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-rw-r--r--src/crepe/api/Animator.cpp50
-rw-r--r--src/crepe/api/Animator.h94
-rw-r--r--src/crepe/api/AssetManager.h6
-rw-r--r--src/crepe/api/BoxCollider.cpp10
-rw-r--r--src/crepe/api/BoxCollider.h22
-rw-r--r--src/crepe/api/Button.cpp11
-rw-r--r--src/crepe/api/Button.h67
-rw-r--r--src/crepe/api/CMakeLists.txt12
-rw-r--r--src/crepe/api/Camera.cpp11
-rw-r--r--src/crepe/api/Camera.h38
-rw-r--r--src/crepe/api/CircleCollider.cpp8
-rw-r--r--src/crepe/api/CircleCollider.h16
-rw-r--r--src/crepe/api/Config.h9
-rw-r--r--src/crepe/api/Event.h22
-rw-r--r--src/crepe/api/EventHandler.h76
-rw-r--r--src/crepe/api/GameObject.h12
-rw-r--r--src/crepe/api/KeyCodes.h21
-rw-r--r--src/crepe/api/LoopManager.cpp18
-rw-r--r--src/crepe/api/LoopManager.h3
-rw-r--r--src/crepe/api/Metadata.h2
-rw-r--r--src/crepe/api/Rigidbody.cpp4
-rw-r--r--src/crepe/api/Rigidbody.h144
-rw-r--r--src/crepe/api/Scene.h4
-rw-r--r--src/crepe/api/Script.h3
-rw-r--r--src/crepe/api/Sprite.cpp16
-rw-r--r--src/crepe/api/Sprite.h92
-rw-r--r--src/crepe/api/Transform.h8
-rw-r--r--src/crepe/api/UIObject.cpp8
-rw-r--r--src/crepe/api/UIObject.h25
29 files changed, 588 insertions, 224 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 45f67f6..b8a91dc 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -7,21 +7,53 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator)
+Animator::Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row,
+ unsigned int max_col, const Animator::Data & data)
: Component(id),
- spritesheet(ss),
- row(row),
- col(col) {
+ spritesheet(spritesheet),
+ max_rows(max_row),
+ max_columns(max_col),
+ data(data) {
dbg_trace();
- this->spritesheet.mask.h /= col;
- this->spritesheet.mask.w /= row;
- this->spritesheet.mask.x = 0;
- this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h;
- this->active = false;
+ this->spritesheet.mask.h /= this->max_columns;
+ this->spritesheet.mask.w /= this->max_rows;
+ this->spritesheet.mask.x = this->data.row * this->spritesheet.mask.w;
+ this->spritesheet.mask.y = this->data.col * this->spritesheet.mask.h;
// need to do this for to get the aspect ratio for a single clipping in the spritesheet
this->spritesheet.aspect_ratio
= static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h;
}
+
Animator::~Animator() { dbg_trace(); }
+
+void Animator::loop() { this->data.looping = true; }
+
+void Animator::play() { this->active = true; }
+
+void Animator::pause() { this->active = false; }
+
+void Animator::stop() {
+ this->active = false;
+ this->data.col = 0;
+ this->data.row = 0;
+}
+void Animator::set_fps(int fps) { this->data.fps = fps; }
+
+void Animator::set_cycle_range(int start, int end) {
+ this->data.cycle_start = start, this->data.cycle_end = end;
+}
+
+void Animator::set_anim(int col) {
+ Animator::Data & ctx = this->data;
+ this->spritesheet.mask.x = ctx.row = 0;
+ ctx.col = col;
+ this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h;
+}
+
+void Animator::next_anim() {
+ Animator::Data & ctx = this->data;
+ ctx.row = ctx.row++ % this->max_rows;
+ this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w;
+}
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 6c506aa..7c850b8 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../types.h"
+
#include "Component.h"
#include "Sprite.h"
@@ -16,56 +18,86 @@ class SDLContext;
* sheet. It can be used to play animations, loop them, or stop them.
*/
class Animator : public Component {
+public:
+ struct Data {
+ //! frames per second for animation
+ unsigned int fps = 1;
+ //! The current col being animated.
+ unsigned int col = 0;
+ //! The current row being animated.
+ unsigned int row = 0;
+ //! should the animation loop
+ bool looping = false;
+ //! starting frame for cycling
+ unsigned int cycle_start = 0;
+ //! end frame for cycling (-1 = use last frame)
+ int cycle_end = -1;
+ };
public:
- //TODO: need to implement this
+ //! Animator will repeat the animation
void loop();
+ //! starts the animation
+ void play();
+ //! pauses the animation
+ void pause();
+ /**
+ * \brief stops the animation
+ *
+ * sets the active on false and resets all the current rows and columns
+ */
void stop();
+ /**
+ * \brief set frames per second
+ *
+ * \param fps frames per second
+ */
+ void set_fps(int fps);
+ /**
+ * \brief set the range in the row
+ *
+ * \param start of row animation
+ * \param end of row animation
+ */
+ void set_cycle_range(int start, int end);
+ /**
+ * \brief select which column to animate from
+ *
+ * \param col animation column
+ */
+ void set_anim(int col);
+ //! will go to the next animaiton of current row
+ void next_anim();
public:
/**
* \brief Constructs an Animator object that will control animations for a sprite sheet.
