diff options
Diffstat (limited to 'src/example')
-rw-r--r-- | src/example/AITest.cpp | 96 | ||||
-rw-r--r-- | src/example/Aquarium.cpp | 135 | ||||
-rw-r--r-- | src/example/Aquarium.h | 13 | ||||
-rw-r--r-- | src/example/Background.cpp | 37 | ||||
-rw-r--r-- | src/example/Background.h | 10 | ||||
-rw-r--r-- | src/example/CMakeLists.txt | 41 | ||||
-rw-r--r-- | src/example/Forest.cpp | 161 | ||||
-rw-r--r-- | src/example/Forest.h | 15 | ||||
-rw-r--r-- | src/example/GameScene.cpp | 137 | ||||
-rw-r--r-- | src/example/GameScene.h | 11 | ||||
-rw-r--r-- | src/example/Hallway.cpp | 128 | ||||
-rw-r--r-- | src/example/Hallway.h | 21 | ||||
-rw-r--r-- | src/example/Player.cpp | 78 | ||||
-rw-r--r-- | src/example/Player.h | 10 | ||||
-rw-r--r-- | src/example/Start.cpp | 432 | ||||
-rw-r--r-- | src/example/Start.h | 20 | ||||
-rw-r--r-- | src/example/button.cpp | 43 | ||||
-rw-r--r-- | src/example/game.cpp | 13 | ||||
-rw-r--r-- | src/example/loadfont.cpp | 51 | ||||
-rw-r--r-- | src/example/rendering_particle.cpp | 74 | ||||
-rw-r--r-- | src/example/replay.cpp | 89 |
21 files changed, 373 insertions, 1242 deletions
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp new file mode 100644 index 0000000..4c4e25e --- /dev/null +++ b/src/example/AITest.cpp @@ -0,0 +1,96 @@ +#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/Aquarium.cpp b/src/example/Aquarium.cpp deleted file mode 100644 index df44483..0000000 --- a/src/example/Aquarium.cpp +++ /dev/null @@ -1,135 +0,0 @@ -#include "Aquarium.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -float Aquarium::create(Scene & scn, float begin_x) { - this->add_background(scn, begin_x); - - GameObject aquarium_begin - = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); - Asset aquarium_begin_asset{ - "asset/jetpack_joyride/background/aquarium/glassTubeFG_1_TVOS.png"}; - aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - begin_x += 600; - - GameObject aquarium_middle_1 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_1_asset{ - "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - begin_x += 400; - - this->add_background(scn, begin_x - 200); - - GameObject aquarium_middle_2 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_2_asset{ - "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); - begin_x += 400; - - GameObject aquarium_middle_3 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_3_asset{ - "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 4, - .size = vec2(0, 800), - }); - begin_x += 400; - - this->add_background(scn, begin_x - 200); - - GameObject aquarium_middle_4 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); - Asset aquarium_middle_4_asset{ - "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 5, - .size = vec2(0, 800), - }); - begin_x += 600; - - this->add_background(scn, begin_x); - - GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); - Asset aquarium_end_asset{ - "asset/jetpack_joyride/background/aquarium/glassTubeFG_2_TVOS.png"}; - aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 600; - - return begin_x; -} - -void Aquarium::add_background(Scene & scn, float begin_x) { - GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); - Asset bg_1_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_1_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 400), - .position_offset = vec2(-200, 100), - }); - Asset bg_1_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_2_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 400), - .position_offset = vec2(200, 100), - }); - GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); - Asset bg_2_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_1_TVOS.png"}; - bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 1, - .size = vec2(0, 400), - .position_offset = vec2(200, -50), - }); - Asset bg_2_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_2_TVOS.png"}; - bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 1, - .size = vec2(0, 400), - .position_offset = vec2(-200, -50), - }); - GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); - Asset bg_3_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_1_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 400), - .position_offset = vec2(200, -200), - }); - Asset bg_3_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_2_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 400), - .position_offset = vec2(-200, -200), - }); -} diff --git a/src/example/Aquarium.h b/src/example/Aquarium.h deleted file mode 