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-rw-r--r--src/example/game.cpp98
1 files changed, 47 insertions, 51 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp
index be756bd..2b4e46f 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,6 +1,6 @@
#include "api/CircleCollider.h"
-#include "manager/ComponentManager.h"
#include "api/Scene.h"
+#include "manager/ComponentManager.h"
#include "manager/Mediator.h"
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
@@ -28,66 +28,64 @@ class MyScript1 : public Script {
bool keypressed(const KeyPressEvent & test) {
Log::logf("Box script keypressed()");
switch (test.key) {
- case Keycode::A:
- {
+ case Keycode::A: {
Transform & tf = this->get_component<Transform>();
tf.position.x -= 1;
break;
}
- case Keycode::W:
- {
+ case Keycode::W: {
Transform & tf = this->get_component<Transform>();
tf.position.y -= 1;
break;
}
- case Keycode::S:
- {
+ case Keycode::S: {
Transform & tf = this->get_component<Transform>();
tf.position.y += 1;
break;
}
- case Keycode::D:
- {
+ case Keycode::D: {
Transform & tf = this->get_component<Transform>();
tf.position.x += 1;
break;
}
- case Keycode::E:
- {
- if(flip){
+ 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 {
+ } 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;
}
+ case Keycode::Q: {
+ throw "Test";
+ break;
+ }
default:
- break;
+ 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); });
+ 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 {
@@ -99,74 +97,68 @@ class MyScript2 : public Script {
bool keypressed(const KeyPressEvent & test) {
Log::logf("Box script keypressed()");
switch (test.key) {
- case Keycode::LEFT:
- {
+ case Keycode::LEFT: {
Transform & tf = this->get_component<Transform>();
tf.position.x -= 1;
break;
}
- case Keycode::UP:
- {
+ case Keycode::UP: {
Transform & tf = this->get_component<Transform>();
tf.position.y -= 1;
break;
}
- case Keycode::DOWN:
- {
+ case Keycode::DOWN: {
Transform & tf = this->get_component<Transform>();
tf.position.y += 1;
break;
}
- case Keycode::RIGHT:
- {
+ case Keycode::RIGHT: {
Transform & tf = this->get_component<Transform>();
tf.position.x += 1;
break;
}
- case Keycode::PAUSE:
- {
- if(flip){
+ 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 {
+ } 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;
+ 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); });
+ 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);
@@ -195,7 +187,10 @@ public:
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);
+ 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);
@@ -219,10 +214,10 @@ public:
//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;
-
-
+ 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);
@@ -246,9 +241,10 @@ public:
//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;
-
+ game_object2
+ .add_component<Sprite>(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 20)
+ .active
+ = false;
}
string get_name() const { return "scene1"; }