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-rw-r--r--src/example/AITest.cpp90
-rw-r--r--src/example/AquariumSubScene.cpp135
-rw-r--r--src/example/AquariumSubScene.h13
-rw-r--r--src/example/BackgroundSubScene.cpp37
-rw-r--r--src/example/BackgroundSubScene.h10
-rw-r--r--src/example/CMakeLists.txt49
-rw-r--r--src/example/ForestParallaxScript.cpp28
-rw-r--r--src/example/ForestParallaxScript.h15
-rw-r--r--src/example/ForestSubScene.cpp131
-rw-r--r--src/example/ForestSubScene.h15
-rw-r--r--src/example/GameScene.cpp55
-rw-r--r--src/example/GameScene.h11
-rw-r--r--src/example/HallwaySubScene.cpp128
-rw-r--r--src/example/HallwaySubScene.h21
-rw-r--r--src/example/MoveCameraManualyScript.cpp22
-rw-r--r--src/example/MoveCameraManualyScript.h11
-rw-r--r--src/example/PlayerScript.cpp11
-rw-r--r--src/example/PlayerScript.h8
-rw-r--r--src/example/PlayerSubScene.cpp62
-rw-r--r--src/example/PlayerSubScene.h10
-rw-r--r--src/example/StartGameScript.cpp61
-rw-r--r--src/example/StartGameScript.h12
-rw-r--r--src/example/StartSubScene.cpp442
-rw-r--r--src/example/StartSubScene.h20
-rw-r--r--src/example/button.cpp41
-rw-r--r--src/example/game.cpp324
-rw-r--r--src/example/loadfont.cpp49
-rw-r--r--src/example/rendering_particle.cpp76
-rw-r--r--src/example/replay.cpp84
29 files changed, 360 insertions, 1611 deletions
diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp
new file mode 100644
index 0000000..93ba500
--- /dev/null
+++ b/src/example/AITest.cpp
@@ -0,0 +1,90 @@
+#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/AquariumSubScene.cpp b/src/example/AquariumSubScene.cpp
deleted file mode 100644
index 4f13acf..0000000
--- a/src/example/AquariumSubScene.cpp
+++ /dev/null
@@ -1,135 +0,0 @@
-#include "AquariumSubScene.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 AquariumSubScene::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 AquariumSubScene::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/AquariumSubScene.h b/src/example/AquariumSubScene.h
deleted file mode 100644
index 2a188bc..0000000
--- a/src/example/AquariumSubScene.h
+++ /dev/null
@@ -1,13 +0,0 @@
-#pragma once
-
-namespace crepe {
-class Scene;
-}
-
-class AquariumSubScene {
-public:
- float create(crepe::Scene & scn, float begin_x);
-
-private:
- void add_background(crepe::Scene & scn, float begin_x);
-};
diff --git a/src/example/BackgroundSubScene.cpp b/src/example/BackgroundSubScene.cpp
deleted file mode 100644
index 6fdc598..0000000
--- a/src/example/BackgroundSubScene.cpp
+++ /dev/null
@@ -1,37 +0,0 @@
-#include "BackgroundSubScene.h"
-#include "AquariumSubScene.h"
-#include "ForestSubScene.h"
-#include "HallwaySubScene.h"
-#include "StartSubScene.h"
-
-#include <crepe/api/Color.h>
-
-using namespace crepe;
-using namespace std;
-
-BackgroundSubScene::BackgroundSubScene(Scene & scn) {
- StartSubScene start;
- HallwaySubScene hallway;
- ForestSubScene forest;
- AquariumSubScene 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/BackgroundSubScene.h b/src/example/BackgroundSubScene.h
deleted file mode 100644
index 06bdac4..0000000
--- a/src/example/BackgroundSubScene.h
+++ /dev/null
@@ -1,10 +0,0 @@
-#pragma once
-
-namespace crepe {
-class Scene;
-}
-
-class BackgroundSubScene {
-public:
- BackgroundSubScene(crepe::Scene & scn);
-};
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 4b9f4f1..afe6cb7 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -1,32 +1,23 @@
-set(GAME_HEADERS
- AquariumSubScene.h
- BackgroundSubScene.h
- ForestSubScene.h
- ForestParallaxScript.h
- HallwaySubScene.h
- StartSubScene.h
- GameScene.h
- StartGameScript.h
- MoveCameraManualyScript.h
- PlayerSubScene.h
- PlayerScript.h
-)
+# all examples
+add_custom_target(examples)
-set(GAME_SOURCES
- game.cpp
- AquariumSubScene.cpp
- BackgroundSubScene.cpp
- ForestSubScene.cpp
- ForestParallaxScript.cpp
- HallwaySubScene.cpp
- StartSubScene.cpp
- GameScene.cpp
- StartGameScript.cpp
- MoveCameraManualyScript.cpp
- PlayerSubScene.cpp
- PlayerScript.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/ForestParallaxScript.cpp b/src/example/ForestParallaxScript.cpp
deleted file mode 100644
index 27e30eb..0000000
--- a/src/example/ForestParallaxScript.cpp
+++ /dev/null
@@ -1,28 +0,0 @@
-#include "ForestParallaxScript.h"
-
-using namespace crepe;
-using namespace std;
-
-ForestParallaxScript::ForestParallaxScript(float begin_x, float end_x,
- std::string unique_bg_name)
- : begin_x(begin_x),
- end_x(end_x),
- name(unique_bg_name) {}
-
-void ForestParallaxScript::fixed_update(crepe::duration_t dt) {
- 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;
- }
- }
-}
diff --git a/src/example/ForestParallaxScript.h b/src/example/ForestParallaxScript.h
deleted file mode 100644
index a65a684..0000000
--- a/src/example/ForestParallaxScript.h
+++ /dev/null