*
* \param id The unique identifier for the component, typically assigned automatically.
- * \param spritesheet A reference to the Sprite object which holds the sprite sheet for
- * animation.
- * \param row The maximum number of rows in the sprite sheet.
- * \param col The maximum number of columns in the sprite sheet.
- * \param col_animate The specific col index of the sprite sheet to animate. This allows
- * selecting which col to animate from multiple col in the sheet.
+ * \param spritesheet the reference to the spritesheet
+ * \param max_row maximum of rows inside the given spritesheet
+ * \param max_col maximum of columns inside the given spritesheet
+ * \param data extra animation data for more control
*
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
- Animator(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
-
+ Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row,
+ unsigned int max_col, const Animator::Data & data);
~Animator(); // dbg_trace
-private:
- //! A reference to the Sprite sheet containing the animation frames.
- Sprite & spritesheet;
-
+public:
//! The maximum number of columns in the sprite sheet.
- const int col;
-
+ const unsigned int max_columns;
//! The maximum number of rows in the sprite sheet.
- const int row;
-
- //! The current col being animated.
- int curr_col = 0;
-
- //! The current row being animated.
- int curr_row = 0;
-
- //TODO: Is this necessary?
- //int fps;
+ const unsigned int max_rows;
+ Animator::Data data;
private:
- //! AnimatorSystem adjust the private member parameters of Animator;
- friend class AnimatorSystem;
-
- //! SDLContext reads the Animator member var's
- friend class SDLContext;
+ //! A reference to the Sprite sheet containing.
+ Sprite & spritesheet;
+ //! Uses the spritesheet
+ friend AnimatorSystem;
};
+
} // namespace crepe
-//
diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h
index fee6780..3b1cc4b 100644
--- a/src/crepe/api/AssetManager.h
+++ b/src/crepe/api/AssetManager.h
@@ -9,7 +9,7 @@ namespace crepe {
/**
* \brief The AssetManager is responsible for storing and managing assets over multiple scenes.
- *
+ *
* The AssetManager ensures that assets are loaded once and can be accessed across different
* scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are
* retained in memory until the AssetManager is destroyed, at which point the cached assets are
@@ -46,9 +46,9 @@ public:
* \param reload If true, the asset will be reloaded from the file, even if it is already
* cached.
* \tparam T The type of asset to cache (e.g., texture, sound, etc.).
- *
+ *
* \return A shared pointer to the cached asset.
- *
+ *
* This template function caches the asset at the given file path. If the asset is already
* cached and `reload` is false, the existing cached version will be returned. Otherwise, the
* asset will be reloaded and added to the cache.
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
new file mode 100644
index 0000000..c097a24
--- /dev/null
+++ b/src/crepe/api/BoxCollider.cpp
@@ -0,0 +1,10 @@
+#include "BoxCollider.h"
+
+#include "../Collider.h"
+
+using namespace crepe;
+
+BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & offset,
+ const vec2 & dimensions)
+ : Collider(game_object_id, offset),
+ dimensions(dimensions) {}
diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h
new file mode 100644
index 0000000..1ac4d46
--- /dev/null
+++ b/src/crepe/api/BoxCollider.h
@@ -0,0 +1,22 @@
+#pragma once
+
+#include "../Collider.h"
+#include "Vector2.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief A class representing a box-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., CircleCollider).
+ */
+class BoxCollider : public Collider {
+public:
+ BoxCollider(game_object_id_t game_object_id, const vec2 & offset, const vec2 & dimensions);
+
+ //! Width and height of the box collider
+ vec2 dimensions;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.cpp b/src/crepe/api/Button.cpp
new file mode 100644
index 0000000..76f74f0
--- /dev/null
+++ b/src/crepe/api/Button.cpp
@@ -0,0 +1,11 @@
+#include "Button.h"
+
+namespace crepe {
+
+Button::Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::function<void()> & on_click, bool is_toggle)
+ : UIObject(id, dimensions, offset),
+ is_toggle(is_toggle),
+ on_click(on_click) {}
+
+} // namespace crepe
diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h
new file mode 100644
index 0000000..61b18d7
--- /dev/null
+++ b/src/crepe/api/Button.h
@@ -0,0 +1,67 @@
+#pragma once
+
+#include <functional>
+
+#include "UIObject.h"
+
+namespace crepe {
+
+//! Represents a clickable UI button, derived from the UiObject class.
+class Button : public UIObject {
+public:
+ /**
+ * \brief Constructs a Button with the specified game object ID and dimensions.
+ *
+ * \param id The unique ID of the game object associated with this button.
