3;
+ for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_3;
+ }
+
+ // Add locations for the next set of the top row
+ location.y +=this->ROW_OFFSET_3;
+ location.x += this->COLUM_OFFSET_3;
+ for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_3;
+ }
+
+ return location.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_4(const vec2 & begin_position){
+ vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)};
+
+
+ // Add locations for the top row
+ for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_4;
+ }
+
+ // Add locations for the bottom row
+ location.y -=this->ROW_OFFSET_4;
+ location.x += this->COLUM_OFFSET_4;
+ for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_4;
+ }
+
+ // Add locations for the next set of the top row
+ location.y -=this->ROW_OFFSET_4;
+ location.x += this->COLUM_OFFSET_4;
+ for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_4;
+ }
+
+ return location.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_5(const vec2 & begin_position){
+ vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2};
+ for (int i = 0; i < COLUM_AMOUNT_5; ++i){
+ add_location(location);
+ location.x += this->COLUM_OFFSET_5;
+ }
+ return location.x-begin_position.x;
+}
+
+
+
+void CoinSystemScript::frame_update(crepe::duration_t dt)
+{
+ this->despawn_coins();
+ this->generate_locations();
+ this->spawn_coins();
+}
+
+void CoinSystemScript::despawn_coins() {
+ // Get the current x-position of the CoinSystem's Transform component
+ float position = this->get_component<Transform>().position.x;
+
+ // Retrieve all active coin sprites tagged as "coin"
+ RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
+
+ for (Sprite& coin_sprite : coin_sprites) {
+ if (!coin_sprite.active) continue; // Skip inactive sprites
+
+ // Retrieve the corresponding Transform, Metadata, and CircleCollider components
+ Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+
+ // Check if the coin is out of bounds based on DESPAWN_DISTANCE
+ if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) {
+ // Find the coin in the coin_locations vector using its name
+ auto it = std::find_if(
+ coin_locations.begin(),
+ coin_locations.end(),
+ [&coin_metadata](const CoinData& data) {
+ return data.name == coin_metadata.name;
+ }
+ );
+
+ // If a match is found, erase it from coin_locations
+ if (it != coin_locations.end()) {
+ coin_locations.erase(it);
+ coin_sprite.active = false;
+ coin_collider.active = false;
+ }
+ }
+ }
+}
+
+void CoinSystemScript::spawn_coins(){
+ // Get the current x-position of the CoinSystem's Transform component
+ float position = this->get_component<Transform>().position.x;
+
+ // Iterate through the list of coin locations
+ for (auto& coin : coin_locations) {
+ // Skip this coin if it is already active
+ if (coin.active)continue;
+ // Skip this coin if it is not within the defined spawn area
+ if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue;
+
+ // Retrieve all sprites tagged as "coin"
+ RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
+
+ // Check for an available (inactive) coin sprite
+ for (Sprite& coin_sprite : coin_sprites) {
+ // Skip this sprite if it is already active
+ if (coin_sprite.active) continue;
+
+ // Found an available (inactive) coin sprite
+ // Retrieve its associated components
+ Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+
+ // Assign data and set active
+ coin.name = coin_metadata.name;
+ coin.active = true;
+ coin_sprite.active = true;
+ coin_collider.active = true;
+ coin_transform.position = coin.start_location;
+
+ // Break out of the inner loop since we've assigned this coin to an available sprite
+ break;
+ }
+ }
+}
+
+void CoinSystemScript::generate_locations(){
+ float position = this->get_component<Transform>().position.x;
+ if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;
+
+ std::discrete_distribution<int> dist(weights.begin(), weights.end());
+ int selected_index = dist(engine);
+
+ std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX);
+ float spacing = space_dist(engine);
+
+ // 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..f558f08
