diff options
Diffstat (limited to 'game')
50 files changed, 1813 insertions, 92 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 937b5e6..edc8a93 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -16,11 +16,29 @@ add_executable(main  	GameScene.cpp  	background/HallwaySubScene.cpp  	MoveCameraManualyScript.cpp -	PlayerScript.cpp -	PlayerSubScene.cpp +	player/PlayerScript.cpp +	player/PlayerSubScene.cpp  	StartGameScript.cpp +	player/PlayerEndScript.cpp  	background/StartSubScene.cpp  	main.cpp +	mainmenu/IButtonScript.cpp +	mainmenu/ButtonSubScene.cpp +	mainmenu/MainMenuScene.cpp +	mainmenu/ITransitionScript.cpp +	mainmenu/TransitionStartScript.cpp +	mainmenu/ButtonTransitionPreviewScript.cpp +	mainmenu/ShopMenuScene.cpp +	mainmenu/BannerSubScene.cpp +	mainmenu/ButtonSetShopScript.cpp +	mainmenu/ButtonSetMainMenuScript.cpp +	coins/CoinSubScene.cpp +	coins/CoinPool.cpp +	coins/CoinSystemScript.cpp +	coins/CoinScript.cpp +	hud/HudSubScene.cpp +	hud/HudScript.cpp +	hud/SpeedScript.cpp  )  target_link_libraries(main PUBLIC crepe) diff --git a/game/Config.h b/game/Config.h index ec753df..81dd7ea 100644 --- a/game/Config.h +++ b/game/Config.h @@ -1,4 +1,5 @@  #pragma once +#include "types.h"  static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes  static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes @@ -13,9 +14,33 @@ static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene  static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene  static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene  static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene +static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene +static constexpr int COLL_LAY_LASER = 7; // Only for GameScene +static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene  static constexpr int GAME_HEIGHT = 800; // In game units  static constexpr int VIEWPORT_X = 1100; // In game units  // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished  static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units + +// Font settings +static constexpr const char* FONT = "Jetpackia"; +static constexpr crepe::vec2 FONTOFFSET = {0,0}; + +// Save data + +// Amount of coins in game  +static constexpr const char* TOTAL_COINS_GAME = "total_coins_game"; + +// Amount of coins in current run  +static constexpr const char* TOTAL_COINS_RUN = "total_coins_run"; + +// Distance +static constexpr const char* DISTANCE_GAME = "distance_game"; +static constexpr const char* DISTANCE_RUN = "distance_run"; + +// Global tags and names +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 2511567..bd12d50 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,10 +1,16 @@  #include "GameScene.h"  #include "Config.h"  #include "MoveCameraManualyScript.h" -#include "PlayerSubScene.h"  #include "StartGameScript.h" +#include "coins/CoinSubScene.h" +#include "coins/CoinPool.h" +#include "coins/CoinSystemScript.h"  #include "background/BackgroundSubScene.h" +#include "hud/HudScript.h" +#include "hud/HudSubScene.h" +#include "hud/SpeedScript.h" +#include "player/PlayerSubScene.h"  #include <cmath>  #include <crepe/api/Animator.h> @@ -36,7 +42,11 @@ void GameScene::load_scene() {  		}  	);  	camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); -	camera.add_component<Rigidbody>(Rigidbody::Data {}); +	camera.add_component<BehaviorScript>().set_script<CoinSystemScript>(); +	camera.add_component<BehaviorScript>().set_script<HudScript>(); +	camera.add_component<BehaviorScript>().set_script<SpeedScript>(); +	 +	camera.add_component<Rigidbody>(Rigidbody::Data{});  	PlayerSubScene player(*this); @@ -66,6 +76,63 @@ void GameScene::load_scene() {  	GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));  	start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); + +	//create coin pool +	CoinPool coin_system; +	coin_system.create_coins(*this); + +	HudSubScene hud; +	hud.create(*this); + +	// zapper, laser and missile (below) for testing purpose only!!! +	GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); +	Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; +	Sprite & zapper_sprite = zapper.add_component<Sprite>( +		zapper_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 0, +			.size = vec2(100, 100), +		} +	); +	zapper.add_component<Rigidbody>(Rigidbody::Data { +		.body_type = Rigidbody::BodyType::KINEMATIC, +		.kinematic_collision = false, +		.collision_layer = COLL_LAY_ZAPPER, +	}); +	zapper.add_component<BoxCollider>(vec2(100, 100)); +	GameObject laser = new_object("laser", "laser", vec2(2000, 0)); +	Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; +	Sprite & laser_sprite = laser.add_component<Sprite>( +		laser_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 0, +			.size = vec2(100, 100), +		} +	); +	laser.add_component<Rigidbody>(Rigidbody::Data { +		.body_type = Rigidbody::BodyType::KINEMATIC, +		.kinematic_collision = false, +		.collision_layer = COLL_LAY_LASER, +	}); +	laser.add_component<BoxCollider>(vec2(100, 100)); +	GameObject missile = new_object("missile", "missile", vec2(4000, 0)); +	Asset missile_asset {"asset/obstacles/missile/missile.png"}; +	Sprite & missile_sprite = missile.add_component<Sprite>( +		missile_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 0, +			.size = vec2(100, 100), +		} +	); +	missile.add_component<Rigidbody>(Rigidbody::Data { +		.body_type = Rigidbody::BodyType::KINEMATIC, +		.kinematic_collision = false, +		.collision_layer = COLL_LAY_MISSILE, +	}); +	missile.add_component<BoxCollider>(vec2(100, 100));  }  string GameScene::get_name() const { return "scene1"; } diff --git a/game/PlayerScript.cpp b/game/PlayerScript.cpp deleted file mode 100644 index 1c388f5..0000000 --- a/game/PlayerScript.cpp +++ /dev/null @@ -1,11 +0,0 @@ -#include "PlayerScript.h" - -#include <crepe/api/Rigidbody.h> - -using namespace crepe; -using namespace std; - -void PlayerScript::fixed_update(crepe::duration_t dt) { -	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); -	if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); -} diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp deleted file mode 100644 index 00b7810..0000000 --- a/game/PlayerSubScene.cpp +++ /dev/null @@ -1,76 +0,0 @@ -#include "PlayerSubScene.h" -#include "Config.h" -#include "PlayerScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -PlayerSubScene::PlayerSubScene(Scene & scn) { -	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); -	Asset player_body_asset {"asset/barry/defaultBody.png"}; -	Sprite & player_body_sprite = player.add_component<Sprite>( -		player_body_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_PLAYER, -			.order_in_layer = 0, -			.size = vec2(0, 50), -		} -	); -	player.add_component<Animator>( -		player_body_sprite, ivec2(32, 32), uvec2(4, 8), -		Animator::Data { -			.fps = 5, -			.looping = true, -		} -	); -	Asset player_head_asset {"asset/barry/defaultHead.png"}; -	Sprite & player_head_sprite = player.add_component<Sprite>( -		player_head_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_PLAYER, -			.order_in_layer = 1, -			.size = vec2(0, 50), -			.position_offset = vec2(0, -20), -		} -	); -	player.add_component<Animator>( -		player_head_sprite, ivec2(32, 32), uvec2(4, 8), -		Animator::Data { -			.fps = 5, -			.looping = true, -		} -	); -	Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; -	Sprite & player_jetpack_sprite = player.add_component<Sprite>( -		player_jetpack_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_PLAYER, -			.order_in_layer = 2, -			.size = vec2(0, 60), -			.position_offset = vec2(-20, 0), -		} -	); -	player_jetpack_sprite.active = false; -	player.add_component<Animator>( -		player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), -		Animator::Data { -			.fps = 5, -			.looping = true, -		} -	); -	player.add_component<Rigidbody>(Rigidbody::Data { -		.gravity_scale = 20, -		.body_type = Rigidbody::BodyType::DYNAMIC, -		