diff options
Diffstat (limited to 'game')
49 files changed, 894 insertions, 700 deletions
diff --git a/game/Config.h b/game/Config.h index c09a965..665b94a 100644 --- a/game/Config.h +++ b/game/Config.h @@ -26,20 +26,20 @@ static constexpr int VIEWPORT_X = 1100; // 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}; +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 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"; +// 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"; +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 const char * PLAYER_NAME = "player"; static constexpr int PLAYER_SPEED = 7500; // In game units static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 38ac4b1..6ff2ea4 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -46,8 +46,8 @@ void GameScene::load_scene() { 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{}); + + camera.add_component<Rigidbody>(Rigidbody::Data {}); PlayerSubScene player(*this); diff --git a/game/coins/CoinPoolSubScene.cpp b/game/coins/CoinPoolSubScene.cpp index 05f6bfc..f8b5b70 100644 --- a/game/coins/CoinPoolSubScene.cpp +++ b/game/coins/CoinPoolSubScene.cpp @@ -7,7 +7,7 @@ using namespace std; void CoinPoolSubScene::create_coins(crepe::Scene & scn) { int amount = 0; CoinSubScene coin; - while(amount < this->MAXIMUM_AMOUNT){ - amount = coin.create(scn,amount); + while (amount < this->MAXIMUM_AMOUNT) { + amount = coin.create(scn, amount); } } diff --git a/game/coins/CoinPoolSubScene.h b/game/coins/CoinPoolSubScene.h index 7360051..07626d6 100644 --- a/game/coins/CoinPoolSubScene.h +++ b/game/coins/CoinPoolSubScene.h @@ -5,7 +5,7 @@ class CoinPoolSubScene { public: void create_coins(crepe::Scene & scn); + private: static constexpr int MAXIMUM_AMOUNT = 100; }; - diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp index 3d18780..3a2b5b0 100644 --- a/game/coins/CoinScript.cpp +++ b/game/coins/CoinScript.cpp @@ -11,25 +11,35 @@ using namespace crepe; using namespace std; -bool CoinScript::on_collision(const CollisionEvent & collisionData){ - if(collisionData.info.other.metadata.tag != "coin") return false; - this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name).front().get().active = false; - this->get_components_by_name<CircleCollider>(collisionData.info.other.metadata.name).front().get().active = false; +bool CoinScript::on_collision(const CollisionEvent & collisionData) { + if (collisionData.info.other.metadata.tag != "coin") return false; + this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name) + .front() + .get() + .active + = false; + this->get_components_by_name<CircleCollider>(collisionData.info.other.metadata.name) + .front() + .get() + .active + = false; this->amount++; return false; } -void CoinScript::init(){ - this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); +void CoinScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); } void CoinScript::fixed_update(crepe::duration_t dt) { - this->trigger_event(GetCoinEvent{ + this->trigger_event(GetCoinEvent { .amount_of_coins = this->amount, }); } -bool CoinScript::save(){ +bool CoinScript::save() { SaveManager & savemgr = this->get_save_manager(); savemgr.set(TOTAL_COINS_RUN, this->amount); return false; diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h index 6fcb64e..5718025 100644 --- a/game/coins/CoinScript.h +++ b/game/coins/CoinScript.h @@ -8,6 +8,7 @@ public: void fixed_update(crepe::duration_t dt) override; bool on_collision(const crepe::CollisionEvent & collisionData); bool save(); + private: int amount = 0; }; diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp index 63f9e89..2c9feb6 100644 --- a/game/coins/CoinSubScene.cpp +++ b/game/coins/CoinSubScene.cpp @@ -3,37 +3,42 @@ #include "../Config.h" #include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> #include <crepe/api/CircleCollider.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Scene.h> -#include <crepe/api/AudioSource.h> using namespace crepe; using namespace std; -int CoinSubScene::create(Scene & scn,int coin_counter){ +int CoinSubScene::create(Scene & scn, int coin_counter) { vec2 size = {20, 20}; string unique_name = "coin_" + to_string(coin_counter++); - GameObject coin = scn.new_object(unique_name.c_str(),"coin",vec2{650,0},0,1); - coin.add_component<Rigidbody>(Rigidbody::Data{ + 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.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<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"}); return coin_counter; } diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h index ddb6450..7a1c60a 100644 --- a/game/coins/CoinSubScene.h +++ b/game/coins/CoinSubScene.h @@ -8,5 +8,5 @@ class Scene; class CoinSubScene { public: - int create(crepe::Scene & scn,int coin_counter); + int create(crepe::Scene & scn, int coin_counter); }; diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp index a58e3fd..1634aa9 100644 --- a/game/coins/CoinSystemScript.cpp +++ b/game/coins/CoinSystemScript.cpp @@ -10,17 +10,13 @@ using namespace crepe; using namespace std; +void CoinSystemScript::init() { engine.seed(rd()); } - -void CoinSystemScript::init() { - engine.seed(rd()); -} - -void CoinSystemScript::add_location(const crepe::vec2& location){ +void CoinSystemScript::add_location(const crepe::vec2 & location) { coin_locations.push_back(CoinData(location)); } -float CoinSystemScript::preset_1(const vec2 & begin_position){ +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)}; @@ -31,7 +27,7 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){ } // Add locations for the bottom row - bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; + 