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-rw-r--r--src/example/AITest.cpp50
-rw-r--r--src/example/CMakeLists.txt3
-rw-r--r--src/example/button.cpp41
-rw-r--r--src/example/game.cpp273
-rw-r--r--src/example/loadfont.cpp51
-rw-r--r--src/example/rendering_particle.cpp93
-rw-r--r--src/example/replay.cpp89
7 files changed, 221 insertions, 379 deletions
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
index 93ba500..4c4e25e 100644
--- a/src/example/AITest.cpp
+++ b/src/example/AITest.cpp
@@ -30,10 +30,12 @@ class Script1 : public Script {
}
void init() {
- subscribe<ShutDownEvent>(
- [this](const ShutDownEvent & ev) -> bool { return this->shutdown(ev); });
- subscribe<MouseMoveEvent>(
- [this](const MouseMoveEvent & ev) -> bool { return this->mousemove(ev); });
+ subscribe<ShutDownEvent>([this](const ShutDownEvent & ev) -> bool {
+ return this->shutdown(ev);
+ });
+ subscribe<MouseMoveEvent>([this](const MouseMoveEvent & ev) -> bool {
+ return this->mousemove(ev);
+ });
}
};
@@ -43,21 +45,23 @@ public:
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);
+ 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"};
+ 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},
- });
+ 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();
@@ -65,17 +69,19 @@ public:
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{
+ 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,
- });
+ 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"; }
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 187ed46..afe6cb7 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -17,6 +17,7 @@ function(add_example target_name)
endfunction()
add_example(rendering_particle)
-add_example(game)
add_example(button)
+add_example(replay)
+add_example(loadfont)
add_example(AITest)
diff --git a/src/example/button.cpp b/src/example/button.cpp
index 00bdc28..ea7f528 100644
--- a/src/example/button.cpp
+++ b/src/example/button.cpp
@@ -1,52 +1,41 @@
#include <SDL2/SDL_timer.h>
#include <chrono>
#include <crepe/Component.h>
-#include <crepe/ComponentManager.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
-#include <crepe/api/EventManager.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>
-#include <iostream>
using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
- ComponentManager mgr;
- RenderSystem sys{mgr};
- EventManager & event_mgr = EventManager::get_instance();
- InputSystem input_sys{mgr};
- AnimatorSystem asys{mgr};
- GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1);
- camera_obj.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f);
-
- GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1);
- auto s2 = Texture("asset/texture/test_ap43.png");
- bool button_clicked = false;
- auto & sprite2 = button_obj.add_component<Sprite>(
- s2, Color::GREEN, Sprite::FlipSettings{false, false}, 2, 1, 100);
- std::function<void()> on_click = [&]() { std::cout << "button clicked" << std::endl; };
- std::function<void()> on_enter = [&]() { std::cout << "enter" << std::endl; };
- std::function<void()> on_exit = [&]() { std::cout << "exit" << std::endl; };
- auto & button
- = button_obj.add_component<Button>(vec2{100, 100}, 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;
+ 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();
- asys.update();
event_mgr.dispatch_events();
SDL_Delay(30);
}
diff --git a/src/example/game.cpp b/src/example/game.cpp
deleted file mode 100644
index 8ea50ea..0000000
--- a/src/example/game.cpp
+++ /dev/null
@@ -1,273 +0,0 @@
-#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 <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;
- 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},
- .collision_layers = {0},
- });
- world.add_component<BoxCollider>(
- vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)},
- vec2{world_collider, world_collider});
- ; // Top
- world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2},
- vec2{world_collider, world_collider}); // Bottom
- world.add_component<BoxCollider>(
- vec2{0 - (screen_size_width / 2 + world_collider / 2), 0},
- vec2{world_collider, world_collider}); // Left
- world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0},
- vec2{world_collider, world_collider}); // 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 = 1,
- .offset = {0, 0},
- .collision_layers = {0},
- });
- // add box with boxcollider
- game_object1.add_component<BoxCollider>(vec2{0, 0}, 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>(vec2{0, 0}, 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},