--- /dev/null
+++ b/game/coins/CoinSystemScript.h
@@ -0,0 +1,98 @@
+#pragma once
+
+#include "types.h"
+#include <string>
+#include "api/CircleCollider.h"
+#include "api/Script.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
+#include <random>
+
+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 = 1200;
+ static constexpr float SYSTEM_POSITION_OFFSET = 200;
+private:
+ static constexpr float SPAWN_SPACING_MIN = 400;
+ static constexpr float SPAWN_SPACING_MAX = 1000;
+ static constexpr float SPAWN_DISTANCE = 600;
+ static constexpr float DESPAWN_DISTANCE = 600;
+ static constexpr float SPAWN_AREA = 50;
+ static std::vector<CoinData> coin_locations;
+private:
+// preset one settings
+// ***** *****
+//
+//
+//
+// ***** *****
+ static constexpr float ROW_OFFSET_1 = 100;
+ static constexpr float COLUM_OFFSET_1 = 25;
+ static constexpr int COLUM_AMOUNT_1 = 5;
+private:
+// preset two settings
+//
+// ********
+// **********
+// ********
+//
+ static constexpr float ROW_OFFSET_2 = 25;
+ static constexpr float COLUM_OFFSET_2 = 25;
+ static constexpr int COLUM_AMOUNT_2 = 10;
+// preset three settings
+// ***
+//
+// ***
+//
+// ***
+ static constexpr float ROW_OFFSET_3 = 100;
+ static constexpr float COLUM_OFFSET_3 = 25;
+ static constexpr int COLUM_AMOUNT_3 = 3;
+// preset four settings
+// ***
+//
+// ***
+//
+// ***
+ static constexpr float ROW_OFFSET_4 = 100;
+ static constexpr float COLUM_OFFSET_4 = 25;
+ static constexpr int COLUM_AMOUNT_4 = 3;
+// preset five settings
+//
+// ***
+//
+ static constexpr float ROW_OFFSET_5 = 25;
+ static constexpr float COLUM_OFFSET_5 = 25;
+ static constexpr int COLUM_AMOUNT_5 = 3;
+};
diff --git a/game/hud/HudConfig.h b/game/hud/HudConfig.h
new file mode 100644
index 0000000..e3497fb
--- /dev/null
+++ b/game/hud/HudConfig.h
@@ -0,0 +1,34 @@
+#pragma once
+#include "types.h"
+
+static constexpr crepe::vec2 TOP_LEFT = {-530,-230};
+static constexpr const char* HUD_DISTANCE = "hud_distance";
+static constexpr const char* HUD_BEST = "hud_best";
+static constexpr const char* HUD_COINS = "hud_coins";
+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};
+ \ No newline at end of file
diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp
new file mode 100644
index 0000000..496a03d
--- /dev/null
+++ b/game/hud/HudScript.cpp
@@ -0,0 +1,63 @@
+#include "HudScript.h"
+#include "api/Text.h"
+#include "api/Transform.h"
+#include "manager/SaveManager.h"
+#include "../Config.h"
+#include "HudConfig.h"
+#include <climits>
+
+using namespace crepe;
+using namespace std;
+
+void HudScript::init() {
+ savemgr = &this->get_save_manager();
+ savemgr->set(TOTAL_COINS_RUN,0);
+ Text & txt = this->get_components_by_name<Text>(HUD_BEST).front();
+ string record = BEST+to_string(savemgr->get<int>(DISTANCE_GAME,0).get())+DISTANCE_UNIT;
+ txt.text = record;
+ txt.dimensions = {BEST_CHAR_WIDTH*record.size(),(BEST_CHAR_WIDTH)*2};
+ txt.offset = TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{record.size() * BEST_CHAR_WIDTH/2,0};
+
+ this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ if(ev.key != Keycode::END) 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;
+ txt_dt.text = distance;
+ txt_dt.dimensions = {DISTANCE_CHAR_WIDTH*distance.size(),(DISTANCE_CHAR_WIDTH)*2};
+ txt_dt.offset = TOP_LEFT+FONTOFFSET + vec2{distance.size() * DISTANCE_CHAR_WIDTH/2,0};
+
+ // Coins
+ Text & txt_co = this->get_components_by_name<Text>(HUD_COINS).front();
+ string amount_of_coins = to_string(savemgr->get<int>(TOTAL_COINS_RUN,0).get());
+ txt_co.text = amount_of_coins;
+ txt_co.dimensions = {COINS_CHAR_WIDTH*amount_of_coins.size(),(COINS_CHAR_WIDTH)*2};
+ txt_co.offset = TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{amount_of_coins.size() * COINS_CHAR_WIDTH/2,0};
+
+ // 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;
+}
diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h
new file mode 100644
index 0000000..8e7e8fc
--- /dev/null
+++ b/game/hud/HudScript.h
@@ -0,0 +1,13 @@
+#pragma once
+
+#include "api/Script.h"
+#include "manager/SaveManager.h"
+
+class HudScript : public crepe::Script {