.linear_velocity = vec2(100, 0), -		.collision_layers = {COLL_LAY_BOT_TOP}, -		.collision_layer = COLL_LAY_PLAYER, -	}); -	player.add_component<BoxCollider>(vec2(50, 50)); -	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..c786eb4 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,4 +1,5 @@  #include "StartGameScript.h" +#include "Config.h"  #include <crepe/api/Animator.h>  #include <crepe/api/ParticleEmitter.h> @@ -50,7 +51,7 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {  	// Start camera movement, enable player jumping and disable this script  	if (player_transform.position.x > 500) {  		Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); -		rb.data.linear_velocity = vec2(100, 0); +		rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0);  		BehaviorScript & player_script  			= this->get_components_by_name<BehaviorScript>("player").front();  		player_script.active = true; diff --git a/game/coins/CoinData.h b/game/coins/CoinData.h new file mode 100644 index 0000000..09b3448 --- /dev/null +++ b/game/coins/CoinData.h @@ -0,0 +1,11 @@ +#pragma once + +#include "types.h" +#include <string> + +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) {} +}; diff --git a/game/coins/CoinPool.cpp b/game/coins/CoinPool.cpp new file mode 100644 index 0000000..5720c2f --- /dev/null +++ b/game/coins/CoinPool.cpp @@ -0,0 +1,10 @@ +#include "CoinPool.h" +#include "CoinSubScene.h" + +using namespace crepe; +using namespace std; + +void CoinPool::create_coins(crepe::Scene & scn) { +	CoinSubScene coin; +	while(coin.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/coins/CoinPool.h b/game/coins/CoinPool.h new file mode 100644 index 0000000..83058f7 --- /dev/null +++ b/game/coins/CoinPool.h @@ -0,0 +1,12 @@ +#pragma once + +#include "api/Scene.h" + + +class CoinPool { +public: +	void create_coins(crepe::Scene & scn); +private: +	static constexpr int MAXIMUM_AMOUNT = 100; +}; + diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp new file mode 100644 index 0000000..5a1e922 --- /dev/null +++ b/game/coins/CoinScript.cpp @@ -0,0 +1,24 @@ +#include "CoinScript.h" +#include "api/CircleCollider.h" +#include "api/Sprite.h" +#include "manager/SaveManager.h" +#include "../Config.h" + +using namespace crepe; +using namespace std; + +bool CoinScript::on_collision(const CollisionEvent & collisionData){ +	if(collisionData.info.other.metadata.name != PLAYER_NAME) return true; +	//collide with player +	this->get_component<Sprite>().active = false; +	this->get_component<CircleCollider>().active = false; +	SaveManager & savemgr = this->get_save_manager(); +	int amount = savemgr.get<int>(TOTAL_COINS_RUN,0).get() + 1; +	savemgr.set(TOTAL_COINS_RUN, amount); +	return true; +} + +void CoinScript::init(){ +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); +} + diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h new file mode 100644 index 0000000..96e54fa --- /dev/null +++ b/game/coins/CoinScript.h @@ -0,0 +1,9 @@ +#pragma once + +#include "api/Script.h" + +class CoinScript : public crepe::Script { +public: +	void init() override; +	bool on_collision(const crepe::CollisionEvent & collisionData); +}; diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp new file mode 100644 index 0000000..58f74ef --- /dev/null +++ b/game/coins/CoinSubScene.cpp @@ -0,0 +1,44 @@ +#include "CoinSubScene.h" +#include "api/Animator.h" +#include "api/BehaviorScript.h" +#include "api/CircleCollider.h" +#include "api/Rigidbody.h" +#include "api/Scene.h" +#include "api/AudioSource.h" +#include <concepts> +#include <iostream> +#include "CoinScript.h" +#include "../Config.h" + +using namespace crepe; +using namespace std; + +int CoinSubScene::create(Scene & scn){ +	vec2 size = {20, 20}; + +	static int coin_counter = 0; +	string unique_name = "coin_" + to_string(coin_counter++); +	cout << "new coin: "<< unique_name << endl; + +	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).active = false; +	crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>(Asset{"asset/coin/coin1_TVOS.png"}, Sprite::Data{ +																   .sorting_in_layer = 100, +																	 .order_in_layer = 100, +																   .size = size, +															   }); +	coin_sprite->active = false; +	coin.add_component<Animator>(coin_sprite, ivec2{32, 32}, uvec2{8, 1}, +								 Animator::Data{ +									 .fps = 15,  +									 .looping = true, +								 });  +	coin.add_component<AudioSource>(Asset{"asset/sfx/coin_pickup_1.ogg"}); +	coin.add_component<BehaviorScript>().set_script<CoinScript>(); +	return coin_counter; +} diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h new file mode 100644 index 0000000..f85f427 --- /dev/null +++ b/game/coins/CoinSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/GameObject.h> + +namespace crepe { +class Scene; +} + +class CoinSubScene { +public: +	int create(crepe::Scene & scn); +}; diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp new file mode 100644 index 0000000..41b1d3d --- /dev/null +++ b/game/coins/CoinSystemScript.cpp @@ -0,0 +1,252 @@ +#include "CoinSystemScript.h" +#include "CoinPool.h" +#include "api/CircleCollider.h" +#include "api/Metadata.h" +#include "api/Sprite.h" +#include "api/Transform.h" +#include <random> +#include "iostream" + +using namespace crepe; +using namespace std; + +std::vector<CoinData> CoinSystemScript::coin_locations; + +void CoinSystemScript::init() { +	engine.seed(rd()); +} + +void CoinSystemScript::add_location(const crepe::vec2& location){ +	coin_locations.push_back(CoinData(location)); +} + +float CoinSystemScript::preset_1(const vec2 & begin_position){ +	vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)}; +	vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)}; + +	// Add locations for the top row +	for (int i = 0; i < COLUM_AMOUNT_1; ++i) { +		add_location(top); +		top.x += this->COLUM_OFFSET_1; +	} + +	// Add locations for the bottom row +	bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; +	for (int i = 0; i < COLUM_AMOUNT_1; ++i) { +		add_location(bottom); +		bottom.x += this->COLUM_OFFSET_1; +	} + +	// Add locations for the next set of the top row +	top.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; +	for (int i = 0; i < COLUM_AMOUNT_1; ++i) { +		add_location(top); +		top.x += this->COLUM_OFFSET_1; +	} + +	// Add locations for the next set of the bottom row +	bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1; +	for (int i = 0; i < COLUM_AMOUNT_1; ++i) { +		add_location(bottom); +		bottom.x += this->COLUM_OFFSET_1; +	} + +	return bottom.x-begin_position.x; +} + +float CoinSystemScript::preset_2(const vec2 & begin_position){ +	vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2}; +	vec2 middle = begin_position; +	vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2}; + +	// Add locations for the next set of the bottom row +	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { +		add_location(bottom); +		bottom.x += this->COLUM_OFFSET_2; +	} + +	// Add locations for the next set of the middle row +	for (int i = 0; i < COLUM_AMOUNT_2; ++i) { +		add_location(middle); +		middle.x += this->COLUM_OFFSET_2; +	} + +	// Add locations for the next set of the top row +	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) { +		add_location(top); +		top.x += this->COLUM_OFFSET_2; +	} + +	return middle.x-begin_position.x; +} + +float CoinSystemScript::preset_3(const vec2 & begin_position){ +	vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)}; + + +	// Add locations for the top row +	for (int i = 0; i < COLUM_AMOUNT_3; ++i) { +		add_location(location); +		location.x += this->COLUM_OFFSET_3; +	} + +	// Add locations for the bottom row +	location.y +=this->ROW_OFFSET_3; +	location.x += this->COLUM_OFFSET_3; +	for (int i = 0; i < COLUM_AMOUNT_3; ++i) { +		add_location(location); +		location.x += this->COLUM_OFFSET_3; +	} + +	// Add locations for the next set of the top row +	location.y +=this->ROW_OFFSET_3; +	location.x += this->COLUM_OFFSET_3; +	for (int i = 0; i < COLUM_AMOUNT_3; ++i) { +		add_location(location); +		location.x += this->COLUM_OFFSET_3; +	} + +	return location.x-begin_position.x; +} + +float CoinSystemScript::preset_4(const vec2 & begin_position){ +	vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)}; + + +	// Add locations for the top row +	for (int i = 0; i < COLUM_AMOUNT_4; ++i) { +		add_location(location); +		location.x += this->COLUM_OFFSET_4; +	} + +	// Add locations for the bottom row +	location.y -=this->ROW_OFFSET_4; +	location.x += this->COLUM_OFFSET_4; +	for (int i = 0; i < COLUM_AMOUNT_4; ++i) { +		add_location(location); +		location.x += this->COLUM_OFFSET_4; +	} + +	// Add locations for the next set of the top row +	location.y -=this->ROW_OFFSET_4; +	location.x += this->COLUM_OFFSET_4; +	for (int i = 0; i < COLUM_AMOUNT_4; ++i) { +		add_location(location); +		location.x += this->COLUM_OFFSET_4; +	} + +	return location.x-begin_position.x; +} + +float CoinSystemScript::preset_5(const vec2 & begin_position){ +	vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2}; +	for (int i = 0; i < COLUM_AMOUNT_5; ++i){ +		add_location(location); +		location.x += this->COLUM_OFFSET_5; +	} +	return location.x-begin_position.x; +} + + + +void CoinSystemScript::frame_update(crepe::duration_t dt) +{ +	this->despawn_coins(); +	this->generate_locations(); +	this->spawn_coins();	 +} + +void CoinSystemScript::despawn_coins() { +	// Get the current x-position of the CoinSystem's Transform component +	float position = this->get_component<Transform>().position.x; + +	// Retrieve all active coin sprites tagged as "coin" +	RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin"); + +	for (Sprite& coin_sprite : coin_sprites) { +		if (!coin_sprite.active) continue; // Skip inactive sprites + +		// Retrieve the corresponding Transform, Metadata, and CircleCollider components +		Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); +		Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); +		CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get(); + +		// Check if the coin is out of bounds based on DESPAWN_DISTANCE +		if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) { +			// Find the coin in the coin_locations vector using its name +			auto it = std::find_if( +				coin_locations.begin(), +				coin_locations.end(), +				[&coin_metadata](const CoinData& data) { +						return data.name == coin_metadata.name; +				} +			); + +			// If a match is found, erase it from coin_locations +			if (it != coin_locations.end()) { +				coin_locations.erase(it); +				coin_sprite.active = false; +				coin_collider.active = false; +			} +		} +	} +} + +void CoinSystemScript::spawn_coins(){ +	// Get the current x-position of the CoinSystem's Transform component +	float position = this->get_component<Transform>().position.x; + +	// Iterate through the list of coin locations +	for (auto& coin : coin_locations) { +		// Skip this coin if it is already active +		if (coin.active)continue; +		// Skip this coin if it is not within the defined spawn area +		if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue; +		 +		// Retrieve all sprites tagged as "coin" +		RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin"); + +		// Check for an available (inactive) coin sprite +		for (Sprite& coin_sprite : coin_sprites) { +			// Skip this sprite if it is already active +			if (coin_sprite.active) continue; + +			// Found an available (inactive) coin sprite +			// Retrieve its associated components +			Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get(); +			Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get(); +			CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get(); +			 +			// Assign data and set active +			coin.name = coin_metadata.name; +			coin.active = true; +			coin_sprite.active = true; +			coin_collider.active = true; +			coin_transform.position = coin.start_location; + +			// Break out of the inner loop since we've assigned this coin to an available sprite	 +			break; +		} +	} +} + +void CoinSystemScript::generate_locations(){ +	float position = this->get_component<Transform>().position.x; +	if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return; + +	std::discrete_distribution<int> dist(weights.begin(), weights.end()); +	int selected_index = dist(engine); + +	std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX); +	float spacing = space_dist(engine); + + +	cout << "selected " << selected_index << std::endl; +	cout << "spacing " << spacing << std::endl; +	// Call the corresponding function and return the new x position +	this->system_position += functions[selected_index]({this->system_position,0}); +	this->system_position += spacing; +} + + + diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h new file mode 100644 index 0000000..51739d6 --- /dev/null +++ b/game/coins/CoinSystemScript.h @@ -0,0 +1,90 @@ +#pragma once + +#include "CoinData.h" +#include "api/CircleCollider.h" +#include "api/Script.h" +#include "api/Sprite.h" +#include "api/Transform.h" +#include <random> + +class CoinSystemScript : public crepe::Script { +public: +	CoinSystemScript() {}; +	void init() override; +	void frame_update(crepe::duration_t dt) override; +private: +	void add_location(const crepe::vec2& location); +	void despawn_coins(); +	void spawn_coins(); +	void generate_locations(); +	float preset_1(const crepe::vec2 & begin_position); +	float preset_2(const crepe::vec2 & begin_position); +	float preset_3(const crepe::vec2 & begin_position); +	float preset_4(const crepe::vec2 & begin_position); +	float preset_5(const crepe::vec2 & begin_position); +private: +	std::vector<std::function<float(const crepe::vec2&)>> functions = { +		[this](const crepe::vec2& pos) { return preset_1(pos); }, +		[this](const crepe::vec2& pos) { return preset_2(pos); }, +		[this](const crepe::vec2& pos) { return preset_3(pos); }, +		[this](const crepe::vec2& pos) { return preset_4(pos); }, +		[this](const crepe::vec2& pos) { return preset_5(pos); } +	}; +	std::vector<int> weights = {20, 20,20,20, 20}; +	std::random_device rd; +	std::default_random_engine engine; +	float system_position = 1200; +	static constexpr float SYSTEM_POSITION_OFFSET = 200; +private: +	static constexpr float SPAWN_SPACING_MIN = 400; +	static constexpr float SPAWN_SPACING_MAX = 1000; +	static constexpr float SPAWN_DISTANCE = 400; +	static constexpr float DESPAWN_DISTANCE = 400; +	static constexpr float SPAWN_AREA = 50; +	static std::vector<CoinData> coin_locations; +private: +// preset one settings +// *****				***** +// +// +// +//				*****				***** +	static constexpr float ROW_OFFSET_1 = 100; +	static constexpr float COLUM_OFFSET_1 = 25; +	static constexpr int COLUM_AMOUNT_1 = 5; +private: +// preset two settings +//  +//  ******** +// ********** +//  ******** +//  +	static constexpr float ROW_OFFSET_2 = 25; +	static constexpr float COLUM_OFFSET_2 = 25; +	static constexpr int COLUM_AMOUNT_2 = 10; +// preset three settings +// *** +//    +//     *** +//  +//         ***  +	static constexpr float ROW_OFFSET_3 = 100; +	static constexpr float COLUM_OFFSET_3 = 25; +	static constexpr int COLUM_AMOUNT_3 = 3; +// preset four settings +//         *** +//    +//     *** +//  +// ***  +	static constexpr float ROW_OFFSET_4 = 100; +	static constexpr float COLUM_OFFSET_4 = 25; +	static constexpr int COLUM_AMOUNT_4 = 3; +// preset five settings +// +//			*** +//	 +	static constexpr float ROW_OFFSET_5 = 25; +	static constexpr float COLUM_OFFSET_5 = 25; +	static constexpr int COLUM_AMOUNT_5 = 3; +}; diff --git a/game/hud/HudConfig.h b/game/hud/HudConfig.h new file mode 100644 index 0000000..5972f0a --- /dev/null +++ b/game/hud/HudConfig.h @@ -0,0 +1,27 @@ +#pragma once +#include "types.h" + +static constexpr crepe::vec2 TOP_LEFT = {-530,-230}; +static constexpr const char* HUD_DISTANCE = "hud_distance"; +static constexpr const char* HUD_BEST = "hud_best";	 +static constexpr const char* HUD_COINS = "hud_coins";	 + +// Distance +static constexpr const char* DISTANCE_PLACEHOLDER = "0000m"; +static constexpr const char* DISTANCE_UNIT = "m"; +static constexpr int DISTANCE_LENGTH = 5; +static constexpr float DISTANCE_CHAR_WIDTH = 12; +static constexpr float STEP_SIZE_DISTANCE = 100; + +// BEST +static constexpr const char* BEST = "BEST:"; +static constexpr int BEST_LENGTH = 5; +static constexpr float BEST_CHAR_WIDTH = 10; +static constexpr crepe::vec2 BEST_OFFSET = {0,25}; + +// COINS +static constexpr const char* COINS = "0000"; +static constexpr int COINS_LENGTH = 4; +static constexpr float COINS_CHAR_WIDTH = 10; +static constexpr crepe::vec2 COINS_OFFSET = {0,50}; +	
