diff options
Diffstat (limited to 'src/example')
-rw-r--r-- | src/example/AITest.cpp | 90 | ||||
-rw-r--r-- | src/example/CMakeLists.txt | 21 | ||||
-rw-r--r-- | src/example/FontExample.cpp | 55 | ||||
-rw-r--r-- | src/example/asset_manager.cpp | 36 | ||||
-rw-r--r-- | src/example/audio_internal.cpp | 60 | ||||
-rw-r--r-- | src/example/button.cpp | 41 | ||||
-rw-r--r-- | src/example/components_internal.cpp | 51 | ||||
-rw-r--r-- | src/example/db.cpp | 30 | ||||
-rw-r--r-- | src/example/ecs.cpp | 53 | ||||
-rw-r--r-- | src/example/game.cpp | 292 | ||||
-rw-r--r-- | src/example/gameloop.cpp | 7 | ||||
-rw-r--r-- | src/example/loadfont.cpp | 49 | ||||
-rw-r--r-- | src/example/log.cpp | 28 | ||||
-rw-r--r-- | src/example/particles.cpp | 43 | ||||
-rw-r--r-- | src/example/physics.cpp | 24 | ||||
-rw-r--r-- | src/example/proxy.cpp | 45 | ||||
-rw-r--r-- | src/example/rendering.cpp | 55 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 73 | ||||
-rw-r--r-- | src/example/savemgr.cpp | 44 | ||||
-rw-r--r-- | src/example/scene_manager.cpp | 79 | ||||
-rw-r--r-- | src/example/script.cpp | 49 |
21 files changed, 606 insertions, 619 deletions
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp new file mode 100644 index 0000000..93ba500 --- /dev/null +++ b/src/example/AITest.cpp @@ -0,0 +1,90 @@ +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.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/manager/Mediator.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +class Script1 : public Script { + bool shutdown(const ShutDownEvent & event) { + // Very dirty way of shutting down the game + throw "ShutDownEvent"; + return true; + } + + bool mousemove(const MouseMoveEvent & event) { + /*RefVector<AI> aivec = this->get_components<AI>(); + AI & ai = aivec.front().get(); + ai.flee_target + = vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/ + return true; + } + + void init() { + subscribe<ShutDownEvent>( + [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); }); + subscribe<MouseMoveEvent>( + [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); }); + } +}; + +class Scene1 : public Scene { +public: + void load_scene() override { + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + + GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Asset img{"asset/texture/test_ap43.png"}; + + Sprite & test_sprite = game_object1.add_component<Sprite>( + img, Sprite::Data{ + .color = Color::MAGENTA, + .flip = Sprite::FlipSettings{false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .position_offset = {0, 0}, + }); + + AI & ai = game_object1.add_component<AI>(3000); + // ai.arrive_on(); + // ai.flee_on(); + ai.path_follow_on(); + ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true); + ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false); + game_object1.add_component<Rigidbody>(Rigidbody::Data{ + .mass = 0.1f, + .max_linear_velocity = 40, + }); + game_object1.add_component<BehaviorScript>().set_script<Script1>(); + + game_object2.add_component<Camera>(ivec2{1080, 720}, vec2{5000, 5000}, + Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1, + }); + } + + string get_name() const override { return "Scene1"; } +}; + +int main() { + LoopManager engine; + engine.add_scene<Scene1>(); + engine.start(); + + return 0; +} diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 3a5b543..f62414e 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -16,18 +16,9 @@ function(add_example target_name) add_dependencies(examples ${target_name}) endfunction() -add_example(audio_internal) -# add_example(components_internal) -add_example(script) -add_example(log) -add_example(rendering) -add_example(asset_manager) -add_example(physics) -add_example(savemgr) -add_example(proxy) -add_example(db) -add_example(ecs) -add_example(scene_manager) -add_example(particles) -add_example(gameloop) - +add_example(rendering_particle) +add_example(game) +add_example(button) +add_example(loadfont) +add_example(FontExample) +add_example(AITest) diff --git a/src/example/FontExample.cpp b/src/example/FontExample.cpp new file mode 100644 index 0000000..6a334b1 --- /dev/null +++ b/src/example/FontExample.cpp @@ -0,0 +1,55 @@ +#include <SDL2/SDL_ttf.h> +#include <chrono> +#include <crepe/api/Camera.h> +#include <crepe/api/Config.