@@ -1,15 +0,0 @@
-#pragma once
-
-#include <crepe/api/Script.h>
-
-class ForestParallaxScript : public crepe::Script {
-public:
- ForestParallaxScript(float begin_x, float end_x, std::string unique_bg_name);
-
- void fixed_update(crepe::duration_t dt);
-
-private:
- const float begin_x;
- const float end_x;
- const std::string name;
-};
diff --git a/src/example/ForestSubScene.cpp b/src/example/ForestSubScene.cpp
deleted file mode 100644
index 9be875d..0000000
--- a/src/example/ForestSubScene.cpp
+++ /dev/null
@@ -1,131 +0,0 @@
-#include "ForestSubScene.h"
-#include "ForestParallaxScript.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;
-
-float ForestSubScene::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<ForestParallaxScript>(
- 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 ForestSubScene::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/ForestSubScene.h b/src/example/ForestSubScene.h
deleted file mode 100644
index 0a04001..0000000
--- a/src/example/ForestSubScene.h
+++ /dev/null
@@ -1,15 +0,0 @@
-#pragma once
-
-#include <string>
-
-namespace crepe {
-class Scene;
-}
-
-class ForestSubScene {
-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 c280474..0000000
--- a/src/example/GameScene.cpp
+++ /dev/null
@@ -1,55 +0,0 @@
-#include "GameScene.h"
-#include "BackgroundSubScene.h"
-#include "MoveCameraManualyScript.h"
-#include "PlayerSubScene.h"
-#include "StartGameScript.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/ParticleEmitter.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;
-
-void GameScene::load_scene() {
- BackgroundSubScene 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<MoveCameraManualyScript>();
- camera.add_component<Rigidbody>(Rigidbody::Data{});
-
- PlayerSubScene 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/HallwaySubScene.cpp b/src/example/HallwaySubScene.cpp
deleted file mode 100644
index 4fe2267..0000000
--- a/src/example/HallwaySubScene.cpp
+++ /dev/null
@@ -1,128 +0,0 @@
-#include "HallwaySubScene.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 HallwaySubScene::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 HallwaySubScene::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 HallwaySubScene::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/HallwaySubScene.h b/src/example/HallwaySubScene.h
deleted file mode 100644
index acc9329..0000000
--- a/src/example/HallwaySubScene.h
+++ /dev/null
@@ -1,21 +0,0 @@
-#pragma once
-
-#include <crepe/types.h>
-
-namespace crepe {
-class Scene;
-class GameObject;
-class Color;
-} // namespace crepe
-
-class HallwaySubScene {
-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/MoveCameraManualyScript.cpp b/src/example/MoveCameraManualyScript.cpp
deleted file mode 100644
index 0181333..0000000
--- a/src/example/MoveCameraManualyScript.cpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#include "MoveCameraManualyScript.h"
-
-using namespace crepe;
-using namespace std;
-
-void MoveCameraManualyScript::init() {
- subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
-}
-
-bool MoveCameraManualyScript::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;
-}
diff --git a/src/example/MoveCameraManualyScript.h b/src/example/MoveCameraManualyScript.h
deleted file mode 100644
index 5a09055..0000000
--- a/src/example/MoveCameraManualyScript.h
+++ /dev/null
@@ -1,11 +0,0 @@
-#pragma once
-
-#include <crepe/api/Script.h>
-
-class MoveCameraManualyScript : public crepe::Script {
-public:
- void init();
-
-private:
- bool keypressed(const crepe::KeyPressEvent & event);
-};
diff --git a/src/example/PlayerScript.cpp b/src/example/PlayerScript.cpp
deleted file mode 100644
index 1c388f5..0000000
--- a/src/example/PlayerScript.cpp
+++ /dev/null
@@ -1,11 +0,0 @@
-#include "PlayerScript.h"
-
-#include <crepe/api/Rigidbody.h>
-
-using namespace crepe;
-using namespace std;
-
-void PlayerScript::fixed_update(crepe::duration_t dt) {
- Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
- if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10));
-}
diff --git a/src/example/PlayerScript.h b/src/example/PlayerScript.h
deleted file mode 100644
index 84c4f7f..0000000
--- a/src/example/PlayerScript.h
+++ /dev/null
@@ -1,8 +0,0 @@
-#pragma once
-
-#include <crepe/api/Script.h>
-
-class PlayerScript : public crepe::Script {
-public:
- void fixed_update(crepe::duration_t dt);
-};
diff --git a/src/example/PlayerSubScene.cpp b/src/example/PlayerSubScene.cpp
deleted file mode 100644
index 4f4ba9f..0000000
--- a/src/example/PlayerSubScene.cpp
+++ /dev/null
@@ -1,62 +0,0 @@
-#include "PlayerSubScene.h"
-#include "PlayerScript.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;
-
-PlayerSubScene::PlayerSubScene(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 = 20,