+ * \param dimensions The width and height of the UIObject
+ * \param offset The offset relative this GameObjects Transform
+ * \param is_toggle Optional flag to indicate if the button is a toggle button. Defaults to false.
+ * \param on_click callback function that will be invoked when the button is clicked.
+ */
+ Button(game_object_id_t id, const vec2 & dimensions, const vec2 & offset,
+ const std::function<void()> & on_click, bool is_toggle = false);
+
+ /**
+ * \brief Indicates if the button is a toggle button (can be pressed and released).
+ *
+ * A toggle button allows for a pressed/released state, whereas a regular button
+ * typically only has an on-click state.
+ */
+ bool is_toggle = false;
+ // TODO: create separate toggle button class
+ /**
+ * \brief The callback function to be executed when the button is clicked.
+ *
+ * This function is invoked whenever the button is clicked. It can be set to any
+ * function that matches the signature `void()`.
+ */
+ std::function<void()> on_click = nullptr;
+
+ /**
+ * \brief Callback function to be executed when the mouse enters the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves over the button, allowing
+ * custom actions like visual effects, highlighting, or sound effects.
+ */
+ std::function<void()> on_mouse_enter = nullptr;
+
+ /**
+ * \brief Callback function to be executed when the mouse exits the button's boundaries.
+ *
+ * This function is triggered when the mouse cursor moves out of the button's area,
+ * allowing custom actions like resetting visual effects or playing exit-related effects.
+ */
+ std::function<void()> on_mouse_exit = nullptr;
+
+private:
+ //! friend relation for is_pressed and hover variables
+ friend class InputSystem;
+ //! Indicates whether the toggle button is pressed
+ bool is_pressed = false;
+ //! Indicates whether the mouse is currently hovering over the button
+ bool hover = false;
+
+public:
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index 60d9dc5..ca4edec 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -13,10 +13,14 @@ target_sources(crepe PUBLIC
Metadata.cpp
Camera.cpp
Animator.cpp
+ BoxCollider.cpp
+ CircleCollider.cpp
LoopManager.cpp
Asset.cpp
EventHandler.cpp
Script.cpp
+ Button.cpp
+ UIObject.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -32,16 +36,20 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Vector2.h
Vector2.hpp
Color.h
- Texture.h
- AssetManager.h
+ Texture.h
+ AssetManager.h
AssetManager.hpp
Scene.h
Metadata.h
Camera.h
Animator.h
+ BoxCollider.h
+ CircleCollider.h
EventHandler.h
EventHandler.hpp
Event.h
LoopManager.h
Asset.h
+ Button.h
+ UIObject.h
)
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 39d8ab0..179dc18 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,20 +1,17 @@
-#include "types.h"
#include "util/Log.h"
#include "Camera.h"
-#include "Color.h"
#include "Component.h"
+#include "types.h"
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
- const vec2 & viewport_size, const double & zoom, const vec2 & offset)
+Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Data & data)
: Component(id),
- bg_color(bg_color),
- offset(offset),
screen(screen),
viewport_size(viewport_size),
- zoom(zoom) {
+ data(data) {
dbg_trace();
}
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index 2d8fa48..54d9a73 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -14,23 +14,42 @@ namespace crepe {
* position, and zoom level. It controls what part of the game world is visible on the screen.
*/
class Camera : public Component {
+public:
+ struct Data {
+ /**
+ * \bg_color background color of the game
+ *
+ * This will make the background the same color as the given value.
+ */
+ const Color bg_color = Color::BLACK;
+
+ /**
+ * \zoom Zooming level of the game
+ *
+ * zoom = 1 --> no zoom.
+ * zoom < 1 --> zoom out
+ * zoom > 1 --> zoom in
+ */
+ double zoom = 1;
+
+ //! offset postion from the game object transform component
+ vec2 postion_offset;
+ };
public:
/**
* \brief Constructs a Camera with the specified ID and background color.
* \param id Unique identifier for the camera component.
- * \param bg_color Background color for the camera view.
+ * \param screen is the actual screen size in pixels
+ * \param viewport_size is the view of the world in game units
+ * \param data the camera component data
*/
- Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
- const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0});
+ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Camera::Data & data);
~Camera(); // dbg_trace only
public:
- //! Background color of the camera view.
- const Color bg_color;
-
- //! offset postion from the game object transform component
- vec2 offset;
+ Camera::Data data;
//! screen the display size in pixels ( output resolution )
const ivec2 screen;
@@ -38,9 +57,6 @@ public:
//! viewport is the area of the world visible through the camera (in world units)
const vec2 viewport_size;
- //! Zoom level of the camera view.