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; @@ -45,22 +41,24 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){ } // Add locations for the next set of the bottom row - bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; + 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; + 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}; +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}; + 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) { + for (int i = 0; i < COLUM_AMOUNT_2 - 2; ++i) { add_location(bottom); bottom.x += this->COLUM_OFFSET_2; } @@ -72,18 +70,17 @@ float CoinSystemScript::preset_2(const vec2 & begin_position){ } // Add locations for the next set of the top row - for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { + 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; + return middle.x - begin_position.x; } -float CoinSystemScript::preset_3(const vec2 & begin_position){ +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); @@ -91,7 +88,7 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){ } // Add locations for the bottom row - location.y +=this->ROW_OFFSET_3; + location.y += this->ROW_OFFSET_3; location.x += this->COLUM_OFFSET_3; for (int i = 0; i < COLUM_AMOUNT_3; ++i) { add_location(location); @@ -99,20 +96,19 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){ } // Add locations for the next set of the top row - location.y +=this->ROW_OFFSET_3; + 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; + return location.x - begin_position.x; } -float CoinSystemScript::preset_4(const vec2 & begin_position){ +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); @@ -120,7 +116,7 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){ } // Add locations for the bottom row - location.y -=this->ROW_OFFSET_4; + location.y -= this->ROW_OFFSET_4; location.x += this->COLUM_OFFSET_4; for (int i = 0; i < COLUM_AMOUNT_4; ++i) { add_location(location); @@ -128,32 +124,29 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){ } // Add locations for the next set of the top row - location.y -=this->ROW_OFFSET_4; + 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; + 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){ +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; + return location.x - begin_position.x; } - - -void CoinSystemScript::frame_update(crepe::duration_t dt) -{ +void CoinSystemScript::frame_update(crepe::duration_t dt) { this->despawn_coins(); this->generate_locations(); - this->spawn_coins(); + this->spawn_coins(); } void CoinSystemScript::despawn_coins() { @@ -163,22 +156,26 @@ void CoinSystemScript::despawn_coins() { // 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) { + 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(); + 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; + coin_locations.begin(), coin_locations.end(), + [&coin_metadata](const CoinData & data) { + return data.name == coin_metadata.name; } ); @@ -192,31 +189,42 @@ void CoinSystemScript::despawn_coins() { } } -void CoinSystemScript::spawn_coins(){ +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) { + for (auto & coin : coin_locations) { // Skip this coin if it is already active - if (coin.active)continue; + 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; - + 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) { + 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(); - + 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; @@ -224,26 +232,23 @@ void CoinSystemScript::spawn_coins(){ 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 out of the inner loop since we've assigned this coin to an available sprite break; } } } -void CoinSystemScript::generate_locations(){ +void CoinSystemScript::generate_locations() { float position = this->get_component<Transform>().position.x; - if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return; + 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 += functions[selected_index]({this->system_position, 0}); this->system_position += spacing; } - - - diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h index 6422807..5c94273 100644 --- a/game/coins/CoinSystemScript.h +++ b/game/coins/CoinSystemScript.h @@ -1,28 +1,33 @@ #pragma once -#include <string> #include <random> +#include <string> -#include <crepe/types.h> #include <crepe/api/CircleCollider.h> #include <crepe/api/Script.h> #include <crepe/api/Sprite.h> #include <crepe/api/Transform.h> +#include <crepe/types.h> class CoinSystemScript : public crepe::Script { private: - struct CoinData{ - crepe::vec2 start_location = {0,0}; + 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) {} + 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 add_location(const crepe::vec2 & location); void despawn_coins(); void spawn_coins(); void generate_locations(); @@ -31,19 +36,20 @@ private: 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::vector<std::function<float(const crepe::vec2 &)>> functions + = {[this](const crepe::vec2 & pos) { return preset_1(pos); }, + [this](const crepe::vec2 & pos) { return preset_2(pos); }, + [this](const crepe::vec2 & pos) { return preset_3(pos); }, + [this](const crepe::vec2 & pos) { return preset_4(pos); }, + [this](const crepe::vec2 & pos) { return preset_5(pos); }}; + std::vector<int> weights = {20, 20, 20, 20, 20}; std::random_device rd; std::default_random_engine engine; float system_position = 1400; static constexpr float SYSTEM_POSITION_OFFSET = 200; + private: static constexpr float SPAWN_SPACING_MIN = 400; static constexpr float SPAWN_SPACING_MAX = 1000; @@ -51,48 +57,50 @@ private: static constexpr float DESPAWN_DISTANCE = 600; static constexpr