\ No newline at end of file diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp new file mode 100644 index 0000000..deeea14 --- /dev/null +++ b/game/hud/HudScript.cpp @@ -0,0 +1,40 @@ +#include "HudScript.h" +#include "api/Text.h" +#include "api/Transform.h" +#include "manager/SaveManager.h" +#include "../Config.h" +#include "HudConfig.h" +#include <climits> + +using namespace crepe; +using namespace std; + +void HudScript::init() { +	savemgr = &this->get_save_manager(); +	savemgr->set(TOTAL_COINS_RUN,0); +	Text & txt = this->get_components_by_name<Text>(HUD_BEST).front(); +	string record = BEST+to_string(savemgr->get<int>(DISTANCE_GAME,0).get())+DISTANCE_UNIT; +	txt.text = record; +	txt.dimensions = {BEST_CHAR_WIDTH*record.size(),(BEST_CHAR_WIDTH)*2}; +	txt.offset = TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{record.size() * BEST_CHAR_WIDTH/2,0}; +} + +void HudScript::frame_update(crepe::duration_t dt) { +	 +	// string number = std::to_string(savemgr->get<int>(DISTANCE_RUN,0).get()); + +	// Distance +	Text & txt_dt = this->get_components_by_name<Text>(HUD_DISTANCE).front(); +	Transform & tf = this->get_components_by_name<Transform>(PLAYER_NAME).front(); +	string distance = to_string(static_cast<int>(tf.position.x/STEP_SIZE_DISTANCE)) + DISTANCE_UNIT; +	txt_dt.text = distance; +	txt_dt.dimensions = {DISTANCE_CHAR_WIDTH*distance.size(),(DISTANCE_CHAR_WIDTH)*2}; +	txt_dt.offset = TOP_LEFT+FONTOFFSET + vec2{distance.size() * DISTANCE_CHAR_WIDTH/2,0}; + +	// Coins +	Text & txt_co = this->get_components_by_name<Text>(HUD_COINS).front(); +	string amount_of_coins = to_string(savemgr->get<int>(TOTAL_COINS_RUN,0).get()); +	txt_co.text = amount_of_coins; +	txt_co.dimensions = {COINS_CHAR_WIDTH*amount_of_coins.size(),(COINS_CHAR_WIDTH)*2}; +	txt_co.offset = TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{amount_of_coins.size() * COINS_CHAR_WIDTH/2,0}; +} diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h new file mode 100644 index 0000000..aa92582 --- /dev/null +++ b/game/hud/HudScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include "api/Script.h" +#include "manager/SaveManager.h" + +class HudScript : public crepe::Script { +public: +	void init() override; +	void frame_update(crepe::duration_t dt) override; +private: +	crepe::SaveManager* savemgr; +}; diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp new file mode 100644 index 0000000..126f933 --- /dev/null +++ b/game/hud/HudSubScene.cpp @@ -0,0 +1,36 @@ +#include "HudSubScene.h" +#include "api/GameObject.h" +#include "api/Text.h" +#include "../Config.h" +#include "HudConfig.h" + +using namespace crepe; +using namespace std; + +void HudSubScene::create(Scene & scn){ +	 +	// Distance +	GameObject hud_dis = scn.new_object(HUD_DISTANCE); + +	crepe::vec2 size_distance = {DISTANCE_CHAR_WIDTH*DISTANCE_LENGTH,(DISTANCE_CHAR_WIDTH)*2}; +	hud_dis.add_component<Text>(size_distance, FONT,Text::Data{ +		.world_space = false, +		.text_color = Color::WHITE, +	}, TOP_LEFT+FONTOFFSET + vec2{DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH/2,0}, DISTANCE_PLACEHOLDER); + +	// Best +	GameObject hud_best = scn.new_object(HUD_BEST); +	crepe::vec2 size_best = {BEST_CHAR_WIDTH*BEST_LENGTH,(BEST_CHAR_WIDTH)*2}; +	hud_best.add_component<Text>(size_best, FONT,Text::Data{ +		.world_space = false, +		.text_color = Color::GREY, +	}, TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{BEST_LENGTH * BEST_CHAR_WIDTH/2,0}, BEST); + +	// Coins +	GameObject hud_coin = scn.new_object(HUD_COINS); +	crepe::vec2 size = {COINS_CHAR_WIDTH*COINS_LENGTH,(COINS_CHAR_WIDTH)*2}; +	hud_coin.add_component<Text>(size, FONT,Text::Data{ +		.world_space = false, +		.text_color = Color::YELLOW, +	}, TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{COINS_LENGTH * COINS_CHAR_WIDTH/2,0}, COINS); +} diff --git a/game/hud/HudSubScene.h b/game/hud/HudSubScene.h new file mode 100644 index 0000000..711a34d --- /dev/null +++ b/game/hud/HudSubScene.h @@ -0,0 +1,8 @@ +#pragma once + +#include "api/Scene.h" +class HudSubScene +{ +public: +	void create(crepe::Scene & scn); +}; diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp new file mode 100644 index 0000000..69534d9 --- /dev/null +++ b/game/hud/SpeedScript.cpp @@ -0,0 +1,35 @@ +#include "SpeedScript.h" +#include "api/Event.h" +#include "api/KeyCodes.h" +#include "manager/LoopTimerManager.h" + +using namespace crepe; +using namespace std; + +void SpeedScript::init() { +	this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { +		if(ev.key != Keycode::HOME) return false; +		LoopTimerManager & lp =  this->get_loop_timer(); +		this->toggle = !this->toggle; +		if(this->toggle) +		{ +			this->timescale = lp.get_time_scale();  +			lp.set_time_scale(0); +		} +		else { +			lp.set_time_scale(this->timescale); +		} + +		return true; +	}); +} + +void SpeedScript::fixed_update(crepe::duration_t dt){ +	LoopTimerManager & lp =  this->get_loop_timer(); +	if(this->get_key_state(Keycode::PAGE_UP)){ +		lp.set_time_scale(lp.get_time_scale()+0.1); +	} +	if(this->get_key_state(Keycode::PAGE_DOWN)){ +		lp.set_time_scale(lp.get_time_scale()-0.1); +	} +} diff --git a/game/hud/SpeedScript.h b/game/hud/SpeedScript.h new file mode 100644 index 0000000..8bd7271 --- /dev/null +++ b/game/hud/SpeedScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "api/Script.h" +#include "manager/SaveManager.h" + +class SpeedScript : public crepe::Script { +public: +	void init() override; +	void fixed_update(crepe::duration_t dt) override; +private: +	crepe::SaveManager* savemgr; +	bool toggle = true; +	float timescale = 1; +}; diff --git a/game/main.cpp b/game/main.cpp index 325b66d..ddc596d 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -2,11 +2,15 @@  #include <crepe/api/Script.h>  #include "GameScene.h" +#include "mainmenu/MainMenuScene.h" +#include "mainmenu/ShopMenuScene.h"  using namespace crepe;  int main() {  	Engine gameloop; +	gameloop.add_scene<MainMenuScene>(); +	gameloop.add_scene<ShopMenuScene>();  	gameloop.add_scene<GameScene>();  	return gameloop.main(); diff --git a/game/mainmenu/BannerSubScene.cpp b/game/mainmenu/BannerSubScene.cpp new file mode 100644 index 0000000..0659d96 --- /dev/null +++ b/game/mainmenu/BannerSubScene.cpp @@ -0,0 +1,42 @@ +#include "BannerSubScene.h" +#include "MainMenuConfig.h" +#include "../Config.h" + + +#include <crepe/api/Sprite.