diff options
Diffstat (limited to 'src/example/game.cpp')
-rw-r--r-- | src/example/game.cpp | 324 |
1 files changed, 0 insertions, 324 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp deleted file mode 100644 index a028791..0000000 --- a/src/example/game.cpp +++ /dev/null @@ -1,324 +0,0 @@ -#include "GameScene.h" - -#include <crepe/api/Engine.h> -#include <crepe/api/Script.h> - -using namespace crepe; -using namespace std; - -class ScriptBox : public Script { -public: - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, - test.info.other.metadata.game_object_id); - return true; - } - - void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - } -}; - -class ScriptCircle : public Script { -public: - bool oncollision(const CollisionEvent & test) { - Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, - test.info.other.metadata.game_object_id); - return true; - } - - void init() { - subscribe<CollisionEvent>( - [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); - } -}; - -class ScriptMoveToLeft : public Script { -public: - void update() { - Transform & transform = this->get_component<Transform>(); - transform.position.x -= 0.02; - } -}; - -class ScriptMoveToRight : public Script { -public: - void update() { - Transform & transform = this->get_component<Transform>(); - transform.position.x += 0.02; - } -}; - -class ConcreteScene1 : public Scene { -public: - void load_scene() { - GameObject camera = this->new_object("camera"); - camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), - Camera::Data{.bg_color = Color::WHITE, .zoom = 1}); - - GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1); - Asset reference_asset = Asset("asset/texture/square.png"); - reference.add_component<Sprite>(reference_asset, Sprite::Data{ - .color = Color::RED, - .sorting_in_layer = 10, - .order_in_layer = 0, - .size = vec2(0.1, 0.1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0), - }); - - /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1); - Asset box_1_asset = Asset("asset/texture/square.png"); - box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0.5), - }); - Asset box_1_asset2 = Asset("asset/texture/test_ap43.png"); - box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, -0.5), - });*/ - - /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1); - Asset particles_asset = Asset("asset/texture/test_ap43.png"); - Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(0, 0), - }); - ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{ - .offset = vec2(0, 0), - .emission_rate = 1, - .min_speed = 1, - .max_speed = 1, - .min_angle = 0, - .max_angle = 0, - .end_lifespan = 4, - });*/ - - const bool SCRIPT = false; - - const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC; - const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC; - const bool BOUNCE_LEFT = false; - const bool BOUNCE_RIGHT = false; - const bool KINEMATIC_COLLISION = true; - const bool ONTOP = false; - - const float SCALE = 0.5; - const float OFFSET_X_LEFT = 0; - const float OFFSET_X_RIGHT = 0; - const float OFFSET_Y_LEFT = 0; - const float OFFSET_Y_RIGHT = 0; - - GameObject box_1 = this->new_object("box_1", "tag", - ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); - Asset box_1_asset = Asset("asset/texture/square.png"); - box_1.add_component<Sprite>(box_1_asset, - Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - box_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; - box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject circle_1 = this->new_object("ricle_1", "tag", - ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); - Asset circle_1_asset = Asset("asset/texture/circle.png"); - circle_1.add_component<Sprite>( - circle_1_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - circle_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active - = SCRIPT; - circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject circle_2 = this->new_object( - "ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); - Asset circle_2_asset = Asset("asset/texture/circle.png"); - circle_2.add_component<Sprite>( - circle_2_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - circle_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active - = SCRIPT; - circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject box_2 = this->new_object( - "box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); - Asset box_2_asset = Asset("asset/texture/square.png"); - box_2.add_component<Sprite>( - box_2_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - box_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; - box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject box_3 = this->new_object( - "box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); - Asset box_3_asset = Asset("asset/texture/square.png"); - box_3.add_component<Sprite>(box_3_asset, - Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - box_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; - box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject box_4 = this->new_object("box_4", "tag", - ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); - Asset box_4_asset = Asset("asset/texture/square.png"); - box_4.add_component<Sprite>( - box_4_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - box_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; - box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); - - GameObject circle_3 = this->new_object( - "ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); - Asset circle_3_asset = Asset("asset/texture/circle.png"); - circle_3.add_component<Sprite>( - circle_3_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), - }); - circle_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_LEFT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, - .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active - = SCRIPT; - circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); - circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); - - GameObject circle_4 = this->new_object("ricle_4", "tag", - ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); - Asset circle_4_asset = Asset("asset/texture/circle.png"); - circle_4.add_component<Sprite>( - circle_4_asset, Sprite::Data{ - .sorting_in_layer = 0, - .order_in_layer = 0, - .size = vec2(1, 1), - .angle_offset = 0, - .scale_offset = 1, - .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), - }); - circle_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 0, - .body_type = BODYTYPE_RIGHT, - .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, - .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, - .kinematic_collision = KINEMATIC_COLLISION, - }); - circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active - = SCRIPT; - circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); - circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>(); - } - - string get_name() const { return "scene1"; } -}; - -int main(int argc, char * argv[]) { - Engine gameloop; - gameloop.add_scene<GameScene>(); - - return gameloop.main(); -} |