float SPAWN_AREA = 50; std::vector<CoinData> coin_locations; + private: -// preset one settings -// ***** ***** -// -// -// -// ***** ***** + // 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 -// -// ******** -// ********** -// ******** -// + // 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 -// *** -// -// *** -// -// *** + // 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 -// *** -// -// *** -// -// *** + // 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 -// -// *** -// + // 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 index 2da3b66..facc298 100644 --- a/game/hud/HudConfig.h +++ b/game/hud/HudConfig.h @@ -1,34 +1,33 @@ #pragma once #include <crepe/types.h> -static constexpr crepe::vec2 TOP_LEFT = {-530,-230}; -static constexpr const char* HUD_DISTANCE = "hud_distance"; -static constexpr const char* HUD_BEST = "hud_best"; -static constexpr const char* HUD_COINS = "hud_coins"; -static constexpr const char* HUD_FPS = "hud_fps"; +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 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 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}; +static constexpr crepe::vec2 BEST_OFFSET = {0, 25}; // COINS -static constexpr const char* COINS = "0000"; +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}; +static constexpr crepe::vec2 COINS_OFFSET = {0, 50}; // FPS -static constexpr const char* FPS = "00"; +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 +static constexpr crepe::vec2 FPS_OFFSET = {1030, 0}; diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp index 4aca15e..8f77706 100644 --- a/game/hud/HudScript.cpp +++ b/game/hud/HudScript.cpp @@ -15,70 +15,79 @@ using namespace std; void HudScript::init() { savemgr = &this->get_save_manager(); - savemgr->set(TOTAL_COINS_RUN,0); + 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; + string record + = BEST + to_string(savemgr->get<int>(DISTANCE_GAME, 0).get()) + DISTANCE_UNIT; txt.text = record; - txt.dimensions = {BEST_CHAR_WIDTH*record.size(),(BEST_CHAR_WIDTH)*2}; - txt.offset = TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{record.size() * BEST_CHAR_WIDTH/2,0}; - - this->subscribe<GetCoinEvent>([this](const GetCoinEvent e)-> bool { return this->get_coin(e); }); - this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { return this->toggle_fps(ev);}); - this->subscribe<EndGameEvent>([this](const EndGameEvent e)-> bool { return this->save(); }); + txt.dimensions = {BEST_CHAR_WIDTH * record.size(), (BEST_CHAR_WIDTH) * 2}; + txt.offset + = TOP_LEFT + FONTOFFSET + BEST_OFFSET + vec2 {record.size() * BEST_CHAR_WIDTH / 2, 0}; + + this->subscribe<GetCoinEvent>([this](const GetCoinEvent e) -> bool { + return this->get_coin(e); + }); + this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->toggle_fps(ev); + }); + this->subscribe<EndGameEvent>([this](const EndGameEvent e) -> bool { + return this->save(); + }); } -bool HudScript::toggle_fps(crepe::KeyPressEvent ev){ - if(ev.key != Keycode::END) return false; +bool HudScript::toggle_fps(crepe::KeyPressEvent ev) { + 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) - { + if (this->show_fps) { txt_fps.active = true; - } - else { + } 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; + string distance + = to_string(static_cast<int>(tf.position.x / STEP_SIZE_DISTANCE)) + DISTANCE_UNIT; this->distance_st = distance; txt_dt.text = distance; - txt_dt.dimensions = {DISTANCE_CHAR_WIDTH*distance.size(),(DISTANCE_CHAR_WIDTH)*2}; - txt_dt.offset = TOP_LEFT+FONTOFFSET + vec2{distance.size() * DISTANCE_CHAR_WIDTH/2,0}; + txt_dt.dimensions = {DISTANCE_CHAR_WIDTH * distance.size(), (DISTANCE_CHAR_WIDTH) * 2}; + txt_dt.offset + = TOP_LEFT + FONTOFFSET + vec2 {distance.size() * DISTANCE_CHAR_WIDTH / 2, 0}; // Coins Text & txt_co = this->get_components_by_name<Text>(HUD_COINS).front(); string amount_of_coins = to_string(this->coin_amount); this->coin_amount_st = amount_of_coins; txt_co.text = amount_of_coins; - txt_co.dimensions = {COINS_CHAR_WIDTH*amount_of_coins.size(),(COINS_CHAR_WIDTH)*2}; - txt_co.offset = TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{amount_of_coins.size() * COINS_CHAR_WIDTH/2,0}; + 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; + txt_fps.dimensions = {FPS_CHAR_WIDTH * fps_amount.size(), (FPS_CHAR_WIDTH) * 2}; + txt_fps.offset = TOP_LEFT + FONTOFFSET + FPS_OFFSET + + vec2 {fps_amount.size() * FPS_CHAR_WIDTH / 2, 0}; + if (fps >= 30) txt_fps.data.text_color = Color::YELLOW; + if (fps >= 50) txt_fps.data.text_color = Color::GREEN; + if (fps < 30) txt_fps.data.text_color = Color::RED; } - -bool HudScript::get_coin(const GetCoinEvent e){ +bool HudScript::get_coin(const GetCoinEvent e) { this->coin_amount = e.amount_of_coins; return true; } -bool HudScript::save(){ +bool HudScript::save() { SaveManager & savemgr = this->get_save_manager(); savemgr.set(TOTAL_COINS_RUN, this->coin_amount); savemgr.set(DISTANCE_RUN, this->distance_st); diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h index 5b9ec17..2b789db 100644 --- a/game/hud/HudScript.h +++ b/game/hud/HudScript.h @@ -15,8 +15,9 @@ public: bool get_coin(const GetCoinEvent e); bool toggle_fps(crepe::KeyPressEvent ev); bool save(); + private: - crepe::SaveManager* savemgr; + crepe::SaveManager * savemgr; bool show_fps = false; int coin_amount = 0; std::string coin_amount_st = ""; diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp index 8b87a2e..ca81614 100644 --- a/game/hud/HudSubScene.cpp +++ b/game/hud/HudSubScene.cpp @@ -6,42 +6,63 @@ #include <crepe/api/GameObject.h> #include <crepe/api/Text.h> - using namespace crepe; using namespace std; -void