+public:
+ void init() override;
+ void frame_update(crepe::duration_t dt) override;
+private:
+ crepe::SaveManager* savemgr;
+ bool show_fps = false;
+};
diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp
new file mode 100644
index 0000000..4995624
--- /dev/null
+++ b/game/hud/HudSubScene.cpp
@@ -0,0 +1,44 @@
+#include "HudSubScene.h"
+#include "api/GameObject.h"
+#include "api/Text.h"
+#include "../Config.h"
+#include "HudConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void HudSubScene::create(Scene & scn){
+
+ // Distance
+ GameObject hud_dis = scn.new_object(HUD_DISTANCE);
+
+ crepe::vec2 size_distance = {DISTANCE_CHAR_WIDTH*DISTANCE_LENGTH,(DISTANCE_CHAR_WIDTH)*2};
+ hud_dis.add_component<Text>(size_distance, FONT,Text::Data{
+ .world_space = false,
+ .text_color = Color::WHITE,
+ }, TOP_LEFT+FONTOFFSET + vec2{DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH/2,0}, DISTANCE_PLACEHOLDER);
+
+ // Best
+ GameObject hud_best = scn.new_object(HUD_BEST);
+ crepe::vec2 size_best = {BEST_CHAR_WIDTH*BEST_LENGTH,(BEST_CHAR_WIDTH)*2};
+ hud_best.add_component<Text>(size_best, FONT,Text::Data{
+ .world_space = false,
+ .text_color = Color::GREY,
+ }, TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{BEST_LENGTH * BEST_CHAR_WIDTH/2,0}, BEST);
+
+ // Coins
+ GameObject hud_coin = scn.new_object(HUD_COINS);
+ crepe::vec2 size_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::YELLOW,
+ }, 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..711a34d
--- /dev/null
+++ b/game/hud/HudSubScene.h
@@ -0,0 +1,8 @@
+#pragma once
+
+#include "api/Scene.h"
+class HudSubScene
+{
+public:
+ void create(crepe::Scene & scn);
+};
diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp
new file mode 100644
index 0000000..69534d9
--- /dev/null
+++ b/game/hud/SpeedScript.cpp
@@ -0,0 +1,35 @@
+#include "SpeedScript.h"
+#include "api/Event.h"
+#include "api/KeyCodes.h"
+#include "manager/LoopTimerManager.h"
+
+using namespace crepe;
+using namespace std;
+
+void SpeedScript::init() {
+ this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ if(ev.key != Keycode::HOME) return false;
+ LoopTimerManager & lp = this->get_loop_timer();
+ this->toggle = !this->toggle;
+ if(this->toggle)
+ {
+ this->timescale = lp.get_time_scale();
+ lp.set_time_scale(0);
+ }
+ else {
+ lp.set_time_scale(this->timescale);
+ }
+
+ return true;
+ });
+}
+
+void SpeedScript::fixed_update(crepe::duration_t dt){
+ LoopTimerManager & lp = this->get_loop_timer();
+ if(this->get_key_state(Keycode::PAGE_UP)){
+ lp.set_time_scale(lp.get_time_scale()+0.1);
+ }
+ if(this->get_key_state(Keycode::PAGE_DOWN)){
+ lp.set_time_scale(lp.get_time_scale()-0.1);
+ }
+}
diff --git a/game/hud/SpeedScript.h b/game/hud/SpeedScript.h
new file mode 100644
index 0000000..8bd7271
--- /dev/null
+++ b/game/hud/SpeedScript.h
@@ -0,0 +1,14 @@
+#pragma once
+
+#include "api/Script.h"
+#include "manager/SaveManager.h"
+
+class SpeedScript : public crepe::Script {
+public:
+ void init() override;
+ void fixed_update(crepe::duration_t dt) override;
+private:
+ crepe::SaveManager* savemgr;
+ bool toggle = true;
+ float timescale = 1;
+};
diff --git a/game/main.cpp b/game/main.cpp
index 325b66d..bd5ca93 100644
--- a/game/main.cpp
+++ b/game/main.cpp
@@ -1,12 +1,20 @@
#include <crepe/api/Engine.h>
#include <crepe/api/Script.h>
+#include "Config.h"
#include "GameScene.h"
+#include "menus/mainmenu/MainMenuScene.h"
+#include "menus/shop/ShopMenuScene.h"
+
using namespace crepe;
int main() {
+ Config::get_instance() = ENGINE_CONFIG;
+
Engine gameloop;
+ gameloop.add_scene<MainMenuScene>();
+ gameloop.add_scene<ShopMenuScene>();
gameloop.add_scene<GameScene>();
return gameloop.main();
diff --git a/game/menus/BannerSubScene.cpp b/game/menus/BannerSubScene.cpp
new file mode 100644
index 0000000..ea43c69
--- /dev/null
+++ b/game/menus/BannerSubScene.cpp
@@ -0,0 +1,42 @@
+#include "BannerSubScene.h"
+#include "MenusConfig.h"
+
+#include "../Config.h"
+
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Text.h>
+
+using namespace crepe;
+using namespace std;
+
