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-rw-r--r--src/example/game.cpp97
1 files changed, 52 insertions, 45 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp
index de08a22..70c562e 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,77 +1,84 @@
-#include <crepe/api/GameObject.h>
-#include <crepe/api/Transform.h>
-#include <crepe/api/Rigidbody.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
-#include <crepe/api/Script.h>
#include <crepe/api/Color.h>
-#include <crepe/api/Sprite.h>
-#include <crepe/api/Texture.h>
-#include <crepe/api/Vector2.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.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 MyScript : public Script {
- bool oncollision(const CollisionEvent& test) {
+ bool oncollision(const CollisionEvent & test) {
Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
return true;
}
void init() {
- subscribe<CollisionEvent>([this](const CollisionEvent& ev) -> bool {
- return this->oncollision(ev);
- });
+ subscribe<CollisionEvent>(
+ [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
}
void update() {
// Retrieve component from the same GameObject this script is on
}
};
-
class ConcreteScene1 : public Scene {
public:
using Scene::Scene;
void load_scene() {
- ComponentManager & mgr = this->component_manager;
- Color color(0, 0, 0, 255);
+ ComponentManager & mgr = this->component_manager;
+ Color color(0, 0, 0, 255);
- float screen_size_width = 640;
- float screen_size_height = 480;
- 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,
- .constraints = {0, 0, 0},
- .offset = {0,0}
- });
- 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{640, 480},vec2{640, 480}, 1.0f);
+ float screen_size_width = 640;
+ float screen_size_height = 480;
+ 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,
+ .constraints = {0, 0, 0},
+ .offset = {0, 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{640, 480}, vec2{640, 480}, 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 = 0.01,
- .body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = {1,1},
- .constraints = {0, 0, 0},
- .elastisity_coefficient = 1,
- .offset = {0,0},
- });
- game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
- game_object1.add_component<BehaviorScript>().set_script<MyScript>();
- auto img = Texture("asset/texture/green_square.png");
- game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1, 1, 20);
+ 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 = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {1, 1},
+ .constraints = {0, 0, 0},
+ .elastisity_coefficient = 1,
+ .offset = {0, 0},
+ });
+ game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
+ game_object1.add_component<BehaviorScript>().set_script<MyScript>();
+ auto img = Texture("asset/texture/green_square.png");
+ game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1,
+ 1, 20);
}
string get_name() const { return "scene1"; }