diff options
Diffstat (limited to 'game')
58 files changed, 1909 insertions, 19 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index cc0cc84..892e8fc 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -20,6 +20,27 @@ target_sources(main PUBLIC player/PlayerEndScript.cpp background/StartSubScene.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) diff --git a/game/Config.h b/game/Config.h index 940bf1d..312e612 100644 --- a/game/Config.h +++ b/game/Config.h @@ -1,4 +1,5 @@ #pragma once +#include "types.h" #include <crepe/api/Config.h> @@ -15,6 +16,7 @@ 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_PARTICLES_FOREGROUND = 15; // Only for GameScene @@ -32,7 +34,26 @@ 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 698677b..c30276a 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,3 +1,20 @@ +#include "GameScene.h" +#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 <cmath> #include <crepe/api/Animator.h> #include <crepe/api/Asset.h> @@ -14,17 +31,6 @@ #include <crepe/api/Transform.h> #include <crepe/types.h> -#include "Config.h" -#include "MoveCameraManualyScript.h" -#include "StartGameScript.h" - -#include "GameScene.h" -#include "MoveCameraManualyScript.h" - -#include "background/BackgroundSubScene.h" -#include "player/PlayerSubScene.h" -#include "prefab/ZapperPoolSubScene.h" - using namespace crepe; using namespace std; @@ -33,7 +39,7 @@ void GameScene::load_scene() { 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 { @@ -41,7 +47,11 @@ 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); @@ -74,6 +84,13 @@ void GameScene::load_scene() { 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 laser = new_object("laser", "laser", vec2(2000, 0)); Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; Sprite & laser_sprite = laser.add_component<Sprite>( @@ -106,6 +123,9 @@ 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/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 2198f73..bd5ca93 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -3,6 +3,9 @@ #include "Config.h" #include "GameScene.h" +#include "menus/mainmenu/MainMenuScene.h" +#include "menus/shop/ShopMenuScene.h" + using namespace crepe; @@ -10,6 +13,8 @@ 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 index d77b9b1..6c36ef2 100644 --- a/game/prefab/CMakeLists.txt +++ b/game/prefab/CMakeLists.txt @@ -1,5 +1,6 @@ target_sources(main PUBLIC ZapperObject.cpp ZapperPoolSubScene.cpp + ZapperPoolScript.cpp ) diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp index 3c70d04..61681ae 100644 --- a/game/prefab/ZapperObject.cpp +++ b/game/prefab/ZapperObject.cpp @@ -80,8 +80,8 @@ ZapperObject::ZapperObject(crepe::GameObject && base) .collision_layer = COLL_LAY_ZAPPER, })}, collider {add_component<BoxCollider>(vec2(0, 0))} { - this->place(this->transform.position, 0, 300); this->set_active(false); + Log::logf(Log::DEBUG, "creating zapper"); } void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) { @@ -114,5 +114,7 @@ void ZapperObject::set_active(bool active) { this->body.active = active; this->collider.active = active; + + this->active = active; } diff --git a/game/prefab/ZapperObject.h b/game/prefab/ZapperObject.h index 9f4e4a1..42edc51 100644 --- a/game/prefab/ZapperObject.h +++ b/game/prefab/ZapperObject.h @@ -11,6 +11,8 @@ public: ZapperObject(crepe::GameObject &&); public: + bool active = true; + struct { crepe::Sprite & orb_start; crepe::Sprite & orb_end; diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp new file mode 100644 index 0000000..00dd213 --- /dev/null +++ b/game/prefab/ZapperPoolScript.cpp @@ -0,0 +1,33 @@ +#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::spawn_random() { + vec2 pos = this->get_camera_pos(); + logf(Log::DEBUG, "Spawning random zappers 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 index 79f9a89..b545fbb 100644 --- a/game/prefab/ZapperPoolScript.h +++ b/game/prefab/ZapperPoolScript.h @@ -2,7 +2,21 @@ #include <crepe/api/Script.h> +class ZapperPoolSubScene; + class ZapperPoolScript : public crepe::Script { +public: + ZapperPoolScript(ZapperPoolSubScene & pool); + + void init(); + +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 index 578688a..d7d30ea 100644 --- a/game/prefab/ZapperPoolSubScene.cpp +++ b/game/prefab/ZapperPoolSubScene.cpp @@ -1,13 +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") } { - for (size_t i = 0; i < this->POOL_SIZE; i++) - zappers.emplace_back(scene.new_object("zapper")); + 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 index 79598ce..25328ee 100644 --- a/game/prefab/ZapperPoolSubScene.h +++ b/game/prefab/ZapperPoolSubScene.h @@ -4,18 +4,24 @@ #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); -public: +private: crepe::GameObject controller; std::vector<ZapperObject> zappers; private: static constexpr size_t POOL_SIZE = 4; +public: + crepe::OptionalRef<ZapperObject> get_next_zapper(); }; |