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-rw-r--r--src/example/game.cpp267
1 files changed, 28 insertions, 239 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 61f8760..8f3996b 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,272 +1,61 @@
-#include "api/CircleCollider.h"
-#include "api/Scene.h"
-#include "manager/ComponentManager.h"
-#include "manager/Mediator.h"
-#include "types.h"
-#include <crepe/api/BoxCollider.h>
+#include "Background.h"
+
+#include <crepe/api/BehaviorScript.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/Scene.h>
#include <crepe/api/Script.h>
-#include <crepe/api/Sprite.h>
-#include <crepe/api/Transform.h>
-#include <crepe/api/Vector2.h>
+#include <crepe/types.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;
- }
-
+class MoveCameraScript : public Script {
+public:
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 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;
+private:
+ bool keypressed(const KeyPressEvent & event) {
+ if (event.key == Keycode::RIGHT) {
+ Transform & cam = this->get_components_by_name<Transform>("camera").front();
+ cam.position.x += 100;
+ } else if (event.key == Keycode::LEFT) {
+ Transform & cam = this->get_components_by_name<Transform>("camera").front();
+ cam.position.x -= 100;
}
- 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
+ return true;
}
};
-class ConcreteScene1 : public Scene {
+class Scene1 : 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},
+ Background background(*this);
+
+ GameObject camera = new_object("camera", "camera", vec2(600, 0));
+ camera.add_component<Camera>(ivec2(1700, 720), vec2(2000, 800),
+ Camera::Data{
+ .bg_color = Color::RED,
+ });
+ camera.add_component<BehaviorScript>().set_script<MoveCameraScript>();
+ camera.add_component<Rigidbody>(Rigidbody::Data{
+ .linear_velocity = vec2(100, 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;
}
string get_name() const { return "scene1"; }
};
int main(int argc, char * argv[]) {
-
LoopManager gameloop;
- gameloop.add_scene<ConcreteScene1>();
+ gameloop.add_scene<Scene1>();
gameloop.start();
return 0;
}