+void BannerSubScene::create(Scene & scn,const Data & data){
+ GameObject menu_banner = scn.new_object("menu_banner","", {0,-414});
+ menu_banner.add_component<Sprite>(
+ Asset("asset/ui/settings_container/top_middle_setting.png"),
+ Sprite::Data{
+ .sorting_in_layer = 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..888897d
--- /dev/null
+++ b/game/menus/BannerSubScene.h
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <crepe/types.h>
+#include <crepe/api/GameObject.h>
+
+namespace crepe {
+class Scene;
+}
+
+class BannerSubScene {
+public:
+struct Data{
+ const std::string & banner_title = "NODATA";
+ const float banner_title_width = 100;
+ const crepe::vec2 & banner_title_offset = {0,0};
+ };
+public:
+ void create(crepe::Scene & scn,const Data & data);
+};
diff --git a/game/menus/ButtonSetMainMenuScript.cpp b/game/menus/ButtonSetMainMenuScript.cpp
new file mode 100644
index 0000000..12b7256
--- /dev/null
+++ b/game/menus/ButtonSetMainMenuScript.cpp
@@ -0,0 +1,16 @@
+#include "ButtonSetMainMenuScript.h"
+#include "MenusConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void ButtonSetMainMenuScript::init(){
+ IButtonScript::init();
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); });
+}
+
+bool ButtonSetMainMenuScript::on_button_press(const ButtonPressEvent& e){
+ this->set_next_scene(MAINMENU_SCENE);
+ return false;
+}
+
diff --git a/game/menus/ButtonSetMainMenuScript.h b/game/menus/ButtonSetMainMenuScript.h
new file mode 100644
index 0000000..13a33bf
--- /dev/null
+++ b/game/menus/ButtonSetMainMenuScript.h
@@ -0,0 +1,15 @@
+#pragma once
+
+#include "IButtonScript.h"
+
+#include <crepe/api/Script.h>
+
+class ButtonSetMainMenuScript : public IButtonScript {
+public:
+ void init() override;
+ bool on_button_press(const crepe::ButtonPressEvent& e);
+private:
+ float velocity = 20;
+protected:
+ bool transition = false;
+};
diff --git a/game/menus/ButtonSetShopScript.cpp b/game/menus/ButtonSetShopScript.cpp
new file mode 100644
index 0000000..88639bd
--- /dev/null
+++ b/game/menus/ButtonSetShopScript.cpp
@@ -0,0 +1,16 @@
+#include "ButtonSetShopScript.h"
+#include "MenusConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void ButtonSetShopScript::init(){
+ IButtonScript::init();
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); });
+}
+
+bool ButtonSetShopScript::on_button_press(const ButtonPressEvent& e){
+ this->set_next_scene(SHOP_SCENE);
+ return false;
+}
+
diff --git a/game/menus/ButtonSetShopScript.h b/game/menus/ButtonSetShopScript.h
new file mode 100644
index 0000000..434abc0
--- /dev/null
+++ b/game/menus/ButtonSetShopScript.h
@@ -0,0 +1,15 @@
+#pragma once
+
+#include "IButtonScript.h"
+
+#include <crepe/api/Script.h>
+
+class ButtonSetShopScript : public IButtonScript {
+public:
+ void init() override;
+ bool on_button_press(const crepe::ButtonPressEvent& e);
+private:
+ float velocity = 20;
+protected:
+ bool transition = false;
+};
diff --git a/game/menus/ButtonSubScene.cpp b/game/menus/ButtonSubScene.cpp
new file mode 100644
index 0000000..8574b9b
--- /dev/null
+++ b/game/menus/ButtonSubScene.cpp
@@ -0,0 +1,151 @@
+#include "ButtonSubScene.h"
+#include "ButtonSetMainMenuScript.h"
+#include "ButtonSetShopScript.h"
+#include "IButtonScript.h"
+#include "MenusConfig.h"
+
+#include "mainmenu/ButtonTransitionPreviewScript.h"
+
+#include "../Config.h"
+
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Button.h>
+#include <crepe/api/Text.h>
+#include <crepe/api/Color.h>
+
+using namespace crepe;
+using namespace std;
+
+void ButtonSubScene::create(Scene & scn,const Data & data){
+ GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale);
+ this->set_button_overlay(button_object,data);
+ this->btn_text(button_object,data);
+ this->set_script(button_object,data);
+ this->set_icon(button_object,data);
+}
+
+void ButtonSubScene::btn_text(crepe::GameObject & button_object,const Data & data){
+
+ crepe::vec2 size = {data.text_width,(data.text_width/data.text.size())*2};
+ button_object.add_component<Text>(size, FONT,Text::Data{
+ .world_space = data.worldspace,
+ .text_color = Color::WHITE,