- const double zoom;
-
public:
/**
* \brief Gets the maximum number of camera instances allowed.
diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp
new file mode 100644
index 0000000..a4271e9
--- /dev/null
+++ b/src/crepe/api/CircleCollider.cpp
@@ -0,0 +1,8 @@
+#include "CircleCollider.h"
+
+using namespace crepe;
+
+CircleCollider::CircleCollider(game_object_id_t game_object_id, const vec2 & offset,
+ float radius)
+ : Collider(game_object_id, offset),
+ radius(radius) {}
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index e77a592..c7bf66e 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -1,14 +1,22 @@
#pragma once
+
+#include "Vector2.h"
+
#include "../Collider.h"
namespace crepe {
+/**
+ * \brief A class representing a circle-shaped collider.
+ *
+ * This class is used for collision detection with other colliders (e.g., BoxCollider).
+ */
class CircleCollider : public Collider {
public:
- CircleCollider(game_object_id_t game_object_id, int radius)
- : Collider(game_object_id),
- radius(radius) {}
- int radius;
+ CircleCollider(game_object_id_t game_object_id, const vec2 & offset, float radius);
+
+ //! Radius of the circle collider.
+ float radius;
};
} // namespace crepe
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 225e9b9..a9745c3 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,8 +1,10 @@
#pragma once
+#include <string>
+
#include "../util/Log.h"
+
#include "types.h"
-#include <string>
namespace crepe {
@@ -66,10 +68,9 @@ public:
//! default window settings
struct {
- //TODO make this constexpr because this will never change
- ivec2 default_size = {1080, 720};
+ //! default screen size in pixels
+ ivec2 default_size = {1280, 720};
std::string window_title = "Jetpack joyride clone";
-
} window_settings;
//! Asset loading options
diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h
index b267e3e..f2f3daf 100644
--- a/src/crepe/api/Event.h
+++ b/src/crepe/api/Event.h
@@ -88,12 +88,30 @@ public:
//! Y-coordinate of the mouse position at the time of the event.
int mouse_y = 0;
+
+ // Movement since last event in x
+ int delta_x = 0;
+
+ // Movement since last event in y
+ int delta_y = 0;
};
/**
- * \brief Event triggered during a collision between objects.
+ * \brief Event triggered when the mouse is moved.
*/
-class CollisionEvent : public Event {};
+class MouseScrollEvent : public Event {
+public:
+ //! X-coordinate of the mouse position at the time of the event.
+ int mouse_x = 0;
+
+ //! Y-coordinate of the mouse position at the time of the event.
+ int mouse_y = 0;
+
+ //! scroll direction (-1 = down, 1 = up)
+ int scroll_direction = 0;
+ //! scroll amount in y axis (from and away from the person).
+ float scroll_delta = 0;
+};
/**
* \brief Event triggered when text is submitted, e.g., from a text input.
diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h
index ef659fd..7bb501b 100644
--- a/src/crepe/api/EventHandler.h
+++ b/src/crepe/api/EventHandler.h
@@ -8,12 +8,12 @@
namespace crepe {
/**
* \brief A type alias for an event handler function.
- *
- * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
+ *
+ * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
* indicating whether the event is handled.
- *
+ *
* \tparam EventType The type of event this handler will handle.
- *
+ *
* Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether.
*/
template <typename EventType>
@@ -22,70 +22,70 @@ using EventHandler = std::function<bool(const EventType & e)>;
/**
* \class IEventHandlerWrapper
* \brief An abstract base class for event handler wrappers.
- *
+ *
* This class provides the interface for handling events. Derived classes must implement the
* `call()` method to process events
*/
class IEventHandlerWrapper {
public:
/**
- * \brief Virtual destructor for IEventHandlerWrapper.
- */
+ * \brief Virtual destructor for IEventHandlerWrapper.
+ */
virtual ~IEventHandlerWrapper() = default;
/**
- * \brief Executes the handler with the given event.
- *
- * This method calls the `call()` method of the derived class, passing the event to the handler.
- *
- * \param e The event to be processed.
- * \return A boolean value indicating whether the event is handled.
- */
+ * \brief Executes the handler with the given event.
+ *
+ * This method calls the `call()` method of the derived class, passing the event to the handler.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
bool exec(const Event & e);
private:
/**
- * \brief The method responsible for handling the event.
- *
- * This method is implemented by derived classes to process the event.
- *
- * \param e The event to be processed.
- * \return A boolean value indicating whether the event is handled.
- */
+ * \brief The method responsible for handling the event.
+ *
+ * This method is implemented by derived classes to process the event.
+ *
+ * \param e The event to be processed.
+ * \return A boolean value indicating whether the event is handled.
+ */
virtual bool call(const Event & e) = 0;
};
/**
* \class EventHandlerWrapper
* \brief A wrapper for event handler functions.
- *
- * This class wraps an event handler function of a specific event type. It implements the
- * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
+ *
+ * This class wraps an event handler function of a specific event type. It implements the
+ * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
* queried.
- *
+ *
* \tparam EventType The type of event this handler will handle.
*/
template <typename EventType>
class EventHandlerWrapper : public IEventHandlerWrapper {
public:
/**
- * \brief Constructs an EventHandlerWrapper with a given handler.
- *
- * The constructor takes an event handler function and stores it in the wrapper.