HudSubScene::create(Scene & scn){ - +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); + 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); + 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); + 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; + 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 index be696e9..0cd368e 100644 --- a/game/hud/HudSubScene.h +++ b/game/hud/HudSubScene.h @@ -2,8 +2,7 @@ #include <crepe/api/Scene.h> -class HudSubScene -{ +class HudSubScene { public: void create(crepe::Scene & scn); }; diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp index c9f7188..d0a4dfe 100644 --- a/game/hud/SpeedScript.cpp +++ b/game/hud/SpeedScript.cpp @@ -9,15 +9,13 @@ 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(); + 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(); + if (this->toggle) { + this->timescale = lp.get_time_scale(); lp.set_time_scale(0); - } - else { + } else { lp.set_time_scale(this->timescale); } @@ -25,12 +23,12 @@ void SpeedScript::init() { }); } -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); +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); + 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 index 76ada4f..6c15a89 100644 --- a/game/hud/SpeedScript.h +++ b/game/hud/SpeedScript.h @@ -7,8 +7,9 @@ class SpeedScript : public crepe::Script { public: void init() override; void fixed_update(crepe::duration_t dt) override; + private: - crepe::SaveManager* savemgr; + crepe::SaveManager * savemgr; bool toggle = true; float timescale = 1; }; diff --git a/game/main.cpp b/game/main.cpp index b9bebfb..e341353 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -5,7 +5,6 @@ #include "menus/mainmenu/MainMenuScene.h" #include "menus/shop/ShopMenuScene.h" - using namespace crepe; int main() { diff --git a/game/menus/BannerSubScene.cpp b/game/menus/BannerSubScene.cpp index ea43c69..006a829 100644 --- a/game/menus/BannerSubScene.cpp +++ b/game/menus/BannerSubScene.cpp @@ -3,40 +3,47 @@ #include "../Config.h" -#include <crepe/api/Sprite.h> #include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> #include <crepe/api/Text.h> using namespace crepe; using namespace std; -void BannerSubScene::create(Scene & scn,const Data & data){ - GameObject menu_banner = scn.new_object("menu_banner","", {0,-414}); +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}, - }); + 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}, - }); + 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); + 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 index 888897d..c194dfc 100644 --- a/game/menus/BannerSubScene.h +++ b/game/menus/BannerSubScene.h @@ -1,7 +1,7 @@ #pragma once -#include <crepe/types.h> #include <crepe/api/GameObject.h> +#include <crepe/types.h> namespace crepe { class Scene; @@ -9,11 +9,12 @@ class Scene; class BannerSubScene { public: -struct Data{ + struct Data { const std::string & banner_title = "NODATA"; const float banner_title_width = 100; - const crepe::vec2 & banner_title_offset = {0,0}; + const crepe::vec2 & banner_title_offset = {0, 0}; }; + public: - void create(crepe::Scene & scn,const Data & data); + void create(crepe::Scene & scn, const Data & data); }; diff --git a/game/menus/ButtonNextMainMenuSubScript.cpp b/game/menus/ButtonNextMainMenuSubScript.cpp index d6e315e..e03a34a 100644 --- a/game/menus/ButtonNextMainMenuSubScript.cpp +++ b/game/menus/ButtonNextMainMenuSubScript.cpp @@ -12,29 +12,31 @@ using namespace crepe; using namespace std; -void ButtonNextMainMenuSubScript::init(){ +void ButtonNextMainMenuSubScript::init() { IButtonScript::init(); - this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); } -bool ButtonNextMainMenuSubScript::on_button_press(const ButtonPressEvent& e){ - RefVector<AudioSource> audios = this->get_components_by_name<AudioSource>("background_music"); - +bool ButtonNextMainMenuSubScript::on_button_press(const ButtonPressEvent & e) { + RefVector<AudioSource> audios + = this->get_components_by_name<AudioSource>("background_music"); + for (AudioSource & audio : audios) { audio.stop(); } SaveManager & savemgr = this->get_save_manager(); - ValueBroker<int> coins = savemgr.get<int>(TOTAL_COINS_RUN,0); - ValueBroker<int> coins_game = savemgr.get<int>(TOTAL_COINS_GAME,0); - savemgr.set(TOTAL_COINS_GAME, coins_game.get()+coins.get()); - - ValueBroker<int> distance = savemgr.get<int>(DISTANCE_RUN,0); - ValueBroker<int> distance_game = savemgr.get<int>(DISTANCE_GAME,0); - if(distance.get() > distance_game.get()) savemgr.set(DISTANCE_GAME, distance.get()); + ValueBroker<int> coins = savemgr.get<int>(TOTAL_COINS_RUN, 0); + ValueBroker<int> coins_game = savemgr.get<int>(TOTAL_COINS_GAME, 0); + savemgr.set(TOTAL_COINS_GAME, coins_game.get() + coins.get()); + + ValueBroker<int> distance = savemgr.get<int>(DISTANCE_RUN, 0); + ValueBroker<int> distance_game = savemgr.get<int>(DISTANCE_GAME, 0); + if (distance.get() > distance_game.get()) savemgr.set(DISTANCE_GAME, distance.get()); this->set_next_scene(MAINMENU_SCENE); return false; } - diff --git a/game/menus/ButtonNextMainMenuSubScript.h b/game/menus/ButtonNextMainMenuSubScript.h index cb5c8ca..0603111 100644 --- a/game/menus/ButtonNextMainMenuSubScript.h +++ b/game/menus/ButtonNextMainMenuSubScript.h @@ -7,9 +7,11 @@ class ButtonNextMainMenuSubScript : public IButtonScript { public: void init() override; - bool on_button_press(const crepe::ButtonPressEvent& e); + bool on_button_press(const crepe::ButtonPressEvent & e); + private: float velocity = 20; + protected: bool transition = false; }; diff --git a/game/menus/ButtonSetMainMenuSubScript.cpp b/game/menus/ButtonSetMainMenuSubScript.cpp index 