+ }, data.text_offset+FONTOFFSET, data.text);
+}
+
+void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & data){
+ switch (data.script_type) {
+ case ScriptSelect::PREVIEW:
+ button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewScript>();
+ break;
+ case ScriptSelect::SHOP:
+ button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>();
+ break;
+ case ScriptSelect::MAINMENU:
+ button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>();
+ break;
+ case ScriptSelect::NONE:
+ button_object.add_component<BehaviorScript>().set_script<IButtonScript>();
+ break;
+ }
+}
+
+void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){
+ switch (data.icon_type) {
+ case IconSelect::SHOP:
+ button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{
+ .sorting_in_layer = 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){
+ button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),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>(Asset("asset/ui/buttonSmallBlue.png"),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..28daed2
--- /dev/null
+++ b/game/menus/ButtonSubScene.h
@@ -0,0 +1,61 @@
+#pragma once
+
+#include <crepe/api/GameObject.h>
+
+#include <string>
+
+namespace crepe {
+class Scene;
+}
+
+class ButtonSubScene {
+public:
+ //script enum
+ enum class ScriptSelect {
+ PREVIEW,
+ SHOP,
+ MAINMENU,
+ NONE,
+ };
+ //icon enum
+ enum class IconSelect {
+ SHOP,
+ COINS,
+ NONE,
+ };
+ //icon enum
+ enum class ButtonSelect {
+ BACK,
+ NEXT,
+ LARGE,
+ };
+ //data struct
+ struct Data{
+ const std::string & text = "NODATA";
+ const crepe::vec2 & text_offset = {0,0};
+ const float text_width = 200;
+ const crepe::vec2 & icon_offset = {0,0};
+ const IconSelect icon_type = IconSelect::NONE;
+ const crepe::vec2 & position = {0,0};
+ const ScriptSelect script_type = ScriptSelect::NONE;
+ const ButtonSelect button_type = ButtonSelect::LARGE;
+ const float scale = 1;
+ const bool worldspace = true;
+ const bool color_side = true;
+ const std::string & tag = "";
+ const int sorting_layer_offset = 0;
+ };
+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..16963bb
--- /dev/null
+++ b/game/menus/FloatingWindowSubScene.cpp
@@ -0,0 +1,178 @@
+
+#include "FloatingWindowSubScene.h"
+#include "MenusConfig.h"
+#include "types.h"
+
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Camera.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..a0bd854
--- /dev/null
+++ b/game/menus/FloatingWindowSubScene.h
@@ -0,0 +1,16 @@
+#pragma once
+
+#include "types.h"
+#include <crepe/api/Scene.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..da535ca
--- /dev/null
+++ b/game/menus/IButtonScript.cpp
@@ -0,0 +1,31 @@
+#include "IButtonScript.h"
+
+#include "system/InputSystem.h"
+
+#include <crepe/types.h>
+#include <crepe/api/Sprite.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..10b57bf
--- /dev/null
+++ b/game/menus/IButtonScript.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class IButtonScript : public virtual crepe::Script {
+public:
+ virtual void init();
+ virtual bool on_button_exit(const crepe::ButtonExitEvent& e);
+ virtual bool on_button_enter(const crepe::ButtonEnterEvent& e);
+};
+
+
diff --git a/game/menus/IFloatingWindowScript.cpp b/game/menus/IFloatingWindowScript.cpp
new file mode 100644
index 0000000..ce84de7
--- /dev/null
+++ b/game/menus/IFloatingWindowScript.cpp
@@ -0,0 +1,23 @@
+#include "IFloatingWindowScript.h"
+#include "api/Sprite.h"
+#include "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..9775726
--- /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..8d3672e
--- /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 = "scene1";
+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..41556af
--- /dev/null
+++ b/game/menus/endgame/EndGameSubScene.cpp
@@ -0,0 +1,70 @@
+
+#include "EndGameSubScene.h"
+#include "../FloatingWindowSubScene.h"
+#include "../ButtonSubScene.h"
+#include <crepe/api/Text.h>
+#include <string>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/BehaviorScript.h>
+#include "EndGameSubScript.h"
+#include "types.h"
+#include "../../Config.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);