- *
- * \param handler The event handler function.
- */
+ * \brief Constructs an EventHandlerWrapper with a given handler.
+ *
+ * The constructor takes an event handler function and stores it in the wrapper.
+ *
+ * \param handler The event handler function.
+ */
explicit EventHandlerWrapper(const EventHandler<EventType> & handler);
private:
/**
- * \brief Calls the stored event handler with the event.
- *
- * This method casts the event to the appropriate type and calls the handler.
- *
- * \param e The event to be handled.
- * \return A boolean value indicating whether the event is handled.
- */
+ * \brief Calls the stored event handler with the event.
+ *
+ * This method casts the event to the appropriate type and calls the handler.
+ *
+ * \param e The event to be handled.
+ * \return A boolean value indicating whether the event is handled.
+ */
bool call(const Event & e) override;
//! The event handler function.
EventHandler<EventType> handler;
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index 4cd2bc0..ff80f49 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -10,7 +10,7 @@ class ComponentManager;
/**
* \brief Represents a GameObject
- *
+ *
* This class represents a GameObject. The GameObject class is only used as an interface for
* the game programmer. The actual implementation is done in the ComponentManager.
*/
@@ -19,7 +19,7 @@ private:
/**
* This constructor creates a new GameObject. It creates a new Transform and Metadata
* component and adds them to the ComponentManager.
- *
+ *
* \param component_manager Reference to component_manager
* \param id The id of the GameObject
* \param name The name of the GameObject
@@ -37,20 +37,20 @@ private:
public:
/**
* \brief Set the parent of this GameObject
- *
+ *
* This method sets the parent of this GameObject. It sets the parent in the Metadata
* component of this GameObject and adds this GameObject to the children list of the parent
* GameObject.
- *
+ *
* \param parent The parent GameObject
*/
void set_parent(const GameObject & parent);
/**
* \brief Add a component to the GameObject
- *
+ *
* This method adds a component to the GameObject. It forwards the arguments to the
* ComponentManager.
- *
+ *
* \tparam T The type of the component
* \tparam Args The types of the arguments
* \param args The arguments to create the component
diff --git a/src/crepe/api/KeyCodes.h b/src/crepe/api/KeyCodes.h
index 9e173e0..fcfc080 100644
--- a/src/crepe/api/KeyCodes.h
+++ b/src/crepe/api/KeyCodes.h
@@ -1,5 +1,5 @@
#pragma once
-
+namespace crepe {
//! Enumeration for mouse button inputs, including standard and extended buttons.
enum class MouseButton {
NONE = 0, //!< No mouse button input.
@@ -85,9 +85,9 @@ enum class Keycode {
PRINT_SCREEN = 283, //!< Print Screen key.
PAUSE = 284, //!< Pause key.
/**
- * \name Function keys (F1-F25).
- * \{
- */
+ * \name Function keys (F1-F25).
+ * \{
+ */
F1 = 290,
F2 = 291,
F3 = 292,
@@ -115,9 +115,9 @@ enum class Keycode {
F25 = 314,
/// \}
/**
- * \name Keypad digits and operators.
- * \{
- */
+ * \name Keypad digits and operators.
+ * \{
+ */
KP0 = 320,
KP1 = 321,
KP2 = 322,
@@ -137,9 +137,9 @@ enum class Keycode {
KP_EQUAL = 336,
/// \}
/**
- * \name Modifier keys.
- * \{
- */
+ * \name Modifier keys.
+ * \{
+ */
LEFT_SHIFT = 340,
LEFT_CONTROL = 341,
LEFT_ALT = 342,
@@ -151,3 +151,4 @@ enum class Keycode {
/// \}
MENU = 348, //!< Menu key.
};
+} // namespace crepe
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index 42a1e77..c25e31e 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -3,10 +3,12 @@
#include "../manager/EventManager.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
+#include "../system/InputSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
+#include "manager/EventManager.h"
#include "LoopManager.h"
@@ -20,20 +22,27 @@ LoopManager::LoopManager() {
this->load_system<PhysicsSystem>();
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
+ this->load_system<InputSystem>();
this->event_manager.subscribe<ShutDownEvent>(
[this](const ShutDownEvent & event) { return this->on_shutdown(event); });
}
void LoopManager::process_input() {
-
- this->sdl_context.handle_events(this->game_running); }
+ this->get_system<InputSystem>().update();
+}
void LoopManager::start() {
this->setup();
this->loop();
}
-void LoopManager::fixed_update() {}
+void LoopManager::fixed_update() {
+ EventManager & ev = this->mediator.event_manager;
+ ev.dispatch_events();
+ this->get_system<ScriptSystem>().update();
+ this->get_system<PhysicsSystem>().update();
+ this->get_system<CollisionSystem>().update();
+}
void LoopManager::loop() {
@@ -55,14 +64,15 @@ void LoopManager::loop() {
}
void LoopManager::setup() {
-
this->game_running = true;
this->loop_timer.start();
+ this->scene_manager.load_next_scene();
}
void LoopManager::render() {
if (!this->game_running) return;
+ this->get_system<AnimatorSystem>().update();
this->get_system<RenderSystem>().update();
}
bool LoopManager::on_shutdown(const ShutDownEvent & e) {
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index d07ef66..9986aa5 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -8,6 +8,7 @@
#include "../manager/EventManager.h"
#include "../manager/LoopTimerManager.h"
#include "../system/System.h"
+#include "../manager/Mediator.h"
#include "api/Event.h"
@@ -98,7 +99,7 @@ private:
LoopTimerManager loop_timer{mediator};
//! EventManager instance
EventManager event_manager{mediator};
-
+
//! SDL context \todo no more singletons!