2181f44..1c6bcb2 100644 --- a/game/menus/ButtonSetMainMenuSubScript.cpp +++ b/game/menus/ButtonSetMainMenuSubScript.cpp @@ -7,15 +7,17 @@ using namespace crepe; using namespace std; -void ButtonSetMainMenuSubScript::init(){ +void ButtonSetMainMenuSubScript::init() { IButtonScript::init(); - this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); } -bool ButtonSetMainMenuSubScript::on_button_press(const ButtonPressEvent& e){ - RefVector<AudioSource> audios = this->get_components_by_name<AudioSource>("background_music"); - +bool ButtonSetMainMenuSubScript::on_button_press(const ButtonPressEvent & e) { + RefVector<AudioSource> audios + = this->get_components_by_name<AudioSource>("background_music"); + this->set_next_scene(MAINMENU_SCENE); return false; } - diff --git a/game/menus/ButtonSetMainMenuSubScript.h b/game/menus/ButtonSetMainMenuSubScript.h index 40e2c11..8891538 100644 --- a/game/menus/ButtonSetMainMenuSubScript.h +++ b/game/menus/ButtonSetMainMenuSubScript.h @@ -7,9 +7,11 @@ class ButtonSetMainMenuSubScript : public IButtonScript { public: void init() override; - bool on_button_press(const crepe::ButtonPressEvent& e); + bool on_button_press(const crepe::ButtonPressEvent & e); + private: float velocity = 20; + protected: bool transition = false; }; diff --git a/game/menus/ButtonSetShopSubScript.cpp b/game/menus/ButtonSetShopSubScript.cpp index 67005a7..4f395eb 100644 --- a/game/menus/ButtonSetShopSubScript.cpp +++ b/game/menus/ButtonSetShopSubScript.cpp @@ -4,13 +4,14 @@ using namespace crepe; using namespace std; -void ButtonSetShopSubScript::init(){ +void ButtonSetShopSubScript::init() { IButtonScript::init(); - this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); } -bool ButtonSetShopSubScript::on_button_press(const ButtonPressEvent& e){ +bool ButtonSetShopSubScript::on_button_press(const ButtonPressEvent & e) { this->set_next_scene(SHOP_SCENE); return false; } - diff --git a/game/menus/ButtonSetShopSubScript.h b/game/menus/ButtonSetShopSubScript.h index 8edc7bf..7a96cdf 100644 --- a/game/menus/ButtonSetShopSubScript.h +++ b/game/menus/ButtonSetShopSubScript.h @@ -7,9 +7,11 @@ class ButtonSetShopSubScript : public IButtonScript { public: void init() override; - bool on_button_press(const crepe::ButtonPressEvent& e); + 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 index 5f7f2b0..e41c798 100644 --- a/game/menus/ButtonSubScene.cpp +++ b/game/menus/ButtonSubScene.cpp @@ -10,45 +10,53 @@ #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> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h> using namespace crepe; using namespace std; -void ButtonSubScene::create(Scene & scn,const Data & data){ - GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale); - this->set_button_overlay(button_object,data); - this->btn_text(button_object,data); - this->set_script(button_object,data); - this->set_icon(button_object,data); +void ButtonSubScene::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){ +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); + 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){ +void ButtonSubScene::set_script(crepe::GameObject & button_object, const Data & data) { switch (data.script_type) { case ScriptSelect::PREVIEW: - button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewSubScript>(); + button_object.add_component<BehaviorScript>() + .set_script<ButtonTransitionPreviewSubScript>(); break; case ScriptSelect::SHOP: button_object.add_component<BehaviorScript>().set_script<ButtonSetShopSubScript>(); break; case ScriptSelect::MAINMENU: - button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuSubScript>(); + button_object.add_component<BehaviorScript>() + .set_script<ButtonSetMainMenuSubScript>(); break; case ScriptSelect::NEXT: - button_object.add_component<BehaviorScript>().set_script<ButtonNextMainMenuSubScript>(); + button_object.add_component<BehaviorScript>() + .set_script<ButtonNextMainMenuSubScript>(); break; case ScriptSelect::NONE: button_object.add_component<BehaviorScript>().set_script<IButtonScript>(); @@ -56,100 +64,141 @@ void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & d } } -void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){ +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, - }); + 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, - }); + 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){ +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); + this->large_btn_overlay(button_object, data); break; case ButtonSelect::BACK: - this->back_btn_overlay(button_object,data); + this->back_btn_overlay(button_object, data); break; case ButtonSelect::NEXT: - this->next_btn_overlay(button_object,data); + 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::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::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::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, - }); +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 index 09c2fcd..c1c6de8 100644 --- a/game/menus/ButtonSubScene.h +++ b/game/menus/ButtonSubScene.h @@ -31,13 +31,13 @@ public: LARGE, }; //data struct - struct Data{ + struct Data { const std::string & text = "NODATA"; - const crepe::vec2 & text_offset = {0,0}; + const crepe::vec2 & text_offset = {0, 0}; const float text_width = 200; - const crepe::vec2 & icon_offset = {0,0}; + const crepe::vec2 & icon_offset = {0, 0}; const IconSelect icon_type = IconSelect::NONE; - const crepe::vec2 & position = {0,0}; + const crepe::vec2 & position = {0, 0}; const ScriptSelect script_type = ScriptSelect::NONE; const ButtonSelect button_type = ButtonSelect::LARGE; const