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Text.h> + +using namespace crepe; +using namespace std; + +void BannerSubScene::create(Scene & scn,const Data & data){ +	GameObject menu_banner = scn.new_object("menu_banner","", {0,-414}); +	menu_banner.add_component<Sprite>( +		Asset("asset/ui/settings_container/top_middle_setting.png"), +		Sprite::Data{ +		.sorting_in_layer = MainMenuConfig::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 = MainMenuConfig::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 = MainMenuConfig::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/mainmenu/BannerSubScene.h b/game/mainmenu/BannerSubScene.h new file mode 100644 index 0000000..341943d --- /dev/null +++ b/game/mainmenu/BannerSubScene.h @@ -0,0 +1,19 @@ +#pragma once + +#include "types.h" +#include <crepe/api/GameObject.h> + +namespace crepe { +class Scene; +} + +class BannerSubScene { +public: +struct Data{ +		const std::string & banner_title = "NODATA"; +		const float banner_title_width = 100; +		const crepe::vec2 & banner_title_offset = {0,0}; +	}; +public: +	void create(crepe::Scene & scn,const Data & data); +}; diff --git a/game/mainmenu/ButtonSetMainMenuScript.cpp b/game/mainmenu/ButtonSetMainMenuScript.cpp new file mode 100644 index 0000000..808d8a2 --- /dev/null +++ b/game/mainmenu/ButtonSetMainMenuScript.cpp @@ -0,0 +1,19 @@ +#include "ButtonSetMainMenuScript.h" +#include "MainMenuConfig.h" +#include "iostream" + +using namespace crepe; +using namespace std; + +void ButtonSetMainMenuScript::init(){ +	cout << "script init" << endl; +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonSetMainMenuScript::on_button_press(const ButtonPressEvent& e){ +	this->set_next_scene(MainMenuConfig::MAINMENU_SCENE); +	cout << "Start triggered:" << e.metadata.game_object_id << std::endl; +	return false; +} + diff --git a/game/mainmenu/ButtonSetMainMenuScript.h b/game/mainmenu/ButtonSetMainMenuScript.h new file mode 100644 index 0000000..44c21aa --- /dev/null +++ b/game/mainmenu/ButtonSetMainMenuScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" +#include <crepe/api/Script.h> + +class ButtonSetMainMenuScript : public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent& e); +private: +	float velocity = 20; +protected: +	bool transition = false; +}; diff --git a/game/mainmenu/ButtonSetShopScript.cpp b/game/mainmenu/ButtonSetShopScript.cpp new file mode 100644 index 0000000..0c855ec --- /dev/null +++ b/game/mainmenu/ButtonSetShopScript.cpp @@ -0,0 +1,19 @@ +#include "ButtonSetShopScript.h" +#include "MainMenuConfig.h" +#include "iostream" + +using namespace crepe; +using namespace std; + +void ButtonSetShopScript::init(){ +	cout << "script init" << endl; +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonSetShopScript::on_button_press(const ButtonPressEvent& e){ +	this->set_next_scene(MainMenuConfig::SHOP_SCENE); +	cout << "Start triggered:" << e.metadata.game_object_id << std::endl; +	return false; +} + diff --git a/game/mainmenu/ButtonSetShopScript.h b/game/mainmenu/ButtonSetShopScript.h new file mode 100644 index 0000000..51db928 --- /dev/null +++ b/game/mainmenu/ButtonSetShopScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include "IButtonScript.h" +#include <crepe/api/Script.h> + +class ButtonSetShopScript : public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent& e); +private: +	float velocity = 20; +protected: +	bool transition = false; +}; diff --git a/game/mainmenu/ButtonSubScene.cpp b/game/mainmenu/ButtonSubScene.cpp new file mode 100644 index 0000000..760fc0d --- /dev/null +++ b/game/mainmenu/ButtonSubScene.cpp @@ -0,0 +1,128 @@ +#include "ButtonSubScene.h" +#include "ButtonSetMainMenuScript.h" +#include "ButtonSetShopScript.h" +#include "ButtonTransitionPreviewScript.h" +#include "IButtonScript.h" +#include "MainMenuConfig.h" +#include "../Config.h" +#include "api/Color.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> + +using namespace crepe; +using namespace std; + +void ButtonSubScene::create(Scene & scn,const Data & data){ +	GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale); +	this->set_button_overlay(button_object,data); +	this->btn_text(button_object,data); +	this->set_script(button_object,data); +	this->set_icon(button_object,data); +} + +void ButtonSubScene::btn_text(crepe::GameObject & button_object,const Data & data){ + +	crepe::vec2 size = {data.text_width,(data.text_width/data.text.size())*2}; +	button_object.add_component<Text>(size, FONT,Text::Data{ +		.world_space = data.worldspace, +		.text_color = Color::WHITE, +	}, data.text_offset+FONTOFFSET, data.text); +} + +void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & data){ +	switch (data.script_type) { +		case ScriptSelect::PREVIEW: +			button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewScript>(); +			break; +		case ScriptSelect::SHOP: +			button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>(); +			break; +		case ScriptSelect::MAINMENU: +			button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>(); +			break; +		case ScriptSelect::NONE: +			button_object.add_component<BehaviorScript>().set_script<IButtonScript>(); +			break; +	} +} + +void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){ +	switch (data.icon_type) { +		case IconSelect::SHOP: +			button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{ +				.sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+3, +				.size = MainMenuConfig::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 = MainMenuConfig::STARTING_SORTING_IN_LAYER+3, +				.size = MainMenuConfig::ICON_SIZE, +				.position_offset = data.icon_offset, +				.world_space = data.worldspace, +			}); +			break; +		case IconSelect::NONE: +			break; +	} +} + +void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object,const Data & data){ +	switch (data.button_type) { +		case ButtonSelect::LARGE: +			this->large_btn_overlay(button_object,data); +			break; +		case ButtonSelect::SMALL: +			this->small_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 = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, +		.size = MainMenuConfig::LARGE_OVERLAY_SIZE, +		.world_space = data.worldspace, +	}); +	button_object.add_component<Button>(MainMenuConfig::LARGE_OVERLAY_SIZE,Button::Data{}); +	if(!data.color_side) return; +	this->btn_color_side(button_object,SIDE_PANEL_OFFSET,data); +} + +void ButtonSubScene::small_btn_overlay(crepe::GameObject & button_object,const Data & data){ +	button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{ +		.sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, +		.size = MainMenuConfig::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 = MainMenuConfig::STARTING_SORTING_IN_LAYER+1, +		.size = MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT, +		.position_offset = {-80,0}, +		.world_space = data.worldspace, +	}); +	button_object.add_component<Button>(vec2{MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT.x+MainMenuConfig::SMALL_OVERLAY_SIZE_RIGHT.x,MainMenuConfig::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 = MainMenuConfig::STARTING_SORTING_IN_LAYER+2, +		.size = MainMenuConfig::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 = MainMenuConfig::STARTING_SORTING_IN_LAYER+2, +		.size = MainMenuConfig::SIDE_PANEL_SIZE, +		.position_offset = {-offset.x,offset.y}, +		.world_space = data.worldspace, +	}); +} diff --git a/game/mainmenu/ButtonSubScene.h b/game/mainmenu/ButtonSubScene.h new file mode 100644 index 0000000..843dbcd --- /dev/null +++ b/game/mainmenu/ButtonSubScene.h @@ -0,0 +1,58 @@ +#pragma once + +#include <crepe/api/GameObject.h> +#include <string> +#include "MainMenuConfig.h" + +namespace crepe { +class Scene; +} + +class ButtonSubScene { +public: +	//script enum +	enum class ScriptSelect { +		PREVIEW, +		SHOP, +		MAINMENU, +		NONE, +	}; +	//icon enum +	enum class IconSelect { +		SHOP, +		COINS, +		NONE, +	}; +	//icon enum +	enum class ButtonSelect { +		SMALL, +		LARGE, +	}; +	//data struct +	struct Data{ +		const std::string & text = "NODATA"; +		const crepe::vec2 & text_offset = {0,0}; +		const float text_width = 200; +		const crepe::vec2 & icon_offset = {0,0}; +		const IconSelect icon_type = IconSelect::NONE; +		const crepe::vec2 & position = {0,0}; +		const ScriptSelect script_type = ScriptSelect::NONE; +		const ButtonSelect button_type = ButtonSelect::LARGE; +		const float scale = 1; +		const bool worldspace = true; +		const bool color_side = true; +		const std::string & tag = ""; +	}; +public: +	void create(crepe::Scene & scn,const Data & data); +private: +	void large_btn_overlay(crepe::GameObject & button_object,const Data & data); +	void small_btn_overlay(crepe::GameObject & button_object,const Data & data); +	void btn_color_side(crepe::GameObject & button_object,const crepe::vec2 & offset,const Data & data); +	void btn_text(crepe::GameObject & button_object,const Data & data); +	void set_script(crepe::GameObject & button_object,const Data & data); +	void set_icon(crepe::GameObject & button_object,const Data & data); +	void set_button_overlay(crepe::GameObject & button_object,const Data & data); +private: +	static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113,0}; +}; diff --git a/game/mainmenu/ButtonTransitionPreviewScript.cpp b/game/mainmenu/ButtonTransitionPreviewScript.cpp new file mode 100644 index 0000000..d73c0f3 --- /dev/null +++ b/game/mainmenu/ButtonTransitionPreviewScript.cpp @@ -0,0 +1,24 @@ +#include "ButtonTransitionPreviewScript.h" +#include "MainMenuConfig.h" +#include "iostream" + +using namespace crepe; +using namespace std; + + +void ButtonTransitionPreviewScript::init(){ +	cout << "script init" << endl; +	IButtonScript::init(); +	this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); }); +} + +bool ButtonTransitionPreviewScript::on_button_press(const ButtonPressEvent& e){ +	if(!this->transition)	this->transition = true; +	cout << "Start triggered:" << e.metadata.game_object_id << std::endl; +	return false; +} + +const char* ButtonTransitionPreviewScript::get_scene_name() const { +    // Provide the next scene defined in MainMenuConfig +    return MainMenuConfig::PREVIEW_SCENE; +} diff --git a/game/mainmenu/ButtonTransitionPreviewScript.h b/game/mainmenu/ButtonTransitionPreviewScript.h new file mode 100644 index 0000000..4e5e6c9 --- /dev/null +++ b/game/mainmenu/ButtonTransitionPreviewScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include "IButtonScript.h" +#include "ITransitionScript.h" + +class ButtonTransitionPreviewScript : public ITransitionScript, public IButtonScript { +public: +	void init() override; +	bool on_button_press(const crepe::ButtonPressEvent& e); +	const char* get_scene_name() const override; +}; diff --git a/game/mainmenu/IButtonScript.cpp b/game/mainmenu/IButtonScript.cpp new file mode 100644 index 0000000..ab907c4 --- /dev/null +++ b/game/mainmenu/IButtonScript.cpp @@ -0,0 +1,33 @@ +#include "IButtonScript.h" +#include "api/Sprite.h" +#include "iostream" +#include "system/InputSystem.h" +#include "types.h" +using namespace crepe; +using namespace std; + +void IButtonScript::init(){ +	cout << "script init" << endl; +	this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent& e) { return this->on_button_exit(e); }); +	this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent& e) { return this->on_button_enter(e); }); +} +bool IButtonScript::on_button_exit(const ButtonExitEvent& e){ +	RefVector<Sprite> sprites = this->get_components<Sprite>(); +	for(Sprite & sprite : sprites) +	{ +		sprite.data.color = Color{255,255,255,255}; +	} + +	cout << "button triggered:" << e.metadata.game_object_id << std::endl; +	return false; +} +bool IButtonScript::on_button_enter(const ButtonEnterEvent& e){ +	RefVector<Sprite> sprites = this->get_components<Sprite>(); +	for(Sprite & sprite : sprites) +	{ +		sprite.data.color = Color{200,200,200,255}; +	} +	cout << "button Enter:" << e.metadata.game_object_id << std::endl; +	return false; +} + diff --git a/game/mainmenu/IButtonScript.h b/game/mainmenu/IButtonScript.h new file mode 100644 index 0000000..10b57bf --- /dev/null +++ b/game/mainmenu/IButtonScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +class IButtonScript : public virtual crepe::Script { +public: +	virtual void init(); +	virtual bool on_button_exit(const crepe::ButtonExitEvent& e); +	virtual bool on_button_enter(const crepe::ButtonEnterEvent& e); +}; + + diff --git a/game/mainmenu/ITransitionScript.cpp b/game/mainmenu/ITransitionScript.cpp new file mode 100644 index 0000000..e923073 --- /dev/null +++ b/game/mainmenu/ITransitionScript.cpp @@ -0,0 +1,31 @@ +#include "ITransitionScript.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "iostream" +#include <crepe/api/Camera.h> +#include "MainMenuConfig.h" +#include "types.h" + +using namespace crepe; +using namespace std; + +void ITransitionScript::frame_update(crepe::duration_t delta_time){ +	if(this->transition) +	{ +		// cout << "transition:" << velocity << std::endl; +		Transform & cam = this->get_components_by_name<Transform>(MainMenuConfig::CAMERA_NAME).front(); +		RefVector<Transform> info_tf = this->get_components_by_tag<Transform>(MainMenuConfig::MENU_INFO_TAG); +		for (Transform & tf : info_tf) { +			tf.position.y -= MainMenuConfig::VELOCITY_INFO_UP * delta_time.count(); +		} +		if(velocity < MainMenuConfig::VELOCITY_MAX && cam.position.x < MainMenuConfig::SLOW_DOWN) velocity += MainMenuConfig::VELOCITY_STEP * delta_time.count(); +		else if(velocity > 20) velocity -= MainMenuConfig::VELOCITY_STEP * delta_time.count(); +		if(cam.position.x < MainMenuConfig::END)	cam.position.x += (velocity * delta_time.count()); +		if(cam.position.x >= MainMenuConfig::END)  +		{ +			this->set_next_scene(this->get_scene_name()); +		} + +	} +} + diff --git a/game/mainmenu/ITransitionScript.h b/game/mainmenu/ITransitionScript.h new file mode 100644 index 0000000..78f1016 --- /dev/null +++ b/game/mainmenu/ITransitionScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Script.h> + +class ITransitionScript : public virtual crepe::Script { +public: +	void frame_update(crepe::duration_t delta_time) override; +	virtual const char* get_scene_name() const = 0; +private: +	float velocity = 20; +protected: +	bool transition = false; +}; diff --git a/game/mainmenu/MainMenuConfig.h b/game/mainmenu/MainMenuConfig.h new file mode 100644 index 0000000..0ce5980 --- /dev/null +++ b/game/mainmenu/MainMenuConfig.h @@ -0,0 +1,39 @@ +#pragma once +#include "types.h" +#include <string> + + +struct MainMenuConfig { +	//generic menu config +	static constexpr unsigned int STARTING_SORTING_IN_LAYER = 7; +	static constexpr const char* CAMERA_NAME = "camera"; +	//main menu config +	static constexpr float STARTMAP_OFFSET = 50; +	static constexpr crepe::vec2 MENU_OFFSET = {0,0}; +	static constexpr float MENU_BUTTON_SPACING = 10; +	static constexpr const char* MENU_BUTTON_NAME = "menu_button_background"; +	static constexpr crepe::vec2 MENU_OFFSET_BUTTON = {-400,-200}; +	static constexpr crepe::vec2 MENU_OFFSET_BUTTON_BACKGROUND = {-400,0}; +	static constexpr const char* MENU_INFO_TAG = "menu_info"; +	static constexpr crepe::vec2 MENU_OFFSET_INFO = {350,-365}; +	static constexpr crepe::vec2 MENU_OFFSET_INFO_BACKGROUND = {350,-365}; //375 +	//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"; +	//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 = 30; +	//button config +	static constexpr crepe::vec2 LARGE_OVERLAY_SIZE = {250,100}; +	static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_RIGHT = {150,100}; +	static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_LEFT = {50,100}; +	static constexpr crepe::vec2 SIDE_PANEL_SIZE = {50,150}; +	static constexpr crepe::vec2 ICON_SIZE = {50,50}; +	 +}; + diff --git a/game/mainmenu/MainMenuScene.cpp b/game/mainmenu/MainMenuScene.cpp new file mode 100644 index 0000000..c2306b1 --- /dev/null +++ b/game/mainmenu/MainMenuScene.cpp @@ -0,0 +1,94 @@ + +#include "MainMenuScene.h" +#include "ButtonSubScene.h" +#include "TransitionStartScript.h" +#include "api/BehaviorScript.h" +#include "api/Camera.h" +#include "../background/StartSubScene.h" +#include "MainMenuConfig.h" +#include "api/GameObject.h" +#include "api/Sprite.h" +#include "manager/SaveManager.h" +#include "../Config.h" + +using namespace crepe; +using namespace std; + +void MainMenuScene::load_scene(){ +	ButtonSubScene button; + +	GameObject camera_object = this->new_object(MainMenuConfig::CAMERA_NAME); +	camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), +	Camera::Data{ +		.bg_color = Color::RED, +	}); +	camera_object.add_component<BehaviorScript>().set_script<TransitionStartScript>(); + + +	//Button menu +	GameObject menu_button = this->new_object(MainMenuConfig::MENU_BUTTON_NAME,MainMenuConfig::MENU_BUTTON_NAME,MainMenuConfig::MENU_OFFSET); +	menu_button.add_component<Sprite>( +		Asset("asset/ui/background.png"), +		Sprite::Data{ +		.sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+0, +		.size = {300,860}, +		.position_offset = MainMenuConfig::MENU_OFFSET_BUTTON_BACKGROUND, +		}); + +	vec2 pos_btn = MainMenuConfig::MENU_OFFSET_BUTTON; +	 +	//Preview btn +	button.create(*this,ButtonSubScene::Data{ +		.text = "PREVIEW", +		.text_width = 200, +		.position = pos_btn, +		.script_type = ButtonSubScene::ScriptSelect::PREVIEW, +	}); + +	//Shop btn +	pos_btn.y += MainMenuConfig::MENU_BUTTON_SPACING + MainMenuConfig::LARGE_OVERLAY_SIZE.y; +	button.create(*this,ButtonSubScene::Data{ +		.text = "SHOP", +		.text_offset = {-20,0}, +		.text_width = 115, +		.icon_offset = {60,0}, +		.icon_type = ButtonSubScene::IconSelect::SHOP, +		.position = pos_btn, +		.script_type = ButtonSubScene::ScriptSelect::SHOP, +	}); +	 +	//Start of map +	StartSubScene start; +	start.create(*this, MainMenuConfig::STARTMAP_OFFSET); + +	//INFO menu +	GameObject menu_info = this->new_object("MENU_INFO_BACKGROUND",MainMenuConfig::MENU_INFO_TAG,MainMenuConfig::MENU_OFFSET); +	menu_info.add_component<Sprite>( +		Asset("asset/ui/itemsButtonBlankDark.png"), +		Sprite::Data{ +		.sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+0, +		.size = {250,80}, +		.position_offset = MainMenuConfig::MENU_OFFSET_INFO, +		.world_space = false, +		}); +	SaveManager & savemgr = this->get_save_manager(); +	string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME,0).get()); +	float amount_number = static_cast<float>(number.size()); +	// savemgr.set(COIN_GAME_AMOUNT, amount); +	button.create(*this,ButtonSubScene::Data{ +		.text = number, +		.text_offset = {-10-(amount_number-1)*10,0}, +		.text_width = amount_number*20, +		.icon_offset = {60,0}, +		.icon_type = ButtonSubScene::IconSelect::COINS, +		.position = MainMenuConfig::MENU_OFFSET_INFO, +		.script_type = ButtonSubScene::ScriptSelect::SHOP, +		.scale = 0.6, +		.worldspace = false, +		.color_side = false, +		.tag = MainMenuConfig::MENU_INFO_TAG, +	}); +	 +} + +string MainMenuScene::get_name() const { return "mainmenu"; } diff --git a/game/mainmenu/MainMenuScene.h b/game/mainmenu/MainMenuScene.h new file mode 100644 index 0000000..f7319cb --- /dev/null +++ b/game/mainmenu/MainMenuScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class MainMenuScene : public crepe::Scene { +public: +	void load_scene(); + +	std::string get_name() const; +}; diff --git a/game/mainmenu/ShopMenuScene.cpp b/game/mainmenu/ShopMenuScene.cpp new file mode 100644 index 0000000..d6ad870 --- /dev/null +++ b/game/mainmenu/ShopMenuScene.cpp @@ -0,0 +1,44 @@ + +#include "ShopMenuScene.h" +#include "ButtonSubScene.h" +#include "api/Camera.h" +#include "MainMenuConfig.h" +#include "api/Sprite.h" +#include "BannerSubScene.h" + +using namespace crepe; +using namespace std; + +void ShopMenuScene::load_scene(){ +	GameObject camera_object = this->new_object(MainMenuConfig::CAMERA_NAME); +	camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), +	Camera::Data{ +		.bg_color = Color::RED, +	}); +	BannerSubScene banner; +	banner.create(*this,{ +		.banner_title = "SHOP", +		.banner_title_width = 200, +		.banner_title_offset = {0,65}, +	}); +	GameObject menu_background = this->new_object("menu_background"); +	menu_background.add_component<Sprite>( +		Asset("asset/ui/background.png"), +		Sprite::Data{ +		.sorting_in_layer = MainMenuConfig::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::SMALL, +		.scale = 0.8 +	}); +} + +string ShopMenuScene::get_name() const { return "shopmenu"; } diff --git a/game/mainmenu/ShopMenuScene.h b/game/mainmenu/ShopMenuScene.h new file mode 100644 index 0000000..7178372 --- /dev/null +++ b/game/mainmenu/ShopMenuScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class ShopMenuScene : public crepe::Scene { +public: +	void load_scene(); + +	std::string get_name() const; +}; diff --git a/game/mainmenu/TransitionStartScript.cpp b/game/mainmenu/TransitionStartScript.cpp new file mode 100644 index 0000000..5528bf9 --- /dev/null +++ b/game/mainmenu/TransitionStartScript.cpp @@ -0,0 +1,21 @@ +#include "TransitionStartScript.h" +#include "MainMenuConfig.h" +#include "api/Event.h" +#include "iostream" + +using namespace crepe; +using namespace std; + + +void TransitionStartScript::init(){ +	cout << "script init" << endl; +} + +void TransitionStartScript::fixed_update(crepe::duration_t dt){ +	if(this->get_key_state(Keycode::ENTER) && this->transition == false) this->transition = true; +} + +const char* TransitionStartScript::get_scene_name() const { +    // Provide the next scene defined in MainMenuConfig +    return MainMenuConfig::START_SCENE; +} diff --git a/game/mainmenu/TransitionStartScript.h b/game/mainmenu/TransitionStartScript.h new file mode 100644 index 0000000..76f532e --- /dev/null +++ b/game/mainmenu/TransitionStartScript.h @@ -0,0 +1,10 @@ +#pragma once + +#include "ITransitionScript.h" + +class TransitionStartScript : public ITransitionScript { +public: +	void init() override; +	void fixed_update(crepe::duration_t dt) override; +	const char* get_scene_name() const override; +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp new file mode 100644 index 0000000..e04fb9d --- /dev/null +++ b/game/player/PlayerEndScript.cpp @@ -0,0 +1,96 @@ +#include "PlayerEndScript.h" + +#include "../Config.h" +#include "manager/LoopTimerManager.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerEndScript::init() { +	Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); +	rb_player.data.elasticity_coefficient = 0.7; + +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	}); +} + +bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { +	if (ev.info.other.metadata.name == "floor") { +		Transform & transform_player +			= this->get_components_by_name<Transform>("player").front(); +		RefVector<Animator> anim_player = this->get_components_by_name<Animator>("player"); +		Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); +		Rigidbody & rb_camera = this->get_components_by_name<Rigidbody>("camera").front(); + +		float dt = this->get_loop_timer().get_fixed_delta_time().count(); + +		if (jump == 0) { +			int random_number = rand() % 4; +			for (Animator & anim : anim_player) { +				anim.active = false; +				anim.set_anim(6); +				for (int i = 0; i < random_number; i++) { +					anim.next_anim(); +				} +			} +		} else if (jump == 1) { +			for (Animator & anim : anim_player) { +				anim.next_anim(); +			} +		} + +		if (jump == 0) { +			rb_player.data.angular_velocity = 16000 * dt; +			rb_player.data.angular_velocity_coefficient = 0.7; +			jump++; +		} else if (jump == 1) { +			jump++; +		} else if (jump == 2) { +			RefVector<Rigidbody> rb_back_forest +				= this->get_components_by_tag<Rigidbody>("forest_background"); +			for (Rigidbody & rb : rb_back_forest) { +				rb.data.linear_velocity_coefficient = vec2(0.5, 0.5); +			} + +			rb_player.data.angular_velocity = 0; +			rb_player.data.elasticity_coefficient = 0; +			rb_player.data.linear_velocity = vec2(PLAYER_SPEED * dt, 0); +			rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5); +			rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5); +			for (Animator & anim : anim_player) { +				anim.active = false; +				anim.set_anim(7); +			} +			if (transform_player.rotation > 0 && transform_player.rotation < 90) { +				// Do not call next_anim() +			} else if (transform_player.rotation > 90 && transform_player.rotation < 180) { +				for (Animator & anim : anim_player) { +					anim.next_anim(); +				} +			} else if (transform_player.rotation > 180 && transform_player.rotation < 270) { +				for (Animator & anim : anim_player) { +					anim.next_anim(); +					anim.next_anim(); +				} +			} else { +				for (Animator & anim : anim_player) { +					anim.next_anim(); +					anim.next_anim(); +					anim.next_anim(); +				