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Text.h> +#include <crepe/facade/Font.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/EventManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <exception> +#include <iostream> +#include <memory> +using namespace crepe; +using namespace std; +using namespace std::chrono; +class TestScript : public Script { +public: + steady_clock::time_point start_time; + virtual void init() override { start_time = steady_clock::now(); } + virtual void update() override { + auto now = steady_clock::now(); + auto elapsed = duration_cast<seconds>(now - start_time).count(); + + if (elapsed >= 5) { + Mediator & med = mediator; + EventManager & event_mgr = med.event_manager; + event_mgr.trigger_event<ShutDownEvent>(); + } + } +}; +class TestScene : public Scene { +public: + void load_scene() override { + GameObject text_object = this->new_object("test", "test", vec2{0, 0}, 0, 1); + text_object.add_component<Text>(vec2(100, 100), vec2(0, 0), "OpenSymbol", + Text::Data{}); + text_object.add_component<BehaviorScript>().set_script<TestScript>(); + text_object.add_component<Camera>(ivec2{300, 300}, vec2{100, 100}, Camera::Data{}); + } + std::string get_name() const override { return "hey"; } +}; +int main() { + // Config& config = Config::get_instance(); + // config.log.level = Log::Level::TRACE; + LoopManager engine; + engine.add_scene<TestScene>(); + engine.start(); + + return 0; +} diff --git a/src/example/asset_manager.cpp b/src/example/asset_manager.cpp deleted file mode 100644 index 660b318..0000000 --- a/src/example/asset_manager.cpp +++ /dev/null @@ -1,36 +0,0 @@ -#include <crepe/api/AssetManager.h> -#include <crepe/api/Texture.h> -#include <crepe/facade/Sound.h> - -using namespace crepe; - -int main() { - - // this needs to be called before the asset manager otherwise the destructor of sdl is not in - // the right order - { Texture test("asset/texture/img.png"); } - // FIXME: make it so the issue described by the above comment is not possible (i.e. the order - // in which internal classes are instantiated should not impact the way the engine works). - - auto & mgr = AssetManager::get_instance(); - - { - // TODO: [design] the Sound class can't be directly included by the user as it includes - // SoLoud headers. - auto bgm = mgr.cache<Sound>("mwe/audio/bgm.ogg"); - auto sfx1 = mgr.cache<Sound>("mwe/audio/sfx1.wav"); - auto sfx2 = mgr.cache<Sound>("mwe/audio/sfx2.wav"); - - auto img = mgr.cache<Texture>("asset/texture/img.png"); - auto img1 = mgr.cache<Texture>("asset/texture/second.png"); - } - - { - auto bgm = mgr.cache<Sound>("mwe/audio/bgm.ogg"); - auto sfx1 = mgr.cache<Sound>("mwe/audio/sfx1.wav"); - auto sfx2 = mgr.cache<Sound>("mwe/audio/sfx2.wav"); - - auto img = mgr.cache<Texture>("asset/texture/img.png"); - auto img1 = mgr.cache<Texture>("asset/texture/second.png"); - } -} diff --git a/src/example/audio_internal.cpp b/src/example/audio_internal.cpp deleted file mode 100644 index f3bf349..0000000 --- a/src/example/audio_internal.cpp +++ /dev/null @@ -1,60 +0,0 @@ -/** \file - * - * Standalone example for usage of the internal \c Sound class. - */ - -#include <crepe/api/Config.h> -#include <crepe/facade/SoundContext.h> -#include <crepe/facade/Sound.h> -#include <crepe/Asset.h> -#include <crepe/util/Log.h> - -#include <thread> - -using namespace crepe; -using namespace std; -using namespace std::chrono_literals; -using std::make_unique; - -// Unrelated stuff that is not part of this POC -int _ = []() { - // Show dbg_trace() output - auto & cfg = Config::get_instance(); - cfg.log.level = Log::Level::TRACE; - - return 0; // satisfy compiler -}(); - -int main() { - SoundContext ctx{}; - Sound sound{ctx}; - // Load a background track (Ogg Vorbis) - auto bgm = Sound("mwe/audio/bgm.ogg"); - // Load three short samples (WAV) - auto sfx1 = Sound("mwe/audio/sfx1.wav"); - auto sfx2 = Sound("mwe/audio/sfx2.wav"); - auto sfx3 = Sound("mwe/audio/sfx3.wav"); - - // Start the background track - bgm.play(); - - // Play