- .collision_layers = {0},
- });
- // add box with boxcollider
- game_object2.add_component<BoxCollider>(vec2{0, 0}, 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>(vec2{0, 0}, 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.start();
- return 0;
-}
diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp
new file mode 100644
index 0000000..dd7caff
--- /dev/null
+++ b/src/example/loadfont.cpp
@@ -0,0 +1,51 @@
+#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/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 13e625f..e6b31a7 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,11 +1,14 @@
+
+
#include "api/Asset.h"
+#include "api/Text.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/Engine.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>
@@ -13,83 +16,59 @@
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
-/*
- auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
- .position = {0, 0},
- .max_particles = 10,
- .emission_rate = 0.1,
- .min_speed = 6,
- .max_speed = 20,
- .min_angle = -20,
- .max_angle = 20,
- .begin_lifespan = 0,
- .end_lifespan = 60,
- .force_over_time = vec2{0, 0},
- .boundary{
- .width = 1000,
- .height = 1000,
- .offset = vec2{0, 0},
- .reset_on_exit = false,
- },
- .sprite = test_sprite,
- });
- */
-
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);
+ GameObject game_object = new_object("", "", vec2 {0, 0}, 0, 1);
Color color(255, 255, 255, 255);
- Asset img{"asset/spritesheet/spritesheet_test.png"};
+ Asset img {"asset/spritesheet/pokemon_spritesheet.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);
+ img,
+ Sprite::Data {
+ .color = color,
+ .flip = Sprite::FlipSettings {false, false},
+ .sorting_in_layer = 2,
+ .order_in_layer = 2,
+ .size = {1, 0},
+ .angle_offset = 0,
+ .position_offset = {0, 1},
+ .world_space = false,
+ }
+ );
- auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400},
- Camera::Data{
- .bg_color = Color::WHITE,
- });
+ auto & anim = game_object.add_component<Animator>(
+ test_sprite, ivec2 {56, 56}, uvec2 {4, 4},
+ Animator::Data {
+ .looping = 0,
+ }
+ );
- 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; };
+ anim.set_anim(1);
+ anim.pause();
+ anim.next_anim();
- 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;
+ auto & cam = game_object.add_component<Camera>(
+ ivec2 {1280, 720}, vec2 {5, 5},
+ Camera::Data {
+ .bg_color = Color::WHITE,
+ .postion_offset = {1000, 1000},
+ }
+ );
}
string get_name() const { return "TestScene"; };
};
int main(int argc, char * argv[]) {
- LoopManager engine;
+ Engine engine;
engine.add_scene<TestScene>();
- engine.start();
+ engine.main();
return 0;
}
diff --git a/src/example/replay.cpp b/src/example/replay.cpp
new file mode 100644
index 0000000..00a6502
--- /dev/null
+++ b/src/example/replay.cpp
@@ -0,0 +1,89 @@
+#include <crepe/api/Config.h>
+#include <crepe/api/Engine.h>
+#include <crepe/api/Script.h>
+
+using namespace crepe;
+using namespace std;
+
+class AnimationScript : public Script {
+ Transform * transform;
+ float t = 0;
+
+ void init() { transform = &get_component<Transform>(); }
+
+ void update() {
+ t += 0.05;
+ transform->position = {sin(t), cos(t)};
+ }
+};
+
+class Timeline : public Script {
+ unsigned i = 0;
+ recording_t recording;
+
+ void update() {
+ switch (i++) {
+ default:
+ break;
+ case 10:
+ logf("record start");
+ replay.record_start();
+ break;
+ case 60:
+ logf("record end, playing recording");
+ this->recording = replay.record_end();
+ replay.play(this->recording);
+ break;
+ case 61:
+ logf("done, releasing recording");
+ replay.release(this->recording);
+ break;
+ case 72:
+ logf("exit");
+ queue_event<ShutDownEvent>();
+ break;
+ };
+ }
+};
+
+class TestScene : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ GameObject cam = mgr.new_object("cam");
+ cam.add_component<Camera>(
+ ivec2 {640, 480}, vec2 {3, 3},
+ Camera::Data {
+ .bg_color = Color::WHITE,
+ }
+ );
+
+ GameObject square = mgr.new_object("square");
+ square.add_component<Sprite>(
+ Asset {"asset/texture/square.png"},
+ Sprite::Data {
+ .size = {0.5, 0.5},
+ }
+ );
+ square.add_component<BehaviorScript>().set_script<AnimationScript>();
+
+ GameObject scapegoat = mgr.new_object("");
+ scapegoat.add_component<BehaviorScript>().set_script<Timeline>();
+ }
+
+ string get_name() const { return "scene1"; }
+};
+
+int main(int argc, char * argv[]) {
+ Config & cfg = Config::get_instance();
+ cfg.log.level = Log::Level::DEBUG;
+
+ Engine engine;
+
+ engine.add_scene<TestScene>();
+ return engine.main();
+}