100644 index 8815e9c..0000000 --- a/src/example/Aquarium.h +++ /dev/null @@ -1,13 +0,0 @@ -#pragma once - -namespace crepe { -class Scene; -} - -class Aquarium { -public: - float create(crepe::Scene & scn, float begin_x); - -private: - void add_background(crepe::Scene & scn, float begin_x); -}; diff --git a/src/example/Background.cpp b/src/example/Background.cpp deleted file mode 100644 index 0ad2c0c..0000000 --- a/src/example/Background.cpp +++ /dev/null @@ -1,37 +0,0 @@ -#include "Background.h" -#include "Aquarium.h" -#include "Forest.h" -#include "Hallway.h" -#include "Start.h" - -#include <crepe/api/Color.h> - -using namespace crepe; -using namespace std; - -Background::Background(Scene & scn) { - Start start; - Hallway hallway; - Forest forest; - Aquarium aquarium; - - float begin_x = 400; - - begin_x = start.create(scn, begin_x); - - begin_x = hallway.create(scn, begin_x, 1, Color::YELLOW); - - begin_x = forest.create(scn, begin_x, "1"); - - begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA); - - begin_x = aquarium.create(scn, begin_x); - - begin_x = hallway.create(scn, begin_x, 3, Color::CYAN); - - begin_x = forest.create(scn, begin_x, "2"); - - begin_x = hallway.create(scn, begin_x, 4, Color::GREEN); - - begin_x = aquarium.create(scn, begin_x); -} diff --git a/src/example/Background.h b/src/example/Background.h deleted file mode 100644 index 7c5a2bb..0000000 --- a/src/example/Background.h +++ /dev/null @@ -1,10 +0,0 @@ -#pragma once - -namespace crepe { -class Scene; -} - -class Background { -public: - Background(crepe::Scene & scn); -}; diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index ef2595f..afe6cb7 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -1,24 +1,23 @@ -set(GAME_HEADERS - Aquarium.h - Background.h - Forest.h - Hallway.h - Start.h - GameScene.h - Player.h -) +# all examples +add_custom_target(examples) -set(GAME_SOURCES - game.cpp - Aquarium.cpp - Background.cpp - Forest.cpp - Hallway.cpp - Start.cpp - GameScene.cpp - Player.cpp -) +# add_example(target_name [SOURCES...]) +function(add_example target_name) + # if SOURCES is not specified + if(NOT ARGV1) + # A .cpp file with target_name exists, and should be used + set(sources ${target_name}.cpp) + else() + set(sources ${ARGV}) + endif() -add_executable(game ${GAME_SOURCES} ${GAME_HEADERS}) + add_executable(${target_name} EXCLUDE_FROM_ALL ${sources}) + target_link_libraries(${target_name} PUBLIC crepe) + add_dependencies(examples ${target_name}) +endfunction() -target_link_libraries(game PUBLIC crepe) +add_example(rendering_particle) +add_example(button) +add_example(replay) +add_example(loadfont) +add_example(AITest) diff --git a/src/example/Forest.cpp b/src/example/Forest.cpp deleted file mode 100644 index 3c45e09..0000000 --- a/src/example/Forest.cpp +++ /dev/null @@ -1,161 +0,0 @@ -#include "Forest.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/types.h> - -using namespace crepe; -using namespace std; - -class ParallaxScript : public Script { -public: - ParallaxScript(float begin_x, float end_x, std::string unique_bg_name) - : begin_x(begin_x), - end_x(end_x), - name(unique_bg_name) {} - - void update() { - RefVector<Transform> vec_2 - = this->get_components_by_name<Transform>("forest_bg_2_" + name); - RefVector<Transform> vec_3 - = this->get_components_by_name<Transform>("forest_bg_3_" + name); - - for (Transform & t : vec_2) { - if (t.position.x > end_x - 400) { - t.position.x = begin_x - 400; - } - } - for (Transform & t : vec_3) { - if (t.position.x > end_x - 400) { - t.position.x = begin_x - 400; - } - } - } - -private: - const float begin_x; - const float end_x; - const std::string name; -}; - -float Forest::create(Scene & scn, float begin_x, std::string unique_bg_name) { - GameObject script = scn.new_object("forest_script", "background"); - script.add_component<BehaviorScript>().set_script<ParallaxScript>( - begin_x - 400, begin_x + 3000 + 400, unique_bg_name); - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/jetpack_joyride/background/forest/forestFG_1_TVOS.png"}; - begin.add_component<Sprite>(begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - begin_x += 800; - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); - Asset middle_1_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; - middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - begin_x += 800; - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); - Asset middle_2_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; - middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); - begin_x += 800; - - this->add_background(scn, begin_x, unique_bg_name); - - GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 600; - - this->add_background(scn, begin_x + 200, unique_bg_name); - - return begin_x; -} - -void Forest::add_background(Scene & scn, float begin_x, std::string name) { - GameObject bg_1 - = scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_1_asset{"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - GameObject bg_2 - = scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_2_1_asset{"asset/jetpack_joyride/background/forest/forestBG2_1_TVOS.png"}; - bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 1, - .size = vec2(0, 400), - .position_offset = vec2(200, 0), - }); - Asset bg_2_2_asset{"asset/jetpack_joyride/background/forest/forestBG2_2_TVOS.png"}; - bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 1, - .size = vec2(0, 400), - .position_offset = vec2(-200, 0), - }); - GameObject bg_3 - = scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); - Asset bg_3_1_asset{"asset/jetpack_joyride/background/forest/forestBG3_1_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 200), - .position_offset = vec2(300, 0), - }); - Asset bg_3_2_asset{"asset/jetpack_joyride/background/forest/forestBG3_2_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 200), - .position_offset = vec2(100, 0), - }); - Asset bg_3_3_asset{"asset/jetpack_joyride/background/forest/forestBG3_3_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_3_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 200), - .position_offset = vec2(-100, 0), - }); - Asset bg_3_4_asset{"asset/jetpack_joyride/background/forest/forestBG3_4_TVOS.png"}; - bg_3.add_component<Sprite>(bg_3_4_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 0, - .size = vec2(0, 200), - .position_offset = vec2(-300, 0), - }); - - bg_2.add_component<Rigidbody>(Rigidbody::Data{ - .linear_velocity = vec2(30, 0), - }); - bg_3.add_component<Rigidbody>(Rigidbody::Data{ - .linear_velocity = vec2(40, 0), - }); -} diff --git a/src/example/Forest.h b/src/example/Forest.h deleted file mode 100644 index f612c91..0000000 --- a/src/example/Forest.h +++ /dev/null @@ -1,15 +0,0 @@ -#pragma once - -#include <string> - -namespace crepe { -class Scene; -} - -class Forest { -public: - float create(crepe::Scene & scn, float begin_x, std::string unique_bg_name); - -private: - void add_background(crepe::Scene & scn, float begin_x, std::string name); -}; diff --git a/src/example/GameScene.cpp b/src/example/GameScene.cpp deleted file mode 100644 index 5f252e6..0000000 --- a/src/example/GameScene.cpp +++ /dev/null @@ -1,137 +0,0 @@ -#include "GameScene.h" -#include "Background.h" -#include "Player.h" -#include "api/ParticleEmitter.h" - -#include <cmath> -#include <crepe/api/Animator.h> -#include <crepe/api/Asset.h> -#include <crepe/api/BehaviorScript.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/Rigidbody.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> -#include <crepe/api/Transform.h> -#include <crepe/types.h> -#include <iostream> - -using namespace crepe; -using namespace std; - -class MoveCameraScript : public Script { -public: - void init() { - subscribe<KeyPressEvent>( - [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); - } - -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; - return true; - } else if (event.key == Keycode::LEFT) { - Transform & cam = this->get_components_by_name<Transform>("camera").front(); - cam.position.x -= 100; - return true; - } - return false; - } -}; - -class StartGameScript : public Script { -public: - void update() { - Transform & player_transform - = this->get_components_by_name<Transform>("player").front(); - - // Create hole in wall and activate panic lamp - if (player_transform.position.x > 75 && !this->created_hole) { - Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back(); - lamp_sprite.active = true; - Sprite & hole_sprite = this->get_components_by_name<Sprite>("start_hole").front(); - hole_sprite.active = true; - - RefVector<Rigidbody> frags_rg - = this->get_components_by_tag<Rigidbody>("wall_fragment"); - RefVector<Sprite> frags_sprite - = this->get_components_by_tag<Sprite>("wall_fragment"); - for (Rigidbody & frag_rg : frags_rg) { - frag_rg.active = true; - } - for (Sprite & frag_sprite : frags_sprite) { - frag_sprite.active = true; - } - - RefVector<ParticleEmitter> smoke_emitters - = this->get_components_by_name<ParticleEmitter>("smoke_particles"); - for (ParticleEmitter & emitter : smoke_emitters) { - emitter.active = true; - } - - this->created_hole = true; - } - - // Take jetpack from jetpack stand - if (player_transform.position.x > 275 && !this->took_jetpack) { - Animator & jetpack_stand_anim - = this->get_components_by_name<Animator>("start_begin").back(); - jetpack_stand_anim.next_anim(); - Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back(); - jetpack_sprite.active = true; - - this->took_jetpack = true; - } - - // Start camera movement, enable player jumping and disable this script - if (player_transform.position.x > 500) { - Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); - rb.data.linear_velocity = vec2(100, 0); - BehaviorScript & player_script - = this->get_components_by_name<BehaviorScript>("player").front(); - player_script.active = true; - BehaviorScript & this_script - = this->get_components_by_name<BehaviorScript>("start_game_script").front(); - this_script.active = false; - } - } - -private: - bool created_hole = false; - bool took_jetpack = false; -}; - -void GameScene::load_scene() { - Background background(*this); - - GameObject camera = new_object("camera", "camera", vec2(650, 0)); - camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), - Camera::Data{ - .bg_color = Color::RED, - }); - camera.add_component<BehaviorScript>().set_script<MoveCameraScript>(); - camera.add_component<Rigidbody>(Rigidbody::Data{}); - - Player player(*this); - - GameObject floor = new_object("floor", "game_world", vec2(0, 325)); - floor.add_component<Rigidbody>(Rigidbody::Data{ - .body_type = Rigidbody::BodyType::STATIC, - }); - floor.add_component<BoxCollider>(vec2(INFINITY, 200)); - GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); - ceiling.add_component<Rigidbody>(Rigidbody::Data{ - .body_type = Rigidbody::BodyType::STATIC, - }); - ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); - - GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); - start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); -} - -string GameScene::get_name() const { return "scene1"; } diff --git a/src/example/GameScene.h b/src/example/GameScene.h deleted file mode 100644 index 16e2919..0000000 --- a/src/example/GameScene.h +++ /dev/null @@ -1,11 +0,0 @@ -#pragma once - -#include <crepe/api/Scene.h> -#include <string> - -class GameScene : public crepe::Scene { -public: - void load_scene(); - - std::string get_name() const; -}; diff --git a/src/example/Hallway.cpp b/src/example/Hallway.cpp deleted file mode 100644 index 59d200f..0000000 --- a/src/example/Hallway.cpp +++ /dev/null @@ -1,128 +0,0 @@ -#include "Hallway.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/Color.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -float Hallway::create(Scene & scn, float begin_x, unsigned int sector_num, - Color sector_color) { - GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; - begin.add_component<Sprite>(begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - begin_x += 600; - - this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); - this->add_lamp(begin, vec2(330, -120), 11); - this->add_lamp(begin, vec2(430, -120), 9); - - GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; - middle_1.add_component<Sprite>(middle_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); - begin_x += 600; - - GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_2{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; - middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); - begin_x += 200; - - GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_3{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; - middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 4, - .size = vec2(0, 800), - }); - begin_x += 400; - - this->add_lamp(middle_3, vec2(0, -120)); - - GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_4{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; - middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 5, - .size = vec2(0, 800), - }); - begin_x += 600; - - GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 600; - - return begin_x; -} - -void Hallway::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; - obj.add_component<Sprite>(lamp_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset lamp_glow_asset{"asset/jetpack_joyride/background/hallway/alarmGlow_TVOS.png"}; - Sprite & lamp_glow_sprite = obj.add_component<Sprite>( - lamp_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 300), - .position_offset = offset - vec2(65, -30), - }); - obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), - Animator::Data{ - .fps = fps, - .looping = true, - }); -} - -void Hallway::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, - Color sector_color) { - Asset sector_text_asset{"asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"}; - obj.add_component<Sprite>(sector_text_asset, Sprite::Data{ - .color = sector_color, - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset sector_num_asset{"asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"}; - Sprite & sector_num_sprite = obj.add_component<Sprite>( - sector_num_asset, Sprite::Data{ - .color = sector_color, - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset + vec2(200, 0), - }); - Animator & sector_num_anim = obj.add_component<Animator>( - sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{}); - int column = (sector_num - 1) / 4; - int row = (sector_num - 1) % 4; - sector_num_anim.set_anim(column); - for (int i = 0; i < row; i++) { - sector_num_anim.next_anim(); - } - sector_num_anim.pause(); -} diff --git a/src/example/Hallway.h b/src/example/Hallway.h deleted file mode 100644 index f173313..0000000 --- a/src/example/Hallway.h +++ /dev/null @@ -1,21 +0,0 @@ -#pragma once - -#include <crepe/types.h> - -namespace crepe { -class Scene; -class GameObject; -class Color; -} // namespace crepe - -class Hallway { -public: - float create(crepe::Scene & scn, float begin_x, unsigned int sector_num, - crepe::Color sector_color); - -private: - void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); - - void add_sector_number(crepe::GameObject & obj, crepe::vec2 offset, - unsigned int sector_num, crepe::Color sector_color); -}; diff --git a/src/example/Player.cpp b/src/example/Player.cpp deleted file mode 100644 index a3126cf..0000000 --- a/src/example/Player.cpp +++ /dev/null @@ -1,78 +0,0 @@ -#include "Player.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -class PlayerScript : public Script { -public: - void init() { - subscribe<KeyPressEvent>( - [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); - } - -private: - bool keypressed(const KeyPressEvent & event) { - if (event.key == Keycode::SPACE) { - Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); - rb.add_force_linear(vec2(0, -10)); - return true; - } - return false; - } -}; - -Player::Player(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); - Asset player_body_asset{"asset/jetpack_joyride/barry/defaultBody.png"}; - Sprite & player_body_sprite - = player.add_component<Sprite>(player_body_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 0, - .size = vec2(0, 50), - }); - player.add_component<Animator>(player_body_sprite, ivec2(32, 32), uvec2(4, 8), - Animator::Data{ - .fps = 5, - .looping = true, - }); - Asset player_head_asset{"asset/jetpack_joyride/barry/defaultHead.png"}; - Sprite & player_head_sprite - = player.add_component<Sprite>(player_head_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 1, - .size = vec2(0, 50), - .position_offset = vec2(0, -20), - }); - player.add_component<Animator>(player_head_sprite, ivec2(32, 32), uvec2(4, 8), - Animator::Data{ - .fps = 5, - .looping = true, - }); - Asset player_jetpack_asset{"asset/jetpack_joyride/barry/jetpackDefault.png"}; - Sprite & player_jetpack_sprite = player.add_component<Sprite>( - player_jetpack_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 2, - .size = vec2(0, 60), - .position_offset = vec2(-20, 0), - }); - player_jetpack_sprite.active = false; - player.add_component<Animator>(player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), - Animator::Data{ - .fps = 5, - .looping = true, - }); - player.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 10, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2(100, 0), - }); - player.add_component<BoxCollider>(vec2(50, 50)); - player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/src/example/Player.h b/src/example/Player.h deleted file mode 100644 index 139f6e4..0000000 --- a/src/example/Player.h +++ /dev/null @@ -1,10 +0,0 @@ -#pragma once - -namespace crepe { -class Scene; -} - -class Player { -public: - Player(crepe::Scene & scn); -}; diff --git a/src/example/Start.cpp b/src/example/Start.cpp deleted file mode 100644 index 356adf1..0000000 --- a/src/example/Start.cpp +++ /dev/null @@ -1,432 +0,0 @@ -#include "Start.h" -#include "api/Asset.h" -#include "api/CircleCollider.h" -#include "api/Color.h" -#include "api/Rigidbody.h" -#include "types.