- .body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = vec2(100, 0),
- .collision_layer = 10,
- });
- player.add_component<BoxCollider>(vec2(50, 50));
- player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
-}
diff --git a/src/example/PlayerSubScene.h b/src/example/PlayerSubScene.h
deleted file mode 100644
index bf94c32..0000000
--- a/src/example/PlayerSubScene.h
+++ /dev/null
@@ -1,10 +0,0 @@
-#pragma once
-
-namespace crepe {
-class Scene;
-}
-
-class PlayerSubScene {
-public:
- PlayerSubScene(crepe::Scene & scn);
-};
diff --git a/src/example/StartGameScript.cpp b/src/example/StartGameScript.cpp
deleted file mode 100644
index 50ba86c..0000000
--- a/src/example/StartGameScript.cpp
+++ /dev/null
@@ -1,61 +0,0 @@
-#include "StartGameScript.h"
-
-#include <crepe/api/Animator.h>
-#include <crepe/api/ParticleEmitter.h>
-#include <crepe/api/Sprite.h>
-
-using namespace crepe;
-using namespace std;
-
-void StartGameScript::fixed_update(crepe::duration_t dt) {
- 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;
- }
-}
diff --git a/src/example/StartGameScript.h b/src/example/StartGameScript.h
deleted file mode 100644
index ad62e1a..0000000
--- a/src/example/StartGameScript.h
+++ /dev/null
@@ -1,12 +0,0 @@
-#pragma once
-
-#include <crepe/api/Script.h>
-
-class StartGameScript : public crepe::Script {
-public:
- void fixed_update(crepe::duration_t dt);
-
-private:
- bool created_hole = false;
- bool took_jetpack = false;
-};
diff --git a/src/example/StartSubScene.cpp b/src/example/StartSubScene.cpp
deleted file mode 100644
index 07738a4..0000000
--- a/src/example/StartSubScene.cpp
+++ /dev/null
@@ -1,442 +0,0 @@
-#include "StartSubScene.h"
-
-#include <crepe/api/Animator.h>
-#include <crepe/api/CircleCollider.h>
-#include <crepe/api/Color.h>
-#include <crepe/api/GameObject.h>
-#include <crepe/api/ParticleEmitter.h>
-#include <crepe/api/Rigidbody.h>
-#include <crepe/api/Scene.h>
-#include <crepe/api/Sprite.h>
-
-using namespace crepe;
-using namespace std;
-
-float StartSubScene::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 StartSubScene::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 StartSubScene::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 StartSubScene::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 StartSubScene::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 StartSubScene::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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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,
- .elasticity_coefficient = 0.5,
- .collision_layer = 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/StartSubScene.h b/src/example/StartSubScene.h
deleted file mode 100644
index c83e3d5..0000000
--- a/src/example/StartSubScene.h
+++ /dev/null
@@ -1,20 +0,0 @@
-#pragma once
-
-#include <crepe/types.h>
-
-namespace crepe {
-class Scene;
-class GameObject;
-} // namespace crepe
-
-class StartSubScene {
-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..4220588
--- /dev/null
+++ b/src/example/button.cpp
@@ -0,0 +1,41 @@
+#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 a028791..0000000
--- a/src/example/game.cpp
+++ /dev/null
@@ -1,324 +0,0 @@
-#include "GameScene.h"
-
-#include <crepe/api/Engine.h>
-#include <crepe/api/Script.h>
-
-using namespace crepe;
-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);
- return true;
- }
-
- void init() {
- subscribe<CollisionEvent>(
- [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
- }
-};
-
-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);
- return true;
- }
-
- void init() {
- subscribe<CollisionEvent>(
- [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
- }
-};
-
-class ScriptMoveToLeft : public Script {
-public:
- void update() {
- Transform & transform = this->get_component<Transform>();
- transform.position.x -= 0.02;
- }
-};
-
-class ScriptMoveToRight : public Script {
-public:
- void update() {
- Transform & transform = this->get_component<Transform>();
- transform.position.x += 0.02;
- }
-};
-
-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});
-
- 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),
- });
-
- /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1);
- 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(0, 0.5),
- });
- Asset box_1_asset2 = Asset("asset/texture/test_ap43.png");
- box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(0, -0.5),
- });*/
-
- /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1);
- Asset particles_asset = Asset("asset/texture/test_ap43.png");
- Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{
- .sorting_in_layer = 0,
- .order_in_layer = 0,
- .size = vec2(1, 1),
- .angle_offset = 0,
- .scale_offset = 1,
- .position_offset = vec2(0, 0),
- });
- ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{
