diff options
Diffstat (limited to 'src/example')
| -rw-r--r-- | src/example/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/example/game.cpp | 255 | 
2 files changed, 256 insertions, 0 deletions
| diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 93b9ee2..8ef71bb 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -19,4 +19,5 @@ endfunction()  add_example(asset_manager)  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; +} |