float scale = 1; @@ -46,17 +46,22 @@ public: const std::string & tag = ""; const int sorting_layer_offset = 0; }; + public: - void create(crepe::Scene & scn,const Data & data); + 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); + 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}; + static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113, 0}; }; diff --git a/game/menus/FloatingWindowSubScene.cpp b/game/menus/FloatingWindowSubScene.cpp index 640d151..4420bfa 100644 --- a/game/menus/FloatingWindowSubScene.cpp +++ b/game/menus/FloatingWindowSubScene.cpp @@ -2,18 +2,18 @@ #include "FloatingWindowSubScene.h" #include "MenusConfig.h" -#include <crepe/types.h> +#include <crepe/api/Camera.h> #include <crepe/api/GameObject.h> #include <crepe/api/Scene.h> #include <crepe/api/Sprite.h> -#include <crepe/api/Camera.h> +#include <crepe/types.h> using namespace crepe; using namespace std; -void FloatingWindowSubScene::create(Scene & scn,const Data & data){ - const vec2 SIZE = {data.width,data.width*0.75f}; - const vec2 POSITION_CORRECTION = vec2{0,-SIZE.y/2} + data.offset; +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; @@ -22,157 +22,199 @@ void FloatingWindowSubScene::create(Scene & scn,const Data & data){ const float BOTTOM_OFFSET_X = 3; const float BOTTOM_OFFSET_Y = -3; - GameObject floatingwindow = scn.new_object("FloatingWindow",data.group_tag); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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, - }); + 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 index 1ce7c38..7b9de96 100644 --- a/game/menus/FloatingWindowSubScene.h +++ b/game/menus/FloatingWindowSubScene.h @@ -1,16 +1,17 @@ #pragma once -#include <crepe/types.h> #include <crepe/api/Scene.h> +#include <crepe/types.h> -class FloatingWindowSubScene { +class FloatingWindowSubScene { public: - struct Data{ + struct Data { const std::string group_tag = ""; float width = 200; - crepe::vec2 offset = {0,0}; + crepe::vec2 offset = {0, 0}; float width_middle_offset = 0; }; + public: - void create(crepe::Scene & scn,const Data & data); + void create(crepe::Scene & scn, const Data & data); }; diff --git a/game/menus/IButtonScript.cpp b/game/menus/IButtonScript.cpp index da535ca..34efbd0 100644 --- a/game/menus/IButtonScript.cpp +++ b/game/menus/IButtonScript.cpp @@ -2,30 +2,31 @@ #include "system/InputSystem.h" -#include <crepe/types.h> #include <crepe/api/Sprite.h> +#include <crepe/types.h> using namespace crepe; using namespace std; -void IButtonScript::init(){ - this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent& e) { return this->on_button_exit(e); }); - this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent& e) { return this->on_button_enter(e); }); +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){ +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}; + for (Sprite & sprite : sprites) { + sprite.data.color = Color {255, 255, 255, 255}; } return false; } -bool IButtonScript::on_button_enter(const ButtonEnterEvent& e){ +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}; + 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 index 10b57bf..e45375b 100644 --- a/game/menus/IButtonScript.h +++ b/game/menus/IButtonScript.h @@ -5,8 +5,6 @@ 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); + 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 index 8d6c838..4b538ef 100644 --- a/game/menus/IFloatingWindowScript.cpp +++ b/game/menus/IFloatingWindowScript.cpp @@ -5,20 +5,18 @@ using namespace crepe; -void IFloatingWindowScript::init(){ - this->disable_all_sprites(); -} +void IFloatingWindowScript::init() { this->disable_all_sprites(); } -void IFloatingWindowScript::disable_all_sprites(){ +void IFloatingWindowScript::disable_all_sprites() { RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); - for(Sprite & sprite : sprites){ + for (Sprite & sprite : sprites) { sprite.active = false; } } -void IFloatingWindowScript::enable_all_sprites(){ +void IFloatingWindowScript::enable_all_sprites() { RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag); - for(Sprite & sprite : sprites){ + for (Sprite & sprite : sprites) { sprite.active = true; } } diff --git a/game/menus/IFloatingWindowScript.h b/game/menus/IFloatingWindowScript.h index dff4091..e39378f 100644 --- a/game/menus/IFloatingWindowScript.h +++ b/game/menus/IFloatingWindowScript.h @@ -9,8 +9,7 @@ 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 index 9e0c99b..6ec5689 100644 --- a/game/menus/MenusConfig.h +++ b/game/menus/MenusConfig.h @@ -3,15 +3,15 @@ //generic menu config static constexpr int STARTING_SORTING_IN_LAYER = 7; -static constexpr const char* CAMERA_NAME = "camera"; +static constexpr const char * CAMERA_NAME = "camera"; //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"; +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}; +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 index c97ce52..3ef0f9a 100644 --- a/game/menus/endgame/EndGameSubScene.cpp +++ b/game/menus/endgame/EndGameSubScene.cpp @@ -2,21 +2,21 @@ #include "EndGameSubScene.h" #include "EndGameSubScript.h" -#include "../FloatingWindowSubScene.h" -#include "../ButtonSubScene.h" #include "../../Config.h" +#include "../ButtonSubScene.h" +#include "../FloatingWindowSubScene.h" #include <string> -#include <crepe/api/GameObject.h> #include <crepe/api/BehaviorScript.h> +#include <crepe/api/GameObject.h> #include <crepe/api/Text.h> #include <crepe/types.h> using namespace crepe; using namespace std; -void EndGameSubScene::create(Scene & scn){ +void EndGameSubScene::create(Scene & scn) { const std::string TAG = "end_game_tag"; GameObject script = scn.new_object("script"); @@ -24,50 +24,59 @@ void EndGameSubScene::create(Scene & scn){ // Window FloatingWindowSubScene window; - window.create(scn, FloatingWindowSubScene::Data{ - .group_tag = TAG, - .width = 500, - .offset = {0,-50}, - .width_middle_offset = -2, - }); + 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); - + 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}; + vec2 button_position = {190, 190}; ButtonSubScene button; - button.create(scn,ButtonSubScene::Data{ - .text = "NEXT", - .text_width = 100, - .position = button_position, - .script_type = ButtonSubScene::ScriptSelect::NEXT, - .button_type = ButtonSubScene::ButtonSelect::NEXT, - .scale = 0.6, - .worldspace = false, - .tag = TAG, - .sorting_layer_offset = 20, - }); - - button.create(scn,ButtonSubScene::Data{ - .text = "REPLAY", - .text_width = 150, - .position = {-button_position.x,button_position.y}, - // .script_type = ButtonSubScene::ScriptSelect::MAINMENU, - .button_type = ButtonSubScene::ButtonSelect::BACK, - .scale = 0.6, - .worldspace = false, - .tag = TAG, - .sorting_layer_offset = 20, - }); + button.create( + scn, + ButtonSubScene::Data { + .text = "NEXT", + .text_width = 100, + .position = button_position, + .script_type = ButtonSubScene::ScriptSelect::NEXT, + .button_type = ButtonSubScene::ButtonSelect::NEXT, + .scale = 0.6, + .worldspace = false, + .tag = TAG, + .sorting_layer_offset = 20, + } + ); + button.create( + scn, + ButtonSubScene::Data { + .text = "REPLAY", + .text_width = 150, + .position = {-button_position.x, button_position.y}, + // .script_type = ButtonSubScene::ScriptSelect::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 index aa60a49..204f3b7 100644 --- a/game/menus/endgame/EndGameSubScene.h +++ b/game/menus/endgame/EndGameSubScene.h @@ -2,7 +2,7 @@ #include <crepe/api/Scene.h> -class EndGameSubScene { +class EndGameSubScene { public: void create(crepe::Scene & scn); diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp index 2204df0..f120e2d 100644 --- a/game/menus/endgame/EndGameSubScript.cpp +++ b/game/menus/endgame/EndGameSubScript.cpp @@ -1,7 +1,7 @@ #include "EndGameSubScript.h" -#include "../IFloatingWindowScript.h" #include "../../Events.h" +#include "../IFloatingWindowScript.h" #include <string> @@ -12,43 +12,43 @@ using namespace crepe; -EndGameSubScript::EndGameSubScript(const std::string & tag){ - this->tag = tag; -} +EndGameSubScript::EndGameSubScript(const std::string & tag) { this->tag = tag; } -void EndGameSubScript::init(){ +void EndGameSubScript::init() { this->disable_all(); this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->enable_all(); }); - this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->reset_timescale(); }); + this->subscribe<EndGameEvent>([this](const EndGameEvent e) { + return this->reset_timescale(); + }); } -bool EndGameSubScript::disable_all(){ +bool EndGameSubScript::disable_all() { IFloatingWindowScript::disable_all_sprites(); RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); - for(Button & button : buttons){ + for (Button & button : buttons) { button.active = false; } RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); - for(Text & text : texts){ + for (Text & text : texts) { text.active = false; } return false; } -bool EndGameSubScript::enable_all(){ +bool EndGameSubScript::enable_all() { IFloatingWindowScript::enable_all_sprites(); RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag); - for(Button & button : buttons){ + for (Button & button : buttons) { button.active = true; } RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag); - for(Text & text : texts){ + for (Text & text : texts) { text.active = true; } return false; } -bool EndGameSubScript::reset_timescale(){ +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 index 4b63a4e..62a2f0c 100644 --- a/game/menus/endgame/EndGameSubScript.h +++ b/game/menus/endgame/EndGameSubScript.h @@ -8,10 +8,8 @@ class EndGameSubScript : public IFloatingWindowScript { public: EndGameSubScript(const std::string & tag); - void init() override; + void init() override; bool disable_all(); bool enable_all(); bool reset_timescale(); }; - - diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp index 8c055ec..4c4dfc1 100644 --- a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp +++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp @@ -5,17 +5,19 @@ using namespace crepe; using namespace std; -void ButtonTransitionPreviewSubScript::init(){ +void ButtonTransitionPreviewSubScript::init() { IButtonScript::init(); - this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); + this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) { + return this->on_button_press(e); + }); } -bool ButtonTransitionPreviewSubScript::on_button_press(const ButtonPressEvent& e){ - if(!this->transition) this->transition = true; +bool ButtonTransitionPreviewSubScript::on_button_press(const ButtonPressEvent & e) { + if (!this->transition) this->transition = true; return false; } -const char* ButtonTransitionPreviewSubScript::get_scene_name() const { - // Provide the next scene defined in MainMenuConfig - return PREVIEW_SCENE; +const char * ButtonTransitionPreviewSubScript::get_scene_name() const { + // Provide the next scene defined in MainMenuConfig + return PREVIEW_SCENE; } diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h index 6e6b0b2..d6d8149 100644 --- a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h +++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h @@ -7,6 +7,6 @@ class ButtonTransitionPreviewSubScript : public ITransitionScript, public IButtonScript { public: void init() override; - bool on_button_press(const crepe::ButtonPressEvent& e); - const char* get_scene_name() const override; + 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 index 9e547e6..cd929a0 100644 --- a/game/menus/mainmenu/ITransitionScript.cpp +++ b/game/menus/mainmenu/ITransitionScript.cpp @@ -3,30 +3,27 @@ #include "../MenusConfig.h" -#include <crepe/types.h> -#include <crepe/api/Transform.h> #include <crepe/api/Camera.