SDLContext & sdl_context = SDLContext::get_instance();
diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h
index 235d42f..f404703 100644
--- a/src/crepe/api/Metadata.h
+++ b/src/crepe/api/Metadata.h
@@ -9,7 +9,7 @@ namespace crepe {
/**
* \brief Metadata component
- *
+ *
* This class represents the Metadata component. It stores the name, tag, parent and children
* of a GameObject.
*/
diff --git a/src/crepe/api/Rigidbody.cpp b/src/crepe/api/Rigidbody.cpp
index 576ca45..8213afb 100644
--- a/src/crepe/api/Rigidbody.cpp
+++ b/src/crepe/api/Rigidbody.cpp
@@ -10,6 +10,4 @@ void crepe::Rigidbody::add_force_linear(const vec2 & force) {
this->data.linear_velocity += force;
}
-void crepe::Rigidbody::add_force_angular(double force) {
- this->data.angular_velocity += force;
-}
+void crepe::Rigidbody::add_force_angular(float force) { this->data.angular_velocity += force; }
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 3b0588f..40c6bf1 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -1,5 +1,8 @@
#pragma once
+#include <cmath>
+#include <set>
+
#include "../Component.h"
#include "types.h"
@@ -8,7 +11,7 @@ namespace crepe {
/**
* \brief Rigidbody class
- *
+ *
* This class is used by the physics sytem and collision system. It configures how to system
* interact with the gameobject for movement and collisions.
*/
@@ -16,7 +19,7 @@ class Rigidbody : public Component {
public:
/**
* \brief BodyType enum
- *
+ *
* This enum provides three bodytypes the physics sytem and collision system use.
*/
enum class BodyType {
@@ -29,54 +32,118 @@ public:
};
/**
* \brief PhysicsConstraints to constrain movement
- *
+ *
* This struct configures the movement constraint for this object. If a constraint is enabled
* the systems will not move the object.
*/
struct PhysicsConstraints {
- //! X constraint
+ //! Prevent movement along X axis
bool x = false;
- //! Y constraint
+ //! Prevent movement along Y axis
bool y = false;
- //! rotation constraint
+ //! Prevent rotation
bool rotation = false;
};
public:
- /**
+ /**
* \brief struct for Rigidbody data
- *
+ *
* This struct holds the data for the Rigidbody.
*/
struct Data {
//! objects mass
- double mass = 0.0;
- //! gravtiy scale
- double gravity_scale = 0.0;
- //! Changes if physics apply
+ float mass = 0.0;
+ /**
+ * \brief Gravity scale factor.
+ *
+ * The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default
+ * gravity force, allowing for fine-grained control over how the object responds to gravity.
+ *
+ */
+ float gravity_scale = 0;
+
+ //! Defines the type of the physics body, which determines how the physics system interacts with the object.
BodyType body_type = BodyType::DYNAMIC;
- //! linear velocity of object
+
+ /**
+ * \name Linear (positional) motion
+ *
+ * These variables define the linear motion (movement along the position) of an object.
+ * The linear velocity is applied to the object's position in each update of the PhysicsSystem.
+ * The motion is affected by the object's linear velocity, its maximum velocity, and a coefficient
+ * that can scale the velocity over time.
+ *
+ * \{
+ */
+ //! Linear velocity of the object (speed and direction).
vec2 linear_velocity;
- //! maximum linear velocity of object
- vec2 max_linear_velocity;
- //! linear damping of object
- vec2 linear_damping;
- //! angular velocity of object
- double angular_velocity = 0.0;
- //! max angular velocity of object
- double max_angular_velocity = 0.0;
- //! angular damping of object
- double angular_damping = 0.0;
- //! movements constraints of object
+ //! Maximum linear velocity of the object. This limits the object's speed.
+ vec2 max_linear_velocity = {INFINITY, INFINITY};
+ //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping.
+ vec2 linear_velocity_coefficient = {1, 1};
+ //! \}
+
+ /**
+ * \name Angular (rotational) motion
+ *
+ * These variables define the angular motion (rotation) of an object.
+ * The angular velocity determines how quickly the object rotates, while the maximum angular velocity
+ * sets a limit on the rotation speed. The angular velocity coefficient applies damping or scaling
+ * to the angular velocity, which can be used to simulate friction or other effects that slow down rotation.