+
+
+ // 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::MAINMENU,
+ .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::MAINMENU,
+ .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..aa60a49
--- /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..2be6931
--- /dev/null
+++ b/game/menus/endgame/EndGameSubScript.cpp
@@ -0,0 +1,51 @@
+#include "EndGameSubScript.h"
+#include "../IFloatingWindowScript.h"
+#include "api/Button.h"
+#include "api/Sprite.h"
+#include "api/Text.h"
+#include "types.h"
+#include "../../Events.h"
+#include <string>
+
+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(); });
+}
+
+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;
+}
diff --git a/game/menus/endgame/EndGameSubScript.h b/game/menus/endgame/EndGameSubScript.h
new file mode 100644
index 0000000..2ce3ec7
--- /dev/null
+++ b/game/menus/endgame/EndGameSubScript.h
@@ -0,0 +1,16 @@
+#pragma once
+
+#include "../IFloatingWindowScript.h"
+#include "api/Event.h"
+#include <crepe/api/Script.h>
+
+class EndGameSubScript : public IFloatingWindowScript {
+public:
+ EndGameSubScript(const std::string & tag);
+ void init() override;
+ bool disable_all();
+ bool enable_all();
+ bool reset_timescale();
+};
+
+
diff --git a/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp
new file mode 100644
index 0000000..084d02b
--- /dev/null
+++ b/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp
@@ -0,0 +1,21 @@
+#include "ButtonTransitionPreviewScript.h"
+
+#include "../MenusConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void ButtonTransitionPreviewScript::init(){
+ IButtonScript::init();
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); });
+}
+
+bool ButtonTransitionPreviewScript::on_button_press(const ButtonPressEvent& e){
+ if(!this->transition) this->transition = true;
+ return false;
+}
+
+const char* ButtonTransitionPreviewScript::get_scene_name() const {
+ // Provide the next scene defined in MainMenuConfig
+ return PREVIEW_SCENE;
+}
diff --git a/game/menus/mainmenu/ButtonTransitionPreviewScript.h b/game/menus/mainmenu/ButtonTransitionPreviewScript.h
new file mode 100644
index 0000000..5973dbf
--- /dev/null
+++ b/game/menus/mainmenu/ButtonTransitionPreviewScript.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include "ITransitionScript.h"
+
+#include "../IButtonScript.h"
+
+class ButtonTransitionPreviewScript : public ITransitionScript, public IButtonScript {
+public:
+ void init() override;
+ bool on_button_press(const crepe::ButtonPressEvent& e);
+ const char* get_scene_name() const override;
+};
diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp
new file mode 100644
index 0000000..e2974d4
--- /dev/null
+++ b/game/menus/mainmenu/ITransitionScript.cpp
@@ -0,0 +1,33 @@
+#include "ITransitionScript.h"
+#include "MainMenuConfig.h"
+
+#include "../MenusConfig.h"
+#include "../../Config.h"
+
+#include <crepe/types.h>
+#include <crepe/api/Transform.h>
+#include <crepe/api/Camera.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..78f1016
--- /dev/null
+++ b/game/menus/mainmenu/ITransitionScript.h
@@ -0,0 +1,13 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class ITransitionScript : public virtual crepe::Script {
+public:
+ void frame_update(crepe::duration_t delta_time) override;
+ virtual const char* get_scene_name() const = 0;
+private:
+ float velocity = 20;
+protected:
+ bool transition = false;
+};
diff --git a/game/menus/mainmenu/MainMenuConfig.h b/game/menus/mainmenu/MainMenuConfig.h
new file mode 100644
index 0000000..01995f0
--- /dev/null
+++ b/game/menus/mainmenu/MainMenuConfig.h
@@ -0,0 +1,22 @@
+#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..15cf6d5
--- /dev/null
+++ b/game/menus/mainmenu/MainMenuScene.cpp
@@ -0,0 +1,104 @@
+
+#include "MainMenuScene.h"
+#include "TransitionStartScript.h"
+#include "MainMenuConfig.h"
+
+#include "../ButtonSubScene.h"
+#include "../MenusConfig.h"
+
+#include "../../background/StartSubScene.h"
+#include "../../background/HallwaySubScene.h"
+#include "../../Config.h"
+
+#include "../endgame/EndGameSubScene.h"
+
