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Diffstat (limited to 'src/example/collision.cpp')
-rw-r--r-- | src/example/collision.cpp | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/src/example/collision.cpp b/src/example/collision.cpp new file mode 100644 index 0000000..f51380e --- /dev/null +++ b/src/example/collision.cpp @@ -0,0 +1,123 @@ +#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; +} |