- .offset = vec2(0, 0),
- .emission_rate = 1,
- .min_speed = 1,
- .max_speed = 1,
- .min_angle = 0,
- .max_angle = 0,
- .end_lifespan = 4,
- });*/
-
- const bool SCRIPT = false;
-
- const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC;
- const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC;
- const bool BOUNCE_LEFT = false;
- const bool BOUNCE_RIGHT = false;
- const bool KINEMATIC_COLLISION = true;
- const bool ONTOP = false;
-
- const float SCALE = 0.5;
- const float OFFSET_X_LEFT = 0;
- const float OFFSET_X_RIGHT = 0;
- 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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_LEFT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
- .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
- .kinematic_collision = KINEMATIC_COLLISION,
- });
- box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
- 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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_RIGHT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
- .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<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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_LEFT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
- .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<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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_RIGHT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
- .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
- .kinematic_collision = KINEMATIC_COLLISION,
- });
- box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
- 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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_LEFT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
- .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
- .kinematic_collision = KINEMATIC_COLLISION,
- });
- box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
- 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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_RIGHT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
- .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
- .kinematic_collision = KINEMATIC_COLLISION,
- });
- box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
- 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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_LEFT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
- .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<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);
- 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<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 0,
- .body_type = BODYTYPE_RIGHT,
- .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
- .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<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
- circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>();
- }
-
- string get_name() const { return "scene1"; }
-};
-
-int main(int argc, char * argv[]) {
- Engine gameloop;
- gameloop.add_scene<GameScene>();
-
- return gameloop.main();
-}
diff --git a/src/example/loadfont.cpp b/src/example/loadfont.cpp
new file mode 100644
index 0000000..e459332
--- /dev/null
+++ b/src/example/loadfont.cpp
@@ -0,0 +1,49 @@
+#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..5440fdd
--- /dev/null
+++ b/src/example/rendering_particle.cpp
@@ -0,0 +1,76 @@
+
+
+#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/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/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/texture/square.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, 1},
+ .angle_offset = 0,
+ .position_offset = {0, 1},
+ .world_space = false,
+ });
+ //auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{});
+
+ Sprite & test_sprite1
+ = game_object.add_component<Sprite>(img, Sprite::Data{
+ .color = color,
+ .size = {1, 1},
+ .position_offset = {0, -1},
+ .world_space = false,
+ });
+
+ auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ .postion_offset = {1000, 1000},
+ });
+
+ /*
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::RED}, "test TEST");
+
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, 0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::BLACK}, "TEST test");
+ */
+ }
+
+ string get_name() const { return "TestScene"; };
+};
+
+int main(int argc, char * argv[]) {
+ LoopManager engine;
+ engine.add_scene<TestScene>();
+ engine.start();
+ return 0;
+}
diff --git a/src/example/replay.cpp b/src/example/replay.cpp
new file mode 100644
index 0000000..82fd478
--- /dev/null
+++ b/src/example/replay.cpp
@@ -0,0 +1,84 @@
+#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();
+}