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Camera.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::RED,
+ });
+ camera_object.add_component<BehaviorScript>().set_script<TransitionStartScript>();
+
+
+ //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,
+ });
+
+ //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 = 115,
+ .icon_offset = {60,0},
+ .icon_type = ButtonSubScene::IconSelect::SHOP,
+ .position = pos_btn,
+ .script_type = ButtonSubScene::ScriptSelect::SHOP,
+ });
+
+ //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,
+ });
+
+}
+
+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/TransitionStartScript.cpp b/game/menus/mainmenu/TransitionStartScript.cpp
new file mode 100644
index 0000000..9b395de
--- /dev/null
+++ b/game/menus/mainmenu/TransitionStartScript.cpp
@@ -0,0 +1,15 @@
+#include "TransitionStartScript.h"
+
+#include "../MenusConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void TransitionStartScript::fixed_update(crepe::duration_t dt){
+ if(this->get_key_state(Keycode::ENTER) && this->transition == false) this->transition = true;
+}
+
+const char* TransitionStartScript::get_scene_name() const {
+ // Provide the next scene defined in MainMenuConfig
+ return START_SCENE;
+}
diff --git a/game/menus/mainmenu/TransitionStartScript.h b/game/menus/mainmenu/TransitionStartScript.h
new file mode 100644
index 0000000..c6df1b9
--- /dev/null
+++ b/game/menus/mainmenu/TransitionStartScript.h
@@ -0,0 +1,9 @@
+#pragma once
+
+#include "ITransitionScript.h"
+
+class TransitionStartScript : public ITransitionScript {
+public:
+ void fixed_update(crepe::duration_t dt) override;
+ const char* get_scene_name() const override;
+};
diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp
new file mode 100644
index 0000000..5d1348f
--- /dev/null
+++ b/game/menus/shop/ShopMenuScene.cpp
@@ -0,0 +1,47 @@
+
+#include "ShopMenuScene.h"
+
+#include "../ButtonSubScene.h"
+#include "../MenusConfig.h"
+#include "../BannerSubScene.h"
+#include "../../Config.h"
+
+#include <crepe/api/Camera.h>
+#include <crepe/api/Sprite.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},
+ });
+
+ 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
+ });
+}
+
+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/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp
index e04fb9d..1554c84 100644
--- a/game/player/PlayerEndScript.cpp
+++ b/game/player/PlayerEndScript.cpp
@@ -1,6 +1,7 @@
#include "PlayerEndScript.h"
#include "../Config.h"
+#include "../Events.h"
#include "manager/LoopTimerManager.h"
#include <crepe/api/Animator.h>
@@ -89,6 +90,10 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
jump++;
}
+ if(rb_player.data.linear_velocity.x < 5){
+ this->trigger_event<EndGameEvent>();
+ }
+
return true;
}
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..61681ae
--- /dev/null
+++ b/game/prefab/ZapperObject.cpp
@@ -0,0 +1,120 @@
+#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, 42) * 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, 42) * 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);
+ Log::logf(Log::DEBUG, "creating zapper");
+}
+
+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..e42adc9
--- /dev/null
+++ b/game/prefab/ZapperPoolScript.cpp
@@ -0,0 +1,39 @@
+#include <crepe/api/Camera.h>
+
+#include "../Config.h"
+
+#include "ZapperPoolScript.h"
+#include "ZapperPoolSubScene.h"
+
+using namespace crepe;
+using namespace std;
+
+ZapperPoolScript::ZapperPoolScript(ZapperPoolSubScene & pool) : pool(pool) {}
+
+void ZapperPoolScript::init() {
+ subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) {
+ this->spawn_random();
+ return true;
+ });
+}
+
+void ZapperPoolScript::fixed_update(crepe::duration_t) {
+ if (i++ < 80) return;
+ i = 0;
+ queue_event<CreateZapperEvent>();
+}
+
+void ZapperPoolScript::spawn_random() {
+ vec2 pos = this->get_camera_pos();
+ logf(Log::DEBUG, "Spawning random zapper at {}", pos);
+
+}
+
+vec2 ZapperPoolScript::get_camera_pos() {
+ Transform & transform = get_components_by_name<Transform>(CAMERA_NAME).back();
+ Camera & camera = get_components_by_name<Camera>(CAMERA_NAME).back();