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/ParticleEmitter.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -float Start::create(Scene & scn, float begin_x) { - this->create_wall_fragments(scn, begin_x - 300); - - GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; - begin.add_component<Sprite>(begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); - GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); - Asset hole_asset{"asset/jetpack_joyride/background/start/titleWallHole.png"}; - Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 200), - }); - hole_sprite.active = false; - begin_x += 700; - - this->add_table(begin, vec2(-150, 150)); - this->add_light(begin, vec2(-125, -150)); - this->add_jetpack_stand(begin, vec2(-125, 200)); - - GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); - begin_x += 100; - - this->add_lamp(end, vec2(-350, -95)); - - return begin_x; -} - -void Start::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; - obj.add_component<Sprite>(lamp_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset lamp_glow_asset{"asset/jetpack_joyride/background/start/alarmGlow_TVOS.png"}; - Sprite & lamp_glow_sprite = obj.add_component<Sprite>( - lamp_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 300), - .position_offset = offset - vec2(65, -55), - }); - lamp_glow_sprite.active = false; - obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), - Animator::Data{ - .fps = fps, - .looping = true, - }); -} - -void Start::add_table(GameObject & obj, vec2 offset) { - Asset table_asset{"asset/jetpack_joyride/background/start/table.png"}; - obj.add_component<Sprite>(table_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset gramophone_asset{"asset/jetpack_joyride/background/start/gramophone_TVOS.png"}; - Sprite & gramophone_sprite = obj.add_component<Sprite>( - gramophone_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, -50), - }); - obj.add_component<Animator>(gramophone_sprite, ivec2(64, 128), uvec2(2, 1), - Animator::Data{ - .fps = 10, - .looping = true, - }); -} - -void Start::add_light(crepe::GameObject & obj, crepe::vec2 offset) { - Asset light_asset{"asset/jetpack_joyride/background/start/title_light_TVOS.png"}; - obj.add_component<Sprite>(light_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 200), - .position_offset = offset, - }); - Asset light_glow_asset{"asset/jetpack_joyride/background/start/lightEffect2.png"}; - obj.add_component<Sprite>(light_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, 75), - }); - Asset light_effect_asset{"asset/jetpack_joyride/background/start/lightEffect.png"}; - obj.add_component<Sprite>(light_effect_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, 350), - }); -} - -void Start::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { - Asset jetpack_stand_asset{"asset/jetpack_joyride/background/start/JetpackStand.png"}; - Sprite & jetpeck_stand_sprite - = obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 70), - .position_offset = offset, - }); - obj.add_component<Animator>(jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1), - Animator::Data{ - .fps = 10, - .looping = true, - }) - .pause(); - Asset do_not_steal = {"asset/jetpack_joyride/background/start/doNotTouchSign_TVOS.png"}; - obj.add_component<Sprite>(do_not_steal, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(-75, -25), - }); -} - -void Start::create_wall_fragments(crepe::Scene & scn, float begin_x) { - GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); - Asset frag_1_asset{"asset/jetpack_joyride/background/start/StartWall_frag1.png"}; - Sprite & frag_1_sprite - = frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_1_sprite.active = false; - Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 10, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.5, 0.6), - .angular_velocity = 500, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_1_rb.active = false; - frag_1.add_component<CircleCollider>(25); - - GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); - Asset frag_2_asset{"asset/jetpack_joyride/background/start/StartWall_frag2.png"}; - Sprite & frag_2_sprite - = frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_2_sprite.active = false; - Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 20, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.35, 0.4), - .angular_velocity = 400, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_2_rb.active = false; - frag_2.add_component<CircleCollider>(55); - - GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); - Asset