each sample sequentially while pausing and resuming the background track - this_thread::sleep_for(500ms); - sfx1.play(); - this_thread::sleep_for(500ms); - sfx2.play(); - bgm.pause(); - this_thread::sleep_for(500ms); - sfx3.play(); - bgm.play(); - this_thread::sleep_for(500ms); - - // Play all samples simultaniously - sfx1.play(); - sfx2.play(); - sfx3.play(); - this_thread::sleep_for(1000ms); - - // Stop all audio and exit - return EXIT_SUCCESS; -} diff --git a/src/example/button.cpp b/src/example/button.cpp new file mode 100644 index 0000000..4220588 --- /dev/null +++ b/src/example/button.cpp @@ -0,0 +1,41 @@ +#include <SDL2/SDL_timer.h> +#include <chrono> +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Texture.h> +#include <crepe/api/Transform.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/EventManager.h> +#include <crepe/system/AnimatorSystem.h> +#include <crepe/system/InputSystem.h> +#include <crepe/system/RenderSystem.h> +#include <crepe/types.h> +using namespace crepe; +using namespace std; + +int main(int argc, char * argv[]) { + Mediator mediator; + ComponentManager mgr{mediator}; + RenderSystem sys{mediator}; + EventManager event_mgr{mediator}; + InputSystem input_sys{mediator}; + SDLContext sdl_context{mediator}; + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component<Camera>( + ivec2{500, 500}, vec2{500, 500}, Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); + auto start = std::chrono::steady_clock::now(); + while (true) { + const keyboard_state_t & keyboard_state = sdl_context.get_keyboard_state(); + input_sys.update(); + sys.update(); + event_mgr.dispatch_events(); + SDL_Delay(30); + } + return 0; +} diff --git a/src/example/components_internal.cpp b/src/example/components_internal.cpp deleted file mode 100644 index 2a232a9..0000000 --- a/src/example/components_internal.cpp +++ /dev/null @@ -1,51 +0,0 @@ -/** \file - * - * Standalone example for usage of the internal ECS - */ - -#include <cassert> -#include <chrono> - -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> - -#include <crepe/api/GameObject.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Sprite.h> - -#include <crepe/util/Log.h> - -using namespace crepe; -using namespace std; - -#define OBJ_COUNT 100000 - -int main() { - dbg_trace(); - - ComponentManager mgr{}; - - auto start_adding = chrono::high_resolution_clock::now(); - - for (int i = 0; i < OBJ_COUNT; ++i) { - GameObject obj = mgr.new_object("Name", "Tag"); - obj.add_component<Sprite>("test"); - obj.add_component<Rigidbody>(0, 0, i); - } - - auto stop_adding = chrono::high_resolution_clock::now(); - - auto sprites = mgr.get_components_by_type<Sprite>(); - for (auto sprite : sprites) { - assert(true); - } - - auto stop_looping = chrono::high_resolution_clock::now(); - - auto add_time = chrono::duration_cast<chrono::microseconds>(stop_adding - start_adding); - auto loop_time = chrono::duration_cast<chrono::microseconds>(stop_looping - stop_adding); - printf("add time: %ldus\n", add_time.count()); - printf("loop time: %ldus\n", loop_time.count()); - - return 0; -} diff --git a/src/example/db.cpp b/src/example/db.cpp deleted file mode 100644 index ee4e8fc..0000000 --- a/src/example/db.cpp +++ /dev/null @@ -1,30 +0,0 @@ -#include <crepe/api/Config.h> -#include <crepe/facade/DB.h> -#include <crepe/util/Log.h> - -using namespace crepe; -using namespace std; - -// run before main -static auto _ = []() { - auto & cfg = Config::get_instance(); - cfg.log.level = Log::Level::TRACE; - return 0; -}(); - -int main() { - dbg_trace(); - - DB db("file.db"); - - const char * test_key = "test-key"; - string test_data = "Hello world!"; - - dbg_logf("DB has key = {}", db.has(test_key)); - - db.set(test_key, test_data); - - dbg_logf("key = \"{}\"", db.get(test_key)); - - return 0; -} diff --git a/src/example/ecs.cpp b/src/example/ecs.cpp deleted file mode 100644 index d5ba51b..0000000 --- a/src/example/ecs.cpp +++ /dev/null @@ -1,53 +0,0 @@ -#include <iostream> - -#include <crepe/ComponentManager.