+
+ // right middle edge position
+ return transform.position + vec2(camera.viewport_size.x / 2, 0);
+}
+
diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h
new file mode 100644
index 0000000..7c4701c
--- /dev/null
+++ b/game/prefab/ZapperPoolScript.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class ZapperPoolSubScene;
+
+class ZapperPoolScript : public crepe::Script {
+public:
+ ZapperPoolScript(ZapperPoolSubScene & pool);
+
+ void init();
+ void fixed_update(crepe::duration_t);
+
+ unsigned i = 0;
+
+private:
+ ZapperPoolSubScene & pool;
+
+private:
+ crepe::vec2 get_camera_pos();
+
+private:
+ void spawn_random();
+};
+
diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp
new file mode 100644
index 0000000..d7d30ea
--- /dev/null
+++ b/game/prefab/ZapperPoolSubScene.cpp
@@ -0,0 +1,25 @@
+#include <crepe/api/BehaviorScript.h>
+
+#include "ZapperPoolSubScene.h"
+#include "ZapperPoolScript.h"
+
+using namespace crepe;
+using namespace std;
+
+ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene)
+ : controller { scene.new_object("controller") } {
+ this->controller.add_component<BehaviorScript>().set_script<ZapperPoolScript>(*this);
+
+ Log::logf(Log::DEBUG, "Building zapper pool...");
+ for (size_t i = 0; i < this->POOL_SIZE; i++)
+ zappers.emplace_back(scene.new_object("zapper"));
+}
+
+OptionalRef<ZapperObject> ZapperPoolSubScene::get_next_zapper() {
+ for (ZapperObject & zapper : this->zappers) {
+ if (!zapper.active) continue;
+ return zapper;
+ }
+ return {};
+}
+
diff --git a/game/prefab/ZapperPoolSubScene.h b/game/prefab/ZapperPoolSubScene.h
new file mode 100644
index 0000000..25328ee
--- /dev/null
+++ b/game/prefab/ZapperPoolSubScene.h
@@ -0,0 +1,27 @@
+#pragma once
+
+#include <vector>
+
+#include <crepe/api/Scene.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Event.h>
+#include <crepe/util/OptionalRef.h>
+
+#include "ZapperObject.h"
+
+class CreateZapperEvent : public crepe::Event {};
+
+class ZapperPoolSubScene {
+public:
+ ZapperPoolSubScene(crepe::Scene & scene);
+
+private:
+ crepe::GameObject controller;
+ std::vector<ZapperObject> zappers;
+
+private:
+ static constexpr size_t POOL_SIZE = 4;
+
+public:
+ crepe::OptionalRef<ZapperObject> get_next_zapper();
+};
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/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/api/Color.cpp b/src/crepe/api/Color.cpp
index 6858aa8..1374198 100644
--- a/src/crepe/api/Color.cpp
+++ b/src/crepe/api/Color.cpp
@@ -10,3 +10,4 @@ const Color Color::BLACK {0x00, 0x00, 0x00};
const Color Color::CYAN {0x00, 0xff, 0xff};
const Color Color::YELLOW {0xff, 0xff, 0x00};
const Color Color::MAGENTA {0xff, 0x00, 0xff};
+const Color Color::GREY {0x80, 0x80, 0x80};
diff --git a/src/crepe/api/Color.h b/src/crepe/api/Color.h
index 84edb5c..22c0c43 100644
--- a/src/crepe/api/Color.h
+++ b/src/crepe/api/Color.h
@@ -18,6 +18,7 @@ struct Color {
static const Color MAGENTA;
static const Color YELLOW;
static const Color BLACK;
+ static const Color GREY;
};
} // namespace crepe
diff --git a/src/crepe/api/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..7475528 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -60,7 +60,8 @@ struct Config final {
struct {
//! default screen 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
@@ -85,7 +86,7 @@ struct Config final {
* This config option is the font size at which all fonts will be loaded initially.
*
*/
- unsigned int size = 16;
+ unsigned int size = 500;
} font;
//! Configuration for click tolerance.
struct {
diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp
index cd9786b..0bbe51f 100644
--- a/src/crepe/api/Engine.cpp
+++ b/src/crepe/api/Engine.cpp
@@ -56,6 +56,7 @@ void Engine::loop() {
try {
systems.frame_update();
+ this->scene_manager.load_next_scene();
} catch (const exception & e) {
Log::logf(
Log::Level::WARNING, "Uncaught exception in frame update function: {}\n",
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..e2f96ed 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/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);
+}