frag_3_asset{"asset/jetpack_joyride/background/start/StartWall_frag3.png"}; - Sprite & frag_3_sprite - = frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_3_sprite.active = false; - Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 30, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.3, 0.3), - .angular_velocity = 300, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_3_rb.active = false; - frag_3.add_component<CircleCollider>(35); - - GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); - Asset frag_4_asset{"asset/jetpack_joyride/background/start/StartWall_frag4.png"}; - Sprite & frag_4_sprite - = frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_4_sprite.active = false; - Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 40, - .linear_velocity = vec2(700, 400), - .linear_velocity_coefficient = vec2(0.2, 0.2), - .angular_velocity = 200, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_4_rb.active = false; - frag_4.add_component<CircleCollider>(60); - - GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); - Asset frag_5_asset{"asset/jetpack_joyride/background/start/StartWall_frag5.png"}; - Sprite & frag_5_sprite - = frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_5_sprite.active = false; - Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 50, - .linear_velocity = vec2(600, 800), - .linear_velocity_coefficient = vec2(0.25, 0.15), - .angular_velocity = 100, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_5_rb.active = false; - frag_5.add_component<CircleCollider>(5); - - GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); - Asset frag_6_asset{"asset/jetpack_joyride/background/start/StartWall_frag6.png"}; - Sprite & frag_6_sprite - = frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_6_sprite.active = false; - Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 30, - .linear_velocity = vec2(300, 800), - .linear_velocity_coefficient = vec2(0.35, 0.25), - .angular_velocity = 100, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_6_rb.active = false; - frag_6.add_component<CircleCollider>(30); - - GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); - Asset frag_7_asset{"asset/jetpack_joyride/background/start/StartWall_frag7.png"}; - Sprite & frag_7_sprite - = frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_7_sprite.active = false; - Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 20, - .linear_velocity = vec2(400, 500), - .linear_velocity_coefficient = vec2(0.45, 0.6), - .angular_velocity = 800, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_7_rb.active = false; - frag_7.add_component<CircleCollider>(45); - - GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); - Asset frag_8_asset{"asset/jetpack_joyride/background/start/StartWall_frag8.png"}; - Sprite & frag_8_sprite - = frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_8_sprite.active = false; - Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 30, - .linear_velocity = vec2(400, 400), - .linear_velocity_coefficient = vec2(0.5, 0.6), - .angular_velocity = 500, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_8_rb.active = false; - frag_8.add_component<CircleCollider>(25); - - GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); - Asset frag_9_asset{"asset/jetpack_joyride/background/start/StartWall_frag9.png"}; - Sprite & frag_9_sprite - = frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_9_sprite.active = false; - Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 40, - .linear_velocity = vec2(200, 400), - .linear_velocity_coefficient = vec2(0.5, 0.25), - .angular_velocity = 500, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_9_rb.active = false; - frag_9.add_component<CircleCollider>(15); - - GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); - Asset frag_10_asset{"asset/jetpack_joyride/background/start/StartWall_frag10.png"}; - Sprite & frag_10_sprite - = frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_10_sprite.active = false; - Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 50, - .linear_velocity = vec2(400, 900), - .linear_velocity_coefficient = vec2(0.35, 0.4), - .angular_velocity = 300, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_10_rb.active = false; - frag_10.add_component<CircleCollider>(60); - - GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); - Asset frag_11_asset{"asset/jetpack_joyride/background/start/StartWall_frag11.png"}; - Sprite & frag_11_sprite - = frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_11_sprite.active = false; - Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 60, - .linear_velocity = vec2(600, 800), - .linear_velocity_coefficient = vec2(0.3, 0.3), - .angular_velocity = 200, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_11_rb.active = false; - frag_11.add_component<CircleCollider>(5); - - GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); - Asset frag_12_asset{"asset/jetpack_joyride/background/start/StartWall_frag12.png"}; - Sprite & frag_12_sprite - = frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); - frag_12_sprite.active = false; - Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data{ - .gravity_scale = 70, - .linear_velocity = vec2(500, 800), - .linear_velocity_coefficient = vec2(0.25, 0.15), - .angular_velocity = 100, - .angular_velocity_coefficient = 0.55, - .elastisity_coefficient = 0.5, - }); - frag_12_rb.active = false; - frag_12.add_component<CircleCollider>(50); - - GameObject smoke_particles_1 - = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); - Asset smoke_asset_1{"asset/jetpack_joyride/particles/smoke.png"}; - Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( - smoke_asset_1, Sprite::Data{ - .color = Color(255, 255, 255, 50), - .sorting_in_layer = 15, - .order_in_layer = 0, - .size = vec2(0, 100), - }); - ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>( - smoke_sprite_1, ParticleEmitter::Data{ - .emission_rate = 20, - .min_speed = 40, - .max_speed = 100, - .min_angle = -30, - .max_angle = 10, - .end_lifespan = 4, - }); - emitter_1.active = false; - - GameObject smoke_particles_2 - = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); - Asset smoke_asset_2{"asset/jetpack_joyride/particles/smoke.png"}; - Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( - smoke_asset_2, Sprite::Data{ - .color = Color(255, 255, 255, 50), - .sorting_in_layer = 15, - .order_in_layer = 0, - .size = vec2(0, 70), - }); - ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>( - smoke_sprite_2, ParticleEmitter::Data{ - .emission_rate = 30, - .min_speed = 40, - .max_speed = 100, - .min_angle = -45, - .max_angle = 5, - .end_lifespan = 3, - }); - emitter_2.active = false; -} diff --git a/src/example/Start.h b/src/example/Start.h deleted file mode 100644 index 24e0dbf..0000000 --- a/src/example/Start.h +++ /dev/null @@ -1,20 +0,0 @@ -#pragma once - -#include <crepe/types.h> - -namespace crepe { -class Scene; -class GameObject; -} // namespace crepe - -class Start { -public: - float create(crepe::Scene & scn, float begin_x); - -private: - void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); - void add_table(crepe::GameObject & obj, crepe::vec2 offset); - void add_light(crepe::GameObject & obj, crepe::vec2 offset); - void add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset); - void create_wall_fragments(crepe::Scene & scn, float begin_x); -}; diff --git a/src/example/button.cpp b/src/example/button.cpp new file mode 100644 index 0000000..ea7f528 --- /dev/null +++ b/src/example/button.cpp @@ -0,0 +1,43 @@ +#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/game.cpp b/src/example/game.cpp deleted file mode 100644 index 378a64a..0000000 --- a/src/example/game.cpp +++ /dev/null @@ -1,13 +0,0 @@ -#include "GameScene.h" - -#include <crepe/api/LoopManager.h> - -using namespace crepe; -using namespace std; - -int main(int argc, char * argv[]) { - LoopManager gameloop; - gameloop.add_scene<GameScene>(); - 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 new file mode 100644 index 0000000..e6b31a7 --- /dev/null +++ b/src/example/rendering_particle.cpp @@ -0,0 +1,74 @@ + + +#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/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> + +using namespace crepe; +using namespace std; + +class TestScene : public Scene { +public: + void load_scene() { + GameObject game_object = new_object("", "", vec2 {0, 0}, 0, 1); + + Color color(255, 255, 255, 255); + + 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 = {1, 0}, + .angle_offset = 0, + .position_offset = {0, 1}, + .world_space = false, + } + ); + + auto & anim = game_object.add_component<Animator>( + test_sprite, ivec2 {56, 56}, uvec2 {4, 4}, + Animator::Data { + .looping = 0, + } + ); + + anim.set_anim(1); + anim.pause(); + anim.next_anim(); + + 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[]) { + Engine engine; + engine.add_scene<TestScene>(); + 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(); +} |