} +			} +			jump++; +		} + +		return true; +	} + +	return false; +} diff --git a/game/player/PlayerEndScript.h b/game/player/PlayerEndScript.h new file mode 100644 index 0000000..03ea8a9 --- /dev/null +++ b/game/player/PlayerEndScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PlayerEndScript : public crepe::Script { +public: +	void init(); + +private: +	bool on_collision(const crepe::CollisionEvent & ev); + +private: +	int jump = 0; +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp new file mode 100644 index 0000000..c4ed6a0 --- /dev/null +++ b/game/player/PlayerScript.cpp @@ -0,0 +1,119 @@ +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerScript::init() { +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	}); +} + +bool PlayerScript::on_collision(const CollisionEvent & ev) { +	BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front(); +	BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back(); +	RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); +	RefVector<ParticleEmitter> emitters +		= this->get_components_by_name<ParticleEmitter>("player"); + +	if (ev.info.other.metadata.tag == "zapper") { +		for (Animator & anim : animators) { +			anim.active = true; +			anim.set_anim(4); +			anim.data.looping = true; +			prev_anim = 0; +		} +		for (ParticleEmitter & emitter : emitters) { +			emitter.data.emission_rate = 0; +		} +		play_scr.active = false; +		end_scr.active = true; +		return true; +	} else if (ev.info.other.metadata.tag == "laser") { +		for (Animator & anim : animators) { +			anim.active = true; +			anim.set_anim(4); +			anim.data.looping = true; +			prev_anim = 0; +		} +		for (ParticleEmitter & emitter : emitters) { +			emitter.data.emission_rate = 0; +		} +		play_scr.active = false; +		end_scr.active = true; +		return true; +	} else if (ev.info.other.metadata.tag == "missile") { +		for (Animator & anim : animators) { +			anim.active = true; +			anim.set_anim(5); +			anim.data.looping = true; +			prev_anim = 0; +		} +		for (ParticleEmitter & emitter : emitters) { +			emitter.data.emission_rate = 0; +		} +		play_scr.active = false; +		end_scr.active = true; +		return true; +	} + +	return false; +} + +void PlayerScript::fixed_update(crepe::duration_t dt) { +	RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); +	RefVector<ParticleEmitter> emitters +		= this->get_components_by_name<ParticleEmitter>("player"); +	Transform & transform = this->get_components_by_name<Transform>("player").front(); + +	for (ParticleEmitter & emitter : emitters) { +		emitter.data.boundary.offset = vec2(0, -transform.position.y); +	} + +	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); +	if (this->get_key_state(Keycode::SPACE)) { +		rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5)); +		if (prev_anim != 1) { +			for (Animator & anim : animators) { +				anim.active = true; +				anim.set_anim(1); +				anim.data.looping = true; +				prev_anim = 1; +			} +			for (ParticleEmitter & emitter : emitters) { +				emitter.data.emission_rate = 30; +			} +		} +	} else if (transform.position.y == 195) { +		if (prev_anim != 0) { +			for (Animator & anim : animators) { +				anim.active = true; +				anim.set_anim(0); +				anim.data.looping = true; +				prev_anim = 0; +			} +			for (ParticleEmitter & emitter : emitters) { +				emitter.data.emission_rate = 0; +			} +		} +	} else { +		if (prev_anim != 2) { +			for (Animator & anim : animators) { +				anim.set_anim(2); +				anim.data.looping = false; +				prev_anim = 2; +			} +			for (ParticleEmitter & emitter : emitters) { +				emitter.data.emission_rate = 0; +			} +		} +	} +} diff --git a/game/PlayerScript.h b/game/player/PlayerScript.h index 84c4f7f..d8eb098 100644 --- a/game/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,8 +1,16 @@  #pragma once +#include <crepe/api/Event.h>  #include <crepe/api/Script.h>  class PlayerScript : public crepe::Script {  public: +	void init();  	void fixed_update(crepe::duration_t dt); + +private: +	bool on_collision(const crepe::CollisionEvent & ev); + +private: +	int prev_anim = 0;  }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp new file mode 100644 index 0000000..c1e5e2f --- /dev/null +++ b/game/player/PlayerSubScene.cpp @@ -0,0 +1,153 @@ +#include "PlayerSubScene.h" +#include "PlayerEndScript.h" +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +PlayerSubScene::PlayerSubScene(Scene & scn) { +	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + +	Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; +	Sprite & player_bullet_sprite = player.add_component<Sprite>( +		player_bullet, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 3, +			.size = vec2(0, 6), +		} +	); +	player.add_component<ParticleEmitter>(player_bullet_sprite, ParticleEmitter::Data{ +		.offset = vec2(-15, 15), +		.emission_rate = 0, +		.min_speed = 300, +		.max_speed = 500, +		.min_angle = 85, +		.max_angle = 100, +		.boundary = ParticleEmitter::Boundary { +			.height = 400, +			.reset_on_exit = true, +		}, +	}); +	Asset player_bullet_x2 {"asset/other_effects/effect_smgbullet_x2.png"}; +	Sprite & player_bullet_x2_sprite = player.add_component<Sprite>( +		player_bullet_x2, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 3, +			.size = vec2(0, 12), +		} +	); +	player.add_component<ParticleEmitter>(player_bullet_x2_sprite, ParticleEmitter::Data{ +		.offset = vec2(-15, 15), +		.emission_rate = 0, +		.min_speed = 300, +		.max_speed = 500, +		.min_angle = 85, +		.max_angle = 100, +		.boundary = ParticleEmitter::Boundary { +			.height = 400, +			.reset_on_exit = true, +		}, +	}); +	Asset player_shell {"asset/other_effects/effect_rocketmgshell_TVOS.png"}; +	Sprite & player_shell_sprite = player.add_component<Sprite>( +		player_shell, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 3, +			.size = vec2(0, 12), +			.angle_offset = 90, +		} +	); +	player.add_component<ParticleEmitter>(player_shell_sprite, ParticleEmitter::Data{ +		.offset = vec2(-15, 15), +		.emission_rate = 0, +		.min_speed = 200, +		.max_speed = 500, +		.min_angle = 110, +		.max_angle = 120, +		.force_over_time = vec2(0, 1000), +		.boundary = ParticleEmitter::Boundary { +			.height = 400, +			.reset_on_exit = true, +		}, +	}); + +	Asset player_body_asset {"asset/barry/defaultBody.png"}; +	Sprite & player_body_sprite = player.add_component<Sprite>( +		player_body_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 0, +			.size = vec2(0, 50), +		} +	); +	player.add_component<Animator>( +		player_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	player.add_component<BoxCollider>(vec2(50, 50)); +	Asset player_head_asset {"asset/barry/defaultHead.png"}; +	Sprite & player_head_sprite = player.add_component<Sprite>( +		player_head_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 1, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	player.add_component<Animator>( +		player_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	player.add_component<CircleCollider>(25, vec2(0, -20)); +	Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; +	Sprite & player_jetpack_sprite = player.add_component<Sprite>( +		player_jetpack_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 2, +			.size = vec2(0, 60), +			.position_offset = vec2(-20, 0), +		} +	); +	player_jetpack_sprite.active = false; +	player.add_component<Animator>( +		player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); +	player.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = PLAYER_GRAVITY_SCALE, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), +		.collision_layers +		= {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, +		.collision_layer = COLL_LAY_PLAYER, +	}); +	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; +	player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; +} diff --git a/game/PlayerSubScene.h b/game/player/PlayerSubScene.h index bf94c32..bf94c32 100644 --- a/game/PlayerSubScene.h +++ b/game/player/PlayerSubScene.h |