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Diffstat (limited to 'src/example/game.cpp')
-rw-r--r-- | src/example/game.cpp | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp new file mode 100644 index 0000000..3975650 --- /dev/null +++ b/src/example/game.cpp @@ -0,0 +1,292 @@ +#include "api/CircleCollider.h" +#include "api/ParticleEmitter.h" +#include "api/Scene.h" +#include "manager/ComponentManager.h" +#include "manager/Mediator.h" +#include "types.h" +#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 oncollision(const CollisionEvent & test) { + Log::logf("Box {} script on_collision()", test.info.this_collider.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>(); + tf.data.linear_velocity.x -= 1; + break; + } + case Keycode::W: { + Rigidbody & tf = this->get_component<Rigidbody>(); + // tf.data.linear_velocity.y -= 1; + tf.add_force_linear({0, -1}); + break; + } + case Keycode::S: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.y += 1; + break; + } + case Keycode::D: { + Rigidbody & tf = this->get_component<Rigidbody>(); + tf.data.linear_velocity.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; + } + + //add collider switch + break; + } + case Keycode::Q: { + Rigidbody & rg = this->get_component<Rigidbody>(); + rg.data.angular_velocity = 1; + break; + } + 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(duration_t) { + 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 MyScript2 : public Script { + bool flip = false; + bool oncollision(const CollisionEvent & test) { + Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); + return true; + } + bool keypressed(const KeyPressEvent & test) { + Log::logf("Box script keypressed()"); + switch (test.key) { + case Keycode::LEFT: { + Transform & tf = this->get_component<Transform>(); + tf.position.x -= 1; + break; + } + case Keycode::UP: { + Transform & tf = this->get_component<Transform>(); + tf.position.y -= 1; + break; + } + case Keycode::DOWN: { + Transform & tf = this->get_component<Transform>(); + tf.position.y += 1; + break; + } + case Keycode::RIGHT: { + Transform & tf = this->get_component<Transform>(); + tf.position.x += 1; + break; + } + case Keycode::PAUSE: { + 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; + } + + //add collider switch + break; + } + 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() { + // Retrieve component from the same GameObject this script is on + } +}; + +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<Rigidbody>(Rigidbody::Data{ + .mass = 0, + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::STATIC, + .offset = {0, 0}, + }); + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{screen_size_width / 2 + world_collider / 2, 0}); // right + 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}, 0, 1); + game_object1.add_component<Rigidbody>(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = {0, 1}, + .constraints = {0, 0, 0}, + .elastisity_coefficient = 0, + .offset = {0, 0}, + }); + // add box with boxcollider + game_object1.add_component<BoxCollider>(vec2{20, 20}); + game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); + + Asset img1{"asset/texture/square.png"}; + game_object1.add_component<Sprite>(img1, Sprite::Data{ + .size = {20, 20}, + }); + + //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}, + }) + .active + = false; + + GameObject game_object2 = new_object( + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + game_object2.add_component<Rigidbody>(Rigidbody::Data{ + .mass = 1, + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::STATIC, + .linear_velocity = {0, 0}, + .constraints = {0, 0, 0}, + .elastisity_coefficient = 1, + .offset = {0, 0}, + }); + // add box with boxcollider + game_object2.add_component<BoxCollider>(vec2{20, 20}); + game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); + + game_object2.add_component<Sprite>(img1, Sprite::Data{ + .size = {20, 20}, + }); + + //add circle with cirlcecollider deactiveated + game_object2.add_component<CircleCollider>(10).active = false; + + game_object2 + .add_component<Sprite>(img2, + Sprite::Data{ + .size = {20, 20}, + }) + .active + = false; + Asset img5{"asset/texture/square.png"}; + + GameObject particle = new_object( + "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); + auto & particle_image = particle.add_component<Sprite>(img5, Sprite::Data{ + .size = {5, 5}, + }); + auto & test + = particle.add_component<ParticleEmitter>(particle_image, ParticleEmitter::Data{ + .offset = {0, 0}, + .max_particles = 256, + .emission_rate = 1, + .min_speed = 10, + .max_speed = 20, + .min_angle = -20, + .max_angle = 20, + .begin_lifespan = 0, + .end_lifespan = 5, + }); + } + + string get_name() const { return "scene1"; } +}; + +int main(int argc, char * argv[]) { + + LoopManager gameloop; + gameloop.add_scene<ConcreteScene1>(); + gameloop.start(); + return 0; +} |