+ *
+ * \{
+ */
+ //! Angular velocity of the object, representing the rate of rotation (in degrees).
+ float angular_velocity = 0;
+ //! Maximum angular velocity of the object. This limits the maximum rate of rotation.
+ float max_angular_velocity = INFINITY;
+ //! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping.
+ float angular_velocity_coefficient = 1;
+ //! \}
+
+ /**
+ * \brief Movement constraints for an object.
+ *
+ * The `PhysicsConstraints` struct defines the constraints that restrict an object's movement
+ * in certain directions or prevent rotation. These constraints effect only the physics system
+ * to prevent the object from moving or rotating in specified ways.
+ *
+ */
PhysicsConstraints constraints;
- //! if gravity applies
- bool use_gravity = true;
- //! if object bounces
- bool bounce = false;
+
+ /**
+ * \brief Elasticity factor of the material (bounce factor).
+ *
+ * The `elasticity_coefficient` controls how much of the object's velocity is retained after a collision.
+ * It represents the material's ability to bounce or recover velocity upon impact. The coefficient is a value
+ * above 0.0.
+ *
+ */
+ float elastisity_coefficient = 0.0;
+
+ /**
+ * \brief Offset of all colliders relative to the object's transform position.
+ *
+ * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
+ * transform position. This allows for the colliders to be placed at a different position than the object's actual
+ * position, without modifying the object's transform itself.
+ *
+ */
+ vec2 offset;
+
+ /**
+ * \brief Defines the collision layers of a GameObject.
+ *
+ * The `collision_layers` specifies the layers that the GameObject will collide with.
+ * Each element represents a layer ID, and the GameObject will only detect
+ * collisions with other GameObjects that belong to these layers.
+ */
+ std::set<int> collision_layers;
};
public:
- /**
+ /**
* \param game_object_id id of the gameobject the rigibody is added to.
* \param data struct to configure the rigidbody.
*/
@@ -85,18 +152,27 @@ public:
Data data;
public:
- /**
+ /**
* \brief add a linear force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the linear force.
*/
void add_force_linear(const vec2 & force);
- /**
+ /**
* \brief add a angular force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the angular force.
*/
- void add_force_angular(double force);
+ void add_force_angular(float force);
+
+protected:
+ /**
+ * Ensures there is at most one Rigidbody component per entity.
+ * \return Always returns 1, indicating this constraint.
+ */
+ virtual int get_instances_max() const { return 1; }
+ //! ComponentManager instantiates all components
+ friend class ComponentManager;
};
} // namespace crepe
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 9f1e8ce..ba9bb76 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -12,7 +12,7 @@ class ComponentManager;
/**
* \brief Represents a Scene
- *
+ *
* This class represents a Scene. The Scene class is only used as an interface for the game
* programmer.
*/
@@ -41,7 +41,7 @@ public:
protected:
/**
* \name Late references
- *
+ *
* These references are set by SceneManager immediately after calling the constructor of Scene.
*
* \note Scene must have a constructor without arguments so the game programmer doesn't need to
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 1b339b0..d99ab0e 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -4,6 +4,7 @@
#include "../manager/EventManager.h"
#include "../manager/Mediator.h"
+#include "../system/CollisionSystem.h"
#include "../types.h"
#include "../util/OptionalRef.h"
@@ -19,7 +20,7 @@ class ComponentManager;
* This class is used as a base class for user-defined scripts that can be added to game
* objects using the \c BehaviorScript component.
*
- * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
+ * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
* member or lambda methods in derivative user script classes and registered in \c init().
*
* \warning Concrete scripts are allowed do create a custom constructor, but the utility
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index 0a2ad4c..cc0e20a 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -6,24 +6,20 @@
#include "Component.h"
#include "Sprite.h"
#include "Texture.h"
+#include "types.h"
using namespace std;
using namespace crepe;
-Sprite::Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, int height)
+Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & data)
: Component(id),
- color(color),
- flip(flip),
- sprite_image(std::move(image)),
- sorting_in_layer(sort_layer),
- order_in_layer(order_layer),
- height(height) {
+ texture(std::move(texture)),
+ data(data) {
dbg_trace();
- this->mask.w = sprite_image.get_size().x;
- this->mask.h = sprite_image.get_size().y;
+ this->mask.w = this->texture.get_size().x;
+ this->mask.h = this->texture.get_size().y;
this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;
}
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index a0e90a0..dbf41e4 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,11 +1,10 @@
#pragma once
-#include <cstdint>
-
#include "../Component.h"
#include "Color.h"
#include "Texture.h"
+#include "types.h"
namespace crepe {
@@ -20,60 +19,79 @@ class AnimatorSystem;
* flip settings, and is managed in layers with defined sorting orders.
