diff options
Diffstat (limited to 'src/example')
| -rw-r--r-- | src/example/game.cpp | 200 | 
1 files changed, 110 insertions, 90 deletions
| diff --git a/src/example/game.cpp b/src/example/game.cpp index 7ee784a..1f8b9e9 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -25,7 +25,8 @@ using namespace std;  class ScriptBox : public Script {  public:  	bool oncollision(const CollisionEvent & test) { -		Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id); +		Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, +				  test.info.other.metadata.game_object_id);  		return true;  	} @@ -38,7 +39,8 @@ public:  class ScriptCircle : public Script {  public:  	bool oncollision(const CollisionEvent & test) { -		Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id); +		Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, +				  test.info.other.metadata.game_object_id);  		return true;  	} @@ -68,22 +70,20 @@ class ConcreteScene1 : public Scene {  public:  	void load_scene() {  		GameObject camera = this->new_object("camera"); -		camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), Camera::Data{ -			.bg_color = Color::WHITE,  -			.zoom = 1 -		}); +		camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), +									 Camera::Data{.bg_color = Color::WHITE, .zoom = 1});  		GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1);  		Asset reference_asset = Asset("asset/texture/square.png");  		reference.add_component<Sprite>(reference_asset, Sprite::Data{ -			.color = Color::RED, -			.sorting_in_layer = 10, -			.order_in_layer = 0, -			.size = vec2(0.1, 0.1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(0, 0), -		}); +															 .color = Color::RED, +															 .sorting_in_layer = 10, +															 .order_in_layer = 0, +															 .size = vec2(0.1, 0.1), +															 .angle_offset = 0, +															 .scale_offset = 1, +															 .position_offset = vec2(0, 0), +														 });  		/*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1);  		Asset box_1_asset = Asset("asset/texture/square.png"); @@ -140,16 +140,18 @@ public:  		const float OFFSET_Y_LEFT = 0;  		const float OFFSET_Y_RIGHT = 0; -		GameObject box_1 = this->new_object("box_1", "tag", ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); +		GameObject box_1 = this->new_object("box_1", "tag", +											ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE);  		Asset box_1_asset = Asset("asset/texture/square.png"); -		box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -		}); +		box_1.add_component<Sprite>(box_1_asset, +									Sprite::Data{ +										.sorting_in_layer = 0, +										.order_in_layer = 0, +										.size = vec2(1, 1), +										.angle_offset = 0, +										.scale_offset = 1, +										.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +									});  		box_1.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_LEFT, @@ -161,16 +163,18 @@ public:  		box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));  		box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); -		GameObject circle_1 = this->new_object("ricle_1", "tag", ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); +		GameObject circle_1 = this->new_object("ricle_1", "tag", +											   ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE);  		Asset circle_1_asset = Asset("asset/texture/circle.png"); -		circle_1.add_component<Sprite>(circle_1_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -		}); +		circle_1.add_component<Sprite>( +			circle_1_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +							});  		circle_1.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_RIGHT, @@ -178,20 +182,23 @@ public:  			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,  			.kinematic_collision = KINEMATIC_COLLISION,  		}); -		circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; +		circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active +			= SCRIPT;  		circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));  		circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); -		GameObject circle_2 = this->new_object("ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); +		GameObject circle_2 = this->new_object( +			"ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE);  		Asset circle_2_asset = Asset("asset/texture/circle.png"); -		circle_2.add_component<Sprite>(circle_2_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -		}); +		circle_2.add_component<Sprite>( +			circle_2_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +							});  		circle_2.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_LEFT, @@ -199,20 +206,23 @@ public:  			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,  			.kinematic_collision = KINEMATIC_COLLISION,  		}); -		circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; +		circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active +			= SCRIPT;  		circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));  		circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); -		GameObject box_2 = this->new_object("box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); +		GameObject box_2 = this->new_object( +			"box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE);  		Asset box_2_asset = Asset("asset/texture/square.png"); -		box_2.add_component<Sprite>(box_2_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -		}); +		box_2.add_component<Sprite>( +			box_2_asset, Sprite::Data{ +							 .sorting_in_layer = 0, +							 .order_in_layer = 0, +							 .size = vec2(1, 1), +							 .angle_offset = 0, +							 .scale_offset = 1, +							 .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +						 });  		box_2.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_RIGHT, @@ -224,16 +234,18 @@ public:  		box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));  		box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); -		GameObject box_3 = this->new_object("box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); +		GameObject box_3 = this->new_object( +			"box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE);  		Asset box_3_asset = Asset("asset/texture/square.png"); -		box_3.add_component<Sprite>(box_3_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -		}); +		box_3.add_component<Sprite>(box_3_asset, +									Sprite::Data{ +										.sorting_in_layer = 0, +										.order_in_layer = 0, +										.size = vec2(1, 1), +										.angle_offset = 0, +										.scale_offset = 1, +										.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +									});  		box_3.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_LEFT, @@ -245,16 +257,18 @@ public:  		box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));  		box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); -		GameObject box_4 = this->new_object("box_4", "tag", ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); +		GameObject box_4 = this->new_object("box_4", "tag", +											ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE);  		Asset box_4_asset = Asset("asset/texture/square.png"); -		box_4.add_component<Sprite>(box_4_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -		}); +		box_4.add_component<Sprite>( +			box_4_asset, Sprite::Data{ +							 .sorting_in_layer = 0, +							 .order_in_layer = 0, +							 .size = vec2(1, 1), +							 .angle_offset = 0, +							 .scale_offset = 1, +							 .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +						 });  		box_4.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_RIGHT, @@ -266,16 +280,18 @@ public:  		box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));  		box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); -		GameObject circle_3 = this->new_object("ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); +		GameObject circle_3 = this->new_object( +			"ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE);  		Asset circle_3_asset = Asset("asset/texture/circle.png"); -		circle_3.add_component<Sprite>(circle_3_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -		}); +		circle_3.add_component<Sprite>( +			circle_3_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), +							});  		circle_3.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_LEFT, @@ -283,20 +299,23 @@ public:  			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,  			.kinematic_collision = KINEMATIC_COLLISION,  		}); -		circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; +		circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active +			= SCRIPT;  		circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));  		circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); -		GameObject circle_4 = this->new_object("ricle_4", "tag", ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); +		GameObject circle_4 = this->new_object("ricle_4", "tag", +											   ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE);  		Asset circle_4_asset = Asset("asset/texture/circle.png"); -		circle_4.add_component<Sprite>(circle_4_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -		}); +		circle_4.add_component<Sprite>( +			circle_4_asset, Sprite::Data{ +								.sorting_in_layer = 0, +								.order_in_layer = 0, +								.size = vec2(1, 1), +								.angle_offset = 0, +								.scale_offset = 1, +								.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), +							});  		circle_4.add_component<Rigidbody>(Rigidbody::Data{  			.gravity_scale = 0,  			.body_type = BODYTYPE_RIGHT, @@ -304,7 +323,8 @@ public:  			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,  			.kinematic_collision = KINEMATIC_COLLISION,  		}); -		circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; +		circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active +			= SCRIPT;  		circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));  		circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>();  	} |