diff options
Diffstat (limited to 'src/example/game.cpp')
-rw-r--r-- | src/example/game.cpp | 267 |
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; } |