diff options
Diffstat (limited to 'src/example')
| -rw-r--r-- | src/example/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/example/game.cpp | 255 | ||||
| -rw-r--r-- | src/example/rendering_particle.cpp | 88 | 
3 files changed, 301 insertions, 43 deletions
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index b8ca309..73fc512 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -18,4 +18,5 @@ endfunction()  add_example(savemgr)  add_example(rendering_particle) +add_example(game)  add_example(button) diff --git a/src/example/game.cpp b/src/example/game.cpp new file mode 100644 index 0000000..4239c15 --- /dev/null +++ b/src/example/game.cpp @@ -0,0 +1,255 @@ +#include "api/CircleCollider.h" +#include "api/Scene.h" +#include "manager/ComponentManager.h" +#include "manager/Mediator.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/Texture.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: { +				Transform & tf = this->get_component<Transform>(); +				tf.position.x -= 1; +				break; +			} +			case Keycode::W: { +				Transform & tf = this->get_component<Transform>(); +				tf.position.y -= 1; +				break; +			} +			case Keycode::S: { +				Transform & tf = this->get_component<Transform>(); +				tf.position.y += 1; +				break; +			} +			case Keycode::D: { +				Transform & tf = this->get_component<Transform>(); +				tf.position.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; +			} +			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 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() { + +		Mediator & m = this->mediator; +		ComponentManager & mgr = m.component_manager; +		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 = mgr.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>( +			Color::WHITE, +			ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, +			vec2{screen_size_width, screen_size_height}, 1.0f); + +		GameObject game_object1 = mgr.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 = 0, +			.body_type = Rigidbody::BodyType::DYNAMIC, +			.linear_velocity = {0, 0}, +			.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>(); +		auto img1 = Texture("asset/texture/square.png"); +		game_object1.add_component<Sprite>(img1, color, Sprite::FlipSettings{false, false}, 1, +										   1, 20); + +		//add circle with cirlcecollider deactiveated +		game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; +		auto img2 = Texture("asset/texture/circle.png"); +		game_object1 +			.add_component<Sprite>(img2, color, Sprite::FlipSettings{false, false}, 1, 1, 20) +			.active +			= false; + +		GameObject game_object2 = mgr.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>(); +		auto img3 = Texture("asset/texture/square.png"); +		game_object2.add_component<Sprite>(img3, color, Sprite::FlipSettings{false, false}, 1, +										   1, 20); + +		//add circle with cirlcecollider deactiveated +		game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; +		auto img4 = Texture("asset/texture/circle.png"); +		game_object2 +			.add_component<Sprite>(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 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/rendering_particle.cpp b/src/example/rendering_particle.cpp index 349d11e..29d475d 100644 --- a/src/example/rendering_particle.cpp +++ b/src/example/rendering_particle.cpp @@ -1,43 +1,22 @@ -#include "api/Animator.h" -#include "api/Camera.h" -#include "system/AnimatorSystem.h" -#include "system/ParticleSystem.h" -#include <SDL2/SDL_timer.h> -#include <crepe/ComponentManager.h> -  #include <crepe/Component.h> +#include <crepe/api/Animator.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/Texture.h>  #include <crepe/api/Transform.h> -#include <crepe/system/RenderSystem.h> +#include <crepe/manager/ComponentManager.h> +#include <crepe/manager/Mediator.h>  #include <crepe/types.h> -#include <chrono> -  using namespace crepe;  using namespace std; -int main(int argc, char * argv[]) { -	ComponentManager mgr; -	GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); -	RenderSystem sys{mgr}; -	ParticleSystem psys{mgr}; -	AnimatorSystem asys{mgr}; - -	Color color(255, 255, 255, 100); - -	auto img = Texture("asset/texture/test_ap43.png"); -	Sprite & test_sprite = game_object.add_component<Sprite>( -		img, color, Sprite::FlipSettings{true, true}, 1, 1, 500); - -	//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true; -	game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true; - -	/* +/*  	auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{  		.position = {0, 0},  		.max_particles = 10, @@ -59,25 +38,48 @@ int main(int argc, char * argv[]) {  	});  	*/ -	auto & cam = game_object.add_component<Camera>(Color::RED, ivec2{1080, 720}, -												   vec2{2000, 2000}, 1.0f); +class TestScene : public Scene { +public: +	void load_scene() { +		Mediator & mediator = this->mediator; +		ComponentManager & mgr = mediator.component_manager; +		GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); -	/* -	game_object -		.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, -		.add_component<Sprite>(make_shared<Texture>("asset/texture/img.png"), color, -							   FlipSettings{false, false}) -		.order_in_layer -		= 6; -	*/ +		Color color(255, 255, 255, 255); + +		auto img = Texture("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 = {100, 0}, +				 }); -	auto start = std::chrono::steady_clock::now(); -	while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { -		psys.update(); -		asys.update(); -		sys.update(); -		SDL_Delay(10); +		auto & anim = game_object.add_component<Animator>(test_sprite, 4, 4, +														  Animator::Data{ +															  .fps = 1, +															  .looping = false, +														  }); +		anim.set_anim(2); +		anim.active = false; + +		auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{400, 400}, +													   Camera::Data{ +														   .bg_color = Color::WHITE, +													   });  	} +	string get_name() const { return "TestScene"; }; +}; + +int main(int argc, char * argv[]) { +	LoopManager engine; +	engine.add_scene<TestScene>(); +	engine.start();  	return 0;  }  |