*/
class Sprite : public Component {
-
public:
+ //! settings to flip the image
struct FlipSettings {
+ //! horizantal flip
bool flip_x = false;
+ //! vertical flip
bool flip_y = false;
};
+ //! Sprite data that does not have to be set in the constructor
+ struct Data {
+ /**
+ * \brief Sprite tint (multiplied)
+ *
+ * The sprite texture's pixels are multiplied by this color before being displayed
+ * (including alpha channel for transparency).
+ */
+ Color color = Color::WHITE;
+
+ //! Flip settings for the sprite
+ FlipSettings flip;
+
+ //! Layer sorting level of the sprite
+ const int sorting_in_layer = 0;
+
+ //! Order within the sorting layer
+ const int order_in_layer = 0;
+
+ /**
+ * \brief width and height of the sprite in game units
+ *
+ * - if exclusively width is specified, the height is calculated using the texture's aspect
+ * ratio
+ * - if exclusively height is specified, the width is calculated using the texture's aspect
+ * ratio
+ * - if both are specified the texture is streched to fit the specified size
+ */
+ vec2 size = {0, 0};
+
+ //! independent sprite angle. rotating clockwise direction in degrees
+ float angle_offset = 0;
+
+ //! independent sprite scale multiplier
+ float scale_offset = 1;
+
+ //! independent sprite offset position
+ vec2 position_offset;
+ };
+
public:
- // TODO: Loek comment in github #27 will be looked another time
- // about shared_ptr Texture
/**
- * \brief Constructs a Sprite with specified parameters.
* \param game_id Unique identifier for the game object this sprite belongs to.
- * \param image Shared pointer to the texture for this sprite.
- * \param color Color tint applied to the sprite.
- * \param flip Flip settings for horizontal and vertical orientation.
- * \param order_layer decides the sorting in layer of the sprite.
- * \param sort_layer decides the order in layer of the sprite.
- * \param height the height of the image in game units
- */
- Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, int height);
-
- /**
- * \brief Destroys the Sprite instance.
+ * \param texture asset of the image
+ * \param ctx all the sprite data
*/
+ Sprite(game_object_id_t id, Texture & texture, const Data & data);
~Sprite();
//! Texture used for the sprite
- const Texture sprite_image;
-
- //! Color tint of the sprite
- Color color;
-
- //! Flip settings for the sprite
- FlipSettings flip;
+ const Texture texture;
- //! Layer sorting level of the sprite
- const int sorting_in_layer;
- //! Order within the sorting layer
- const int order_in_layer;
-
- //! height in world units
- const int height;
+ Data data;
+private:
/**
- * \aspect_ratio ratio of the img so that scaling will not become weird
+ * \brief ratio of the img
*
- * cannot be const because if Animator component is addded then ratio becomes scuffed and
- * does it need to be calculated again in the Animator
+ * - This will multiply one of \c size variable if it is 0.
+ * - Will be adjusted if \c Animator component is added to an GameObject that is why this
+ * value cannot be const.
*/
- double aspect_ratio;
+ float aspect_ratio;
-private:
//! Reads the mask of sprite
friend class SDLContext;
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 6243a93..7ee6d65 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -7,7 +7,7 @@ namespace crepe {
/**
* \brief Transform component
- *
+ *
* This class represents the Transform component. It stores the position, rotation and scale of
* a GameObject.
*/
@@ -15,10 +15,10 @@ class Transform : public Component {
public:
//! Translation (shift)
vec2 position = {0, 0};
- //! Rotation, in degrees
- double rotation = 0;
+ //! Rotation, in degrees clockwise
+ float rotation = 0;
//! Multiplication factor
- double scale = 0;
+ float scale = 0;
protected:
/**
diff --git a/src/crepe/api/UIObject.cpp b/src/crepe/api/UIObject.cpp
new file mode 100644
index 0000000..d239b89
--- /dev/null
+++ b/src/crepe/api/UIObject.cpp
@@ -0,0 +1,8 @@
+#include "UIObject.h"
+
+using namespace crepe;
+
+UIObject::UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset)
+ : Component(id),
+ dimensions(dimensions),
+ offset(offset) {}
diff --git a/src/crepe/api/UIObject.h b/src/crepe/api/UIObject.h
new file mode 100644
index 0000000..f7f4fba
--- /dev/null
+++ b/src/crepe/api/UIObject.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include "../Component.h"
+
+namespace crepe {
+
+/**
+ * \brief Represents a UI object in the game, derived from the Component class.
+ */
+class UIObject : public Component {
+public:
+ /**
+ * \brief Constructs a UiObject with the specified game object ID.
+ * \param id The unique ID of the game object associated with this UI object.
+ * \param dimensions width and height of the UIObject
+ * \param offset Offset relative to the GameObject Transform
+ */
+ UIObject(game_object_id_t id, const vec2 & dimensions, const vec2 & offset);
+ //! Width and height of the UIObject
+ vec2 dimensions;
+ //! Position offset relative to this GameObjects Transform
+ vec2 offset;
+};
+
+} // namespace crepe