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Metadata.h> -#include <crepe/api/Transform.h> - -using namespace crepe; -using namespace std; - -int main() { - ComponentManager mgr{}; - - // Create a few GameObjects - try { - GameObject body = mgr.new_object("body", "person", Vector2{0, 0}, 0, 1); - GameObject right_leg = mgr.new_object("rightLeg", "person", Vector2{1, 1}, 0, 1); - GameObject left_leg = mgr.new_object("leftLeg", "person", Vector2{1, 1}, 0, 1); - GameObject right_foot = mgr.new_object("rightFoot", "person", Vector2{2, 2}, 0, 1); - GameObject left_foot = mgr.new_object("leftFoot", "person", Vector2{2, 2}, 0, 1); - - // Set the parent of each GameObject - right_foot.set_parent(right_leg); - left_foot.set_parent(left_leg); - right_leg.set_parent(body); - left_leg.set_parent(body); - - // Adding a second Transform component is not allowed and will invoke an exception - body.add_component<Transform>(Vector2{10, 10}, 0, 1); - } catch (const exception & e) { - cerr << e.what() << endl; - } - - // Get the Metadata and Transform components of each GameObject - vector<reference_wrapper<Metadata>> metadata = mgr.get_components_by_type<Metadata>(); - vector<reference_wrapper<Transform>> transform = mgr.get_components_by_type<Transform>(); - - // Print the Metadata and Transform components - for (auto & m : metadata) { - cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name - << " Tag: " << m.get().tag << " Parent: " << m.get().parent << " Children: "; - for (auto & c : m.get().children) { - cout << c << " "; - } - cout << endl; - } - for (auto & t : transform) { - cout << "Id: " << t.get().game_object_id << " Position: [" << t.get().position.x - << ", " << t.get().position.y << "]" << endl; - } - - return 0; -} diff --git a/src/example/game.cpp b/src/example/game.cpp new file mode 100644 index 0000000..22effd2 --- /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() { + 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; +} diff --git a/src/example/gameloop.cpp b/src/example/gameloop.cpp deleted file mode 100644 index a676f20..0000000 --- a/src/example/gameloop.cpp +++ /dev/null @@ -1,7 +0,0 @@ -#include "crepe/api/LoopManager.h" -using namespace crepe; -int main() { - LoopManager gameloop; - gameloop.start(); - return 1; -} diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp new file mode 100644 index 0000000..e459332 --- /dev/null +++ b/src/example/loadfont.cpp @@ -0,0 +1,49 @@ +#include <SDL2/SDL_ttf.h> +#include <crepe/api/Asset.h> +#include <crepe/api/Text.h> +#include <crepe/facade/Font.h> +#include <crepe/facade/FontFacade.h> +#include <crepe/facade/SDLContext.h> +#include <crepe/manager/Mediator.h> +#include <crepe/manager/ResourceManager.h> +#include <exception> +#include <iostream> +#include <memory> +#include <optional> +using namespace crepe; +int main() { + + // SDLFontContext font_facade; + Mediator mediator; + FontFacade font_facade{}; + SDLContext sdl_context{mediator}; + // ComponentManager component_manager{mediator}; + ResourceManager resource_manager{mediator}; + try { + // Correct way to create a unique pointer for Text + std::unique_ptr<Text> label = std::make_unique<Text>( + 1, vec2(100, 100), vec2(0, 0), "OpenSymbol", Text::Data{}, "test text"); + // std::cout << "Path: " << label->font.get_path() << std::endl; + Asset asset1 = font_facade.get_font_asset("OpenSymbol"); + std::cout << asset1.get_path() << std::endl; + std::unique_ptr<Text> label2 = std::make_unique<Text>( + 1, vec2(100, 100), vec2(0, 0), "fsaafdafsdafsdafsdasfdds", Text::Data{}); + Asset asset = Asset("test test"); + label->font.emplace(asset); + std::cout << label->font.value().get_path() << std::endl; + // label2->font = std::make_optional(asset); + // std::cout << "Path: " << label2->font.get_path() << std::endl; + ResourceManager & resource_mgr = mediator.resource_manager; + const Font & res = resource_manager.get<Font>(label->font.value()); + // TTF_Font * test_font = res.get_font(); + // if (test_font == NULL) { + // std::cout << "error with font" << std::endl; + // } else { + // std::cout << "correct font retrieved" << std::endl; + // } + } catch (const std::exception & e) { + std::cout << "Standard exception thrown: " << e.what() << std::endl; + } + + return 0; +} diff --git a/src/example/log.cpp b/src/example/log.cpp deleted file mode 100644 index 5baa021..0000000 --- a/src/example/log.cpp +++ /dev/null @@ -1,28 +0,0 @@ -/** \file - * - * Standalone example for usage of the logging functions - */ - -#include <crepe/api/Config.h> -#include <crepe/util/Log.h> - -using namespace crepe; - -// unrelated setup code -int _ = []() { - // make sure all log messages get printed - auto & cfg = Config::get_instance(); - cfg.log.level = Log::Level::TRACE; - - return 0; // satisfy compiler -}(); - -int main() { - dbg_trace(); - dbg_log("debug message"); - Log::logf("info message with variable: {}", 3); - Log::logf(Log::Level::WARNING, "warning"); - Log::logf(Log::Level::ERROR, "error"); - - return 0; -} diff --git a/src/example/particles.cpp b/src/example/particles.cpp deleted file mode 100644 index d4638a2..0000000 --- a/src/example/particles.cpp +++ /dev/null @@ -1,43 +0,0 @@ -#include <crepe/ComponentManager.h> -#include <crepe/api/AssetManager.h> - -#include <crepe/Component.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> -#include <crepe/api/Transform.h> - -using namespace crepe; -using namespace std; - -int main(int argc, char * argv[]) { - ComponentManager mgr{}; - GameObject game_object = mgr.new_object("", "", Vector2{0, 0}, 0, 0); - Color color(0, 0, 0, 0); - Sprite test_sprite = game_object.add_component<Sprite>( - make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{true, true}); - game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ - .position = {0, 0}, - .max_particles = 100, - .emission_rate = 0, - .min_speed = 0, - .max_speed = 0, - .min_angle = 0, - .max_angle = 0, - .begin_lifespan = 0, - .end_lifespan = 0, - .force_over_time = Vector2{0, 0}, - .boundary{ - .width = 0, - .height = 0, - .offset = Vector2{0, 0}, - .reset_on_exit = false, - }, - .sprite = test_sprite, - }); - - return 0; -} diff --git a/src/example/physics.cpp b/src/example/physics.cpp deleted file mode 100644 index ad663a0..0000000 --- a/src/example/physics.cpp +++ /dev/null @@ -1,24 +0,0 @@ -#include <crepe/Component.h> -#include <crepe/ComponentManager.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Transform.h> -#include <crepe/system/PhysicsSystem.h> - -using namespace crepe; -using namespace std; - -int main(int argc, char * argv[]) { - ComponentManager mgr{}; - - GameObject game_object = mgr.new_object("Name", "Tag", Vector2{0, 0}, 0, 0); - game_object.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 1, - .gravity_scale = 1, - .body_type = Rigidbody::BodyType::DYNAMIC, - .constraints = {0, 0, 0}, - .use_gravity = true, - .bounce = false, - }); - return 0; -} diff --git a/src/example/proxy.cpp b/src/example/proxy.cpp deleted file mode 100644 index 69451f8..0000000 --- a/src/example/proxy.cpp +++ /dev/null @@ -1,45 +0,0 @@ -/** \file - * - * Standalone example for usage of the proxy type - */ - -#include <crepe/ValueBroker.h> -#include <crepe/api/Config.h> -#include <crepe/util/Log.h> -#include <crepe/util/Proxy.h> - -using namespace std; -using namespace crepe; - -void test_ro_ref(const int & val) {} -void test_rw_ref(int & val) {} -void test_ro_val(int val) {} - -int main() { - auto & cfg = Config::get_instance(); - cfg.log.level = Log::Level::DEBUG; - - int real_value = 0; - - ValueBroker<int> broker{ - [&real_value](const int & target) { - dbg_logf("set {} to {}", real_value, target); - real_value = target; - }, - [&real_value]() -> const int & { - dbg_logf("get {}", real_value); - return real_value; - }, - }; - - Proxy<int> proxy{broker}; - - broker.set(54); - proxy = 84; - - test_ro_ref(proxy); // this is allowed - // test_rw_ref(proxy); // this should throw a compile error - test_ro_val(proxy); - - return 0; -} diff --git a/src/example/rendering.cpp b/src/example/rendering.cpp deleted file mode 100644 index c813524..0000000 --- a/src/example/rendering.cpp +++ /dev/null @@ -1,55 +0,0 @@ -#include "api/Camera.h" -#include <crepe/ComponentManager.h> -#include <crepe/api/GameObject.h> -#include <crepe/system/RenderSystem.h> -#include <crepe/util/Log.h> - -#include <crepe/api/AssetManager.h> -#include <crepe/api/Color.