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-rw-r--r--src/example/collisiontest.cpp168
1 files changed, 168 insertions, 0 deletions
diff --git a/src/example/collisiontest.cpp b/src/example/collisiontest.cpp
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+#include "api/CircleCollider.h"
+#include "api/ParticleEmitter.h"
+#include "api/Scene.h"
+#include "manager/ComponentManager.h"
+#include "manager/Mediator.h"
+#include "types.h"
+#include <cmath>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/LoopManager.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/api/Vector2.h>
+
+using namespace crepe;
+
+using namespace std;
+
+class MyScript1 : public Script {
+ bool flip = false;
+ bool movement = false;
+ bool oncollision(const CollisionEvent & test) {
+ Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id);
+ return true;
+ }
+ bool keypressed(const KeyPressEvent & test) {
+ Log::logf("Box script keypressed()");
+ switch (test.key) {
+ case Keycode::A: {
+ Rigidbody & tf = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ if(movement) tf.data.linear_velocity.x -= 1;
+ else tr.position.x -= 1;
+ break;
+ }
+ case Keycode::W: {
+ Rigidbody & tf = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ if(movement) tf.data.linear_velocity.y -= 1;
+ else tr.position.y -= 1;
+ break;
+ }
+ case Keycode::S: {
+ Rigidbody & tf = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ if(movement) tf.data.linear_velocity.y += 1;
+ else tr.position.y += 1;
+ break;
+ }
+ case Keycode::D: {
+ Rigidbody & tf = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ if(movement) tf.data.linear_velocity.x += 1;
+ else tr.position.x += 1;
+ break;
+ }
+ case Keycode::E: {
+ if (flip) {
+ flip = false;
+ this->get_component<BoxCollider>().active = true;
+ this->get_components<Sprite>()[0].get().active = true;
+ this->get_component<CircleCollider>().active = false;
+ this->get_components<Sprite>()[1].get().active = false;
+ } else {
+ flip = true;
+ this->get_component<BoxCollider>().active = false;
+ this->get_components<Sprite>()[0].get().active = false;
+ this->get_component<CircleCollider>().active = true;
+ this->get_components<Sprite>()[1].get().active = true;
+ }
+
+ break;
+ }
+ case Keycode::Q: {
+ if(movement){
+ movement = false;
+ Rigidbody & tf = this->get_component<Rigidbody>();
+ tf.data.linear_velocity = {0,0};
+ }
+ else{
+ movement = true;
+ }
+
+ default:
+ break;
+ }
+ return false;
+ }
+
+ void init() {
+ Log::logf("init");
+ subscribe<CollisionEvent>(
+ [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
+ subscribe<KeyPressEvent>(
+ [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
+ }
+ void update() {
+ Rigidbody & tf = this->get_component<Rigidbody>();
+ Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x);
+ Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y);
+ // tf.data.linear_velocity = {0,0};
+ }
+};
+
+
+
+class ConcreteScene1 : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+
+ Color color(0, 0, 0, 255);
+
+ float screen_size_width = 320;
+ float screen_size_height = 240;
+ float world_collider = 1000;
+ //define playable world
+ GameObject world = new_object(
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
+ world.add_component<Camera>(
+ ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)},
+ vec2{screen_size_width, screen_size_height},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ .zoom = 1,
+ });
+
+ GameObject game_object1 = new_object(
+ "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+60}, 0, 1);
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .elastisity_coefficient = 1,
+ });
+ // add box with boxcollider
+ game_object1.add_component<BoxCollider>(vec2{20, 20});
+ game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
+
+ Asset img1{"asset/texture/test_ap43.png"};
+ game_object1.add_component<Sprite>(img1, Sprite::Data{
+ .size = {20, 20},
+ .position_offset = {0, 0},
+ });
+
+ //add circle with cirlcecollider deactiveated
+ game_object1.add_component<CircleCollider>(10).active = false;
+ Asset img2{"asset/texture/circle.png"};
+ game_object1.add_component<Sprite>(img2, Sprite::Data{
+ .size = {20, 20},
+ .position_offset = {0, 0}, }).active = false;
+ }
+
+ string get_name() const { return "scene1"; }
+};
+
+int main(int argc, char * argv[]) {
+
+ LoopManager gameloop;
+ gameloop.add_scene<ConcreteScene1>();
+ gameloop.start();
+ return 0;
+};