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diff --git a/src/example/collision.cpp b/src/example/collision.cpp
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+#include "api/BoxCollider.h"
+#include "system/CollisionSystem.h"
+#include <crepe/system/ScriptSystem.h>
+#include <crepe/Component.h>
+#include <crepe/ComponentManager.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/PhysicsSystem.h>
+#include <crepe/system/RenderSystem.h>
+#include <crepe/util/log.h>
+
+#include <crepe/api/Script.h>
+#include <crepe/api/AssetManager.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Texture.h>
+#include <crepe/api/Transform.h>
+#include <crepe/api/Vector2.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/EventManager.h>
+#include <crepe/api/LoopManager.h>
+
+#include <chrono>
+#include <memory>
+
+using namespace crepe;
+using namespace std;
+
+class MyScript : public Script {
+ static bool oncollision(const CollisionEvent& test) {
+ std::cout << "test collision: " << test.info.first.collider.game_object_id << std::endl;
+ return true;
+ }
+ void init() {
+ EventManager::get_instance().subscribe<CollisionEvent>(oncollision, this->parent->game_object_id);
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+
+ }
+
+
+};
+
+int main(int argc, char * argv[]) {
+ //setup
+ LoopManager gameloop;
+ Color color(0, 0, 0, 0);
+
+ double screen_size_width = 640;
+ double screen_size_height = 480;
+ double world_collider = 1000;
+ //define playable world
+ GameObject World(0, "Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
+ World.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 0,
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::STATIC,
+ .constraints = {0, 0, 0},
+ .use_gravity = false,
+ .bounce = false,
+ .offset = {0,0}
+ });
+ World.add_component<BoxCollider>(Vector2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top
+ World.add_component<BoxCollider>(Vector2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom
+ World.add_component<BoxCollider>(Vector2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left
+ World.add_component<BoxCollider>(Vector2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right
+
+
+ GameObject game_object1(1, "Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {1,0},
+ .constraints = {0, 0, 0},
+ .use_gravity = true,
+ .bounce = true,
+ .elastisity = 1,
+ .offset = {0,0},
+ });
+ game_object1.add_component<BoxCollider>(Vector2{0, 0}, 20, 20);
+ game_object1.add_component<BehaviorScript>().set_script<MyScript>();
+ game_object1.add_component<Sprite>(
+ make_shared<Texture>("/home/jaro/crepe/asset/texture/green_square.png"), color,
+ FlipSettings{true, true});
+ game_object1.add_component<Camera>(Color::get_white());
+
+
+ // GameObject game_object2(2, "Name", "Tag", Vector2{20, 470}, 0, 1);
+ // game_object2.add_component<Rigidbody>(Rigidbody::Data{
+ // .mass = 1,
+ // .gravity_scale = 1,
+ // .body_type = Rigidbody::BodyType::DYNAMIC,
+ // .linear_velocity = {0,0},
+ // .constraints = {0, 0, 0},
+ // .use_gravity = false,
+ // .bounce = false,
+ // .offset = {0,0},
+ // });
+ // game_object2.add_component<BoxCollider>(Vector2{0, 0}, 0, 0);
+ // game_object2.add_component<BehaviorScript>().set_script<MyScript>();
+ // game_object2.add_component<Sprite>(
+ // make_shared<Texture>("/home/jaro/crepe/asset/texture/red_square.png"), color,
+ // FlipSettings{true, true});
+
+
+ crepe::ScriptSystem sys;
+ // Update all scripts. This should result in MyScript::update being called
+ sys.update();
+
+ gameloop.start();
+ // auto & render = crepe::RenderSystem::get_instance();
+ // auto start = std::chrono::steady_clock::now();
+ // while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
+ // render.update();
+ // }
+
+
+ return 0;
+}