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> -#include <crepe/api/Transform.h> -#include <crepe/api/Vector2.h> - -#include <chrono> -#include <memory> - -using namespace std; -using namespace crepe; - -int main() { - dbg_trace(); - - ComponentManager mgr{}; - RenderSystem sys{mgr}; - - GameObject obj = mgr.new_object("name", "tag", Vector2{0, 0}, 1, 1); - GameObject obj1 = mgr.new_object("name", "tag", Vector2{500, 0}, 1, 0.1); - GameObject obj2 = mgr.new_object("name", "tag", Vector2{800, 0}, 1, 0.1); - - // Normal adding components - { - Color color(0, 0, 0, 0); - obj.add_component<Sprite>( - make_shared<Texture>("asset/texture/img.png"), color, FlipSettings{false, false}); - obj.add_component<Camera>(Color::get_red()); - } - { - Color color(0, 0, 0, 0); - obj1.add_component<Sprite>( - make_shared<Texture>("asset/texture/second.png"), color, FlipSettings{true, true}); - } - - /* - { - Color color(0, 0, 0, 0); - auto img = mgr.cache<Texture>("asset/texture/second.png"); - obj2.add_component<Sprite>(img, color, FlipSettings{true, true}); - } - */ - - auto start = std::chrono::steady_clock::now(); - while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { - sys.update(); - } -} diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp new file mode 100644 index 0000000..add43f4 --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,73 @@ +#include "api/Asset.h" +#include <crepe/Component.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Button.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.hpp> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h> +#include <crepe/types.h> +#include <iostream> + +using namespace crepe; +using namespace std; + +class TestScene : public Scene { +public: + void load_scene() { + + cout << "TestScene" << endl; + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Color color(255, 255, 255, 255); + + Asset img{"asset/spritesheet/spritesheet_test.png"}; + + Sprite & test_sprite = game_object.add_component<Sprite>( + img, Sprite::Data{ + .color = color, + .flip = Sprite::FlipSettings{false, false}, + .sorting_in_layer = 2, + .order_in_layer = 2, + .size = {0, 100}, + .angle_offset = 0, + .position_offset = {0, 0}, + }); + + //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{}); + //anim.set_anim(0); + + auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400}, + Camera::Data{ + .bg_color = Color::WHITE, + }); + + function<void()> on_click = [&]() { cout << "button clicked" << std::endl; }; + function<void()> on_enter = [&]() { cout << "enter" << std::endl; }; + function<void()> on_exit = [&]() { cout << "exit" << std::endl; }; + + auto & button + = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false); + button.on_mouse_enter = on_enter; + button.on_mouse_exit = on_exit; + button.is_toggle = true; + button.active = true; + } + + string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { + LoopManager engine; + engine.add_scene<TestScene>(); + engine.start(); + return 0; +} diff --git a/src/example/savemgr.cpp b/src/example/savemgr.cpp deleted file mode 100644 index 65c4a34..0000000 --- a/src/example/savemgr.cpp +++ /dev/null @@ -1,44 +0,0 @@ -/** \file - * - * Standalone example for usage of the save manager - */ - -#include <cassert> -#include <crepe/api/Config.h> -#include <crepe/api/SaveManager.h> -#include <crepe/util/Log.h> -#include <crepe/util/Proxy.h> - -using namespace crepe; - -// unrelated setup code -int _ = []() { - // make sure all log messages get printed - auto & cfg = Config::get_instance(); - cfg.log.level = Log::Level::TRACE; - - return 0; // satisfy compiler -}(); - -int main() { - const char * key = "mygame.test"; - - SaveManager & mgr = SaveManager::get_instance(); - - dbg_logf("has key = {}", mgr.has(key)); - ValueBroker<int> prop = mgr.get<int>(key, 0); - Proxy<int> val = mgr.get<int>(key, 0); - - dbg_logf("val = {}", mgr.get<int>(key).get()); - prop.set(1); - dbg_logf("val = {}", mgr.get<int>(key).get()); - val = 2; - dbg_logf("val = {}", mgr.get<int>(key).get()); - mgr.set<int>(key, 3); - dbg_logf("val = {}", mgr.get<int>(key).get()); - - dbg_logf("has key = {}", mgr.has(key)); - assert(true == mgr.has(key)); - - return 0; -} diff --git a/src/example/scene_manager.cpp b/src/example/scene_manager.cpp deleted file mode 100644 index accec7d..0000000 --- a/src/example/scene_manager.cpp +++ /dev/null @@ -1,79 +0,0 @@ -#include <iostream> - -#include <crepe/ComponentManager.