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> using namespace crepe; using namespace std; -void ITransitionScript::frame_update(crepe::duration_t delta_time){ - if(this->transition) - { +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) - { + 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 index 78f1016..9a2ef90 100644 --- a/game/menus/mainmenu/ITransitionScript.h +++ b/game/menus/mainmenu/ITransitionScript.h @@ -5,9 +5,11 @@ class ITransitionScript : public virtual crepe::Script { public: void frame_update(crepe::duration_t delta_time) override; - virtual const char* get_scene_name() const = 0; + 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 index 01995f0..f4ca5a6 100644 --- a/game/menus/mainmenu/MainMenuConfig.h +++ b/game/menus/mainmenu/MainMenuConfig.h @@ -3,20 +3,17 @@ //main menu config static constexpr float STARTMAP_OFFSET = 50; -static constexpr crepe::vec2 MENU_OFFSET = {0,0}; +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 +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 index e0dfbee..43418e3 100644 --- a/game/menus/mainmenu/MainMenuScene.cpp +++ b/game/menus/mainmenu/MainMenuScene.cpp @@ -1,104 +1,115 @@ #include "MainMenuScene.h" -#include "TransitionStartSubScript.h" #include "MainMenuConfig.h" +#include "TransitionStartSubScript.h" #include "../ButtonSubScene.h" #include "../MenusConfig.h" -#include "../../background/StartSubScene.h" -#include "../../background/HallwaySubScene.h" #include "../../Config.h" +#include "../../background/HallwaySubScene.h" +#include "../../background/StartSubScene.h" #include "../endgame/EndGameSubScene.h" #include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> #include <crepe/api/GameObject.h> #include <crepe/api/Sprite.h> -#include <crepe/api/Camera.h> #include <crepe/manager/SaveManager.h> using namespace crepe; using namespace std; -void MainMenuScene::load_scene(){ +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<Camera>( + ivec2(990, 720), vec2(1100, 800), + Camera::Data { + .bg_color = Color::RED, + } + ); camera_object.add_component<BehaviorScript>().set_script<TransitionStartSubScript>(); - //Button menu - GameObject menu_button = this->new_object(MENU_BUTTON_NAME,MENU_BUTTON_NAME,MENU_OFFSET); + 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, - }); + 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, - }); + 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, - }); - + 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); + 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, - }); + 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()); + 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, - }); - + 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/TransitionStartSubScript.cpp b/game/menus/mainmenu/TransitionStartSubScript.cpp index 6ad4673..63723cf 100644 --- a/game/menus/mainmenu/TransitionStartSubScript.cpp +++ b/game/menus/mainmenu/TransitionStartSubScript.cpp @@ -5,11 +5,12 @@ using namespace crepe; using namespace std; -void TransitionStartSubScript::fixed_update(crepe::duration_t dt){ - if(this->get_key_state(Keycode::ENTER) && this->transition == false) this->transition = true; +void TransitionStartSubScript::fixed_update(crepe::duration_t dt) { + if (this->get_key_state(Keycode::ENTER) && this->transition == false) + this->transition = true; } -const char* TransitionStartSubScript::get_scene_name() const { - // Provide the next scene defined in MainMenuConfig - return START_SCENE; +const char * TransitionStartSubScript::get_scene_name() const { + // Provide the next scene defined in MainMenuConfig + return START_SCENE; } diff --git a/game/menus/mainmenu/TransitionStartSubScript.h b/game/menus/mainmenu/TransitionStartSubScript.h index b41360d..f9862ea 100644 --- a/game/menus/mainmenu/TransitionStartSubScript.h +++ b/game/menus/mainmenu/TransitionStartSubScript.h @@ -5,5 +5,5 @@ class TransitionStartSubScript : public ITransitionScript { public: void fixed_update(crepe::duration_t dt) override; - const char* get_scene_name() const override; + const char * get_scene_name() const override; }; diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp index 6c88dc8..21e3f02 100644 --- a/game/menus/shop/ShopMenuScene.cpp +++ b/game/menus/shop/ShopMenuScene.cpp @@ -1,9 +1,9 @@ #include "ShopMenuScene.h" +#include "../BannerSubScene.h" #include "../ButtonSubScene.h" #include "../MenusConfig.h" -#include "../BannerSubScene.h" #include <crepe/api/Camera.h> #include <crepe/api/Sprite.h> @@ -11,36 +11,45 @@ using namespace crepe; using namespace std; -void ShopMenuScene::load_scene(){ +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, - }); + 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}, - }); + 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}, - }); - + 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 - }); + 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/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index f3d9aad..fb18f2f 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -90,7 +90,7 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { jump++; } - if(rb_player.data.linear_velocity.x < 5){ + if (rb_player.data.linear_velocity.x < 5) { this->trigger_event<EndGameEvent>(); } |