diff options
Diffstat (limited to 'game')
33 files changed, 1090 insertions, 1 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 937b5e6..ece2a40 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -21,6 +21,20 @@ add_executable(main StartGameScript.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 ) target_link_libraries(main PUBLIC crepe) diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 2511567..551f4f1 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -3,6 +3,9 @@ #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" @@ -36,7 +39,8 @@ 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<Rigidbody>(Rigidbody::Data{}); PlayerSubScene player(*this); @@ -66,6 +70,13 @@ void GameScene::load_scene() { GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); + + CoinSubScene coin; + coin.create(*this); + + CoinPool coin_system; + coin_system.create_coins(*this); + } string GameScene::get_name() const { return "scene1"; } 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..862e7f9 --- /dev/null +++ b/game/coins/CoinScript.cpp @@ -0,0 +1,23 @@ +#include "CoinScript.h" +#include "api/CircleCollider.h" +#include "api/Sprite.h" +#include "manager/SaveManager.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>(COIN_GAME_AMOUNT,0).get() + 1; + savemgr.set(COIN_GAME_AMOUNT, 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..3fcee6d --- /dev/null +++ b/game/coins/CoinScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include "api/Script.h" + +class CoinScript : public crepe::Script { +public: + void init() override; + bool on_collision(const crepe::CollisionEvent & collisionData); + static constexpr const char* PLAYER_NAME = "player"; + static constexpr const char* COIN_GAME_AMOUNT = "coin_game_amount"; +}; diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp new file mode 100644 index 0000000..d30f5a4 --- /dev/null +++ b/game/coins/CoinSubScene.cpp @@ -0,0 +1,42 @@ +#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" + +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, + }); + 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/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..8de5711 --- /dev/null +++ b/game/mainmenu/BannerSubScene.cpp @@ -0,0 +1,39 @@ +#include "BannerSubScene.h" +#include "MainMenuConfig.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,data.banner_title_offset + MainMenuConfig::FONTOFFSET, MainMenuConfig::FONT, Text::Data{ + .text_color = Color::WHITE, + }, 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..7562128 --- /dev/null +++ b/game/mainmenu/ButtonSubScene.cpp @@ -0,0 +1,111 @@ +#include "ButtonSubScene.h" +#include "ButtonSetMainMenuScript.h" +#include "ButtonSetShopScript.h" +#include "ButtonTransitionPreviewScript.h" +#include "IButtonScript.h" +#include "MainMenuConfig.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.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,data.text_offset+MainMenuConfig::FONTOFFSET, MainMenuConfig::FONT, Text::Data{ + .text_color = Color::WHITE, + }, 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, + }); + 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); + break; + case ButtonSelect::SMALL: + this->small_btn_overlay(button_object); + break; + } +} + +void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object){ + 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, + }); + button_object.add_component<Button>(MainMenuConfig::LARGE_OVERLAY_SIZE,vec2{0,0}); + this->btn_color_side(button_object,SIDE_PANEL_OFFSET); +} + +void ButtonSubScene::small_btn_overlay(crepe::GameObject & button_object){ + 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}, + }); + 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}, + }); + button_object.add_component<Button>(vec2{MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT.x+MainMenuConfig::SMALL_OVERLAY_SIZE_RIGHT.x,MainMenuConfig::SMALL_OVERLAY_SIZE_LEFT.y},vec2{0,0}); +} + +void ButtonSubScene::btn_color_side(crepe::GameObject & button_object,const vec2 & offset){ + 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, + }); + 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}, + }); +} diff --git a/game/mainmenu/ButtonSubScene.h b/game/mainmenu/ButtonSubScene.h new file mode 100644 index 0000000..6f183ed --- /dev/null +++ b/game/mainmenu/ButtonSubScene.h @@ -0,0 +1,53 @@ +#pragma once + +#include <crepe/api/GameObject.h> +#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, + 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; + }; +public: + void create(crepe::Scene & scn,const Data & data); +private: + void large_btn_overlay(crepe::GameObject & button_object); + void small_btn_overlay(crepe::GameObject & button_object); + void btn_color_side(crepe::GameObject & button_object,const crepe::vec2 & offset); + 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..433f9f7 --- /dev/null +++ b/game/mainmenu/ITransitionScript.cpp @@ -0,0 +1,26 @@ +#include "ITransitionScript.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "iostream" +#include <crepe/api/Camera.h> +#include "MainMenuConfig.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(); + 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..9dbb838 --- /dev/null +++ b/game/mainmenu/MainMenuConfig.h @@ -0,0 +1,34 @@ +#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 = {-400,-200}; + static constexpr float MENU_BUTTON_SPACING = 10; + static constexpr crepe::vec2 MENU_OFFSET_BACKGROUND = {0,200}; + //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; + //button config + static constexpr const char* FONT = "Jetpackia"; + static constexpr crepe::vec2 FONTOFFSET = {0,0}; + 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..1d2873e --- /dev/null +++ b/game/mainmenu/MainMenuScene.cpp @@ -0,0 +1,59 @@ + +#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" + +using namespace crepe; +using namespace std; + +void MainMenuScene::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, + }); + + GameObject menu = this->new_object("menu_background","",MainMenuConfig::MENU_OFFSET + MainMenuConfig::MENU_OFFSET_BACKGROUND); + menu.add_component<Sprite>( + Asset("asset/ui/background.png"), + Sprite::Data{ + .sorting_in_layer = MainMenuConfig::STARTING_SORTING_IN_LAYER+0, + .size = {300,860}, + }); + menu.add_component<BehaviorScript>().set_script<TransitionStartScript>(); + + ButtonSubScene button; + vec2 pos = MainMenuConfig::MENU_OFFSET; + + //Preview btn + button.create(*this,ButtonSubScene::Data{ + .text = "PREVIEW", + .text_width = 200, + .position = pos, + .script_type = ButtonSubScene::ScriptSelect::PREVIEW, + }); + + pos.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, + .script_type = ButtonSubScene::ScriptSelect::SHOP, + }); + + + //Start of map + StartSubScene start; + start.create(*this, MainMenuConfig::STARTMAP_OFFSET); +} + +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; +}; |