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Metadata.h> -#include <crepe/api/Scene.h> -#include <crepe/api/SceneManager.h> -#include <crepe/api/Vector2.h> - -using namespace crepe; -using namespace std; - -class ConcreteScene1 : public Scene { -public: - using Scene::Scene; - - void load_scene() { - auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("scene_1", "tag_scene_1", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("scene_1", "tag_scene_1", Vector2{1, 0}, 0, 1); - GameObject object3 = mgr.new_object("scene_1", "tag_scene_1", Vector2{2, 0}, 0, 1); - } -}; - -class ConcreteScene2 : public Scene { -public: - using Scene::Scene; - - void load_scene() { - auto & mgr = this->component_manager; - GameObject object1 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 0}, 0, 1); - GameObject object2 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 1}, 0, 1); - GameObject object3 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 2}, 0, 1); - GameObject object4 = mgr.new_object("scene_2", "tag_scene_2", Vector2{0, 3}, 0, 1); - } -}; - -int main() { - ComponentManager component_mgr{}; - SceneManager scene_mgr{component_mgr}; - - // Add the scenes to the scene manager - scene_mgr.add_scene<ConcreteScene1>("scene1"); - scene_mgr.add_scene<ConcreteScene2>("scene2"); - - // There is no need to call set_next_scene() at the beginnen, because the first scene will be - // automatically set as the next scene - - // Load scene1 (the first scene added) - scene_mgr.load_next_scene(); - - // Get the Metadata components of each GameObject of Scene1 - vector<reference_wrapper<Metadata>> metadata - = component_mgr.get_components_by_type<Metadata>(); - - cout << "Metadata components of Scene1:" << endl; - // Print the Metadata - for (auto & m : metadata) { - cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name - << " Tag: " << m.get().tag << endl; - } - - // Set scene2 as the next scene - scene_mgr.set_next_scene("scene2"); - // Load scene2 - scene_mgr.load_next_scene(); - - // Get the Metadata components of each GameObject of Scene2 - metadata = component_mgr.get_components_by_type<Metadata>(); - - cout << "Metadata components of Scene2:" << endl; - // Print the Metadata - for (auto & m : metadata) { - cout << "Id: " << m.get().game_object_id << " Name: " << m.get().name - << " Tag: " << m.get().tag << endl; - } - - return 0; -} diff --git a/src/example/script.cpp b/src/example/script.cpp deleted file mode 100644 index a23295b..0000000 --- a/src/example/script.cpp +++ /dev/null @@ -1,49 +0,0 @@ -/** \file - * - * Standalone example for usage of the script component and system - */ - -#include <crepe/ComponentManager.h> -#include <crepe/system/ScriptSystem.h> -#include <crepe/util/Log.h> - -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/Config.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Script.h> -#include <crepe/api/Transform.h> - -using namespace crepe; -using namespace std; - -// Unrelated stuff that is not part of this POC -int _ = []() { - // Show dbg_trace() output - auto & cfg = Config::get_instance(); - cfg.log.level = Log::Level::TRACE; - - return 0; // satisfy compiler -}(); - -// User-defined script: -class MyScript : public Script { - void update() { - // Retrieve component from the same GameObject this script is on - Transform & test = get_component<Transform>(); - dbg_logf("Transform({:.2f}, {:.2f})", test.position.x, test.position.y); - } -}; - -int main() { - ComponentManager component_manager{}; - ScriptSystem system{component_manager}; - - // Create game object with Transform and BehaviorScript components - GameObject obj = component_manager.new_object("name"); - obj.add_component<BehaviorScript>().set_script<MyScript>(); - - // Update all scripts. This should result in MyScript::update being called - system.update(); - - return EXIT_SUCCESS; -} |