diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/crepe/facade/SDLContext.cpp | 2 | ||||
| -rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 2 | ||||
| -rw-r--r-- | src/example/game.cpp | 492 | 
3 files changed, 248 insertions, 248 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 164d35e..2dae1e7 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -141,7 +141,7 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {  		= (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio;  	vec2 size = data.size; -	vec2 screen_pos = ctx.pos + data.position_offset; +	vec2 screen_pos = ctx.pos;  	if (data.size.x == 0 && data.size.y != 0) {  		size.x = data.size.y * aspect_ratio; diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index e4396b9..3653d10 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -589,5 +589,5 @@ void CollisionSystem::call_collision_events(const CollisionInfo & info) {  	CollisionEvent data_inverted(-info);  	EventManager & emgr = this->mediator.event_manager;  	emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id); -	emgr.trigger_event<CollisionEvent>(data_inverted, -info.self.transform.game_object_id); +	emgr.trigger_event<CollisionEvent>(data_inverted, info.other.transform.game_object_id);  } diff --git a/src/example/game.cpp b/src/example/game.cpp index fb7fb63..7ee784a 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -1,3 +1,5 @@ +#include "api/Asset.h" +#include "api/BehaviorScript.h"  #include "api/CircleCollider.h"  #include "api/ParticleEmitter.h"  #include "api/Scene.h" @@ -18,295 +20,293 @@  #include <crepe/api/Vector2.h>  using namespace crepe; -  using namespace std; -class MyScript1 : public Script { -	bool flip = false; +class ScriptBox : public Script { +public:  	bool oncollision(const CollisionEvent & test) { -		Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id); +		Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);  		return true;  	} -	bool keypressed(const KeyPressEvent & test) { -		Log::logf("Box script keypressed()"); -		switch (test.key) { -			case Keycode::A: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.x -= 1; -				break; -			} -			case Keycode::W: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				// tf.data.linear_velocity.y -= 1; -				tf.add_force_linear({0, -1}); -				break; -			} -			case Keycode::S: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.y += 1; -				break; -			} -			case Keycode::D: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.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(duration_t) { -		Rigidbody & tf = this->get_component<Rigidbody>(); -		Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x); -		Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y); -		// tf.data.linear_velocity = {0,0};  	}  }; -class MyScript2 : public Script { -	bool flip = false; +class ScriptCircle : public Script { +public:  	bool oncollision(const CollisionEvent & test) { -		Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id); +		Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.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; -			} -			case Keycode::J: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.x = -10; -				break; -			} -			case Keycode::I: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.y -= 1; -				break; -			} -			case Keycode::K: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.y += 1; -				break; -			} -			case Keycode::L: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.x = 10; -				break; -			} -			case Keycode::O: { -				Rigidbody & tf = this->get_component<Rigidbody>(); -				tf.data.linear_velocity.x = 0; -				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); });  	} +}; + +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() { -		// Retrieve component from the same GameObject this script is on +		Transform & transform = this->get_component<Transform>(); +		transform.position.x += 0.02;  	}  };  class ConcreteScene1 : public Scene {  public: -	using Scene::Scene; -  	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 +		}); -		Color color(0, 0, 0, 255); +		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), +		}); -		float screen_size_width = 320; -		float screen_size_height = 240; -		float world_collider = 1000; -		//define playable world -		GameObject world = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); -		world.add_component<Rigidbody>(Rigidbody::Data{ -			.mass = 1, -			.gravity_scale = 0, -			.body_type = Rigidbody::BodyType::DYNAMIC, +		/*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),  		}); -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left -		world.add_component<BoxCollider>( -			vec2{world_collider, world_collider}, -			vec2{screen_size_width / 2 + world_collider / 2, 0}); // right -		world.add_component<Camera>( -			ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, -			vec2{screen_size_width, screen_size_height}, -			Camera::Data{ -				.bg_color = Color::WHITE, -				.zoom = 1, -			}); +		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, +		});*/ -		GameObject game_object1 = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2 + 20}, 0, 1); -		game_object1.add_component<Rigidbody>(Rigidbody::Data{ -			.mass = 1, +		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 = Rigidbody::BodyType::DYNAMIC, -			.linear_velocity = {0, 0}, -			.constraints = {0, 0, 0}, -			.elasticity_coefficient = 1, +			.body_type = BODYTYPE_LEFT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, +			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION,  		}); -		// add box with boxcollider -		game_object1.add_component<BoxCollider>(vec2{20, 20}); -		game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); +		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>(); -		Asset img1{"asset/texture/test_ap43.png"}; -		game_object1.add_component<Sprite>(img1, Sprite::Data{ -													 .sorting_in_layer = 2, -													 .order_in_layer = 2, -													 .size = {20, 20}, -													 .position_offset = {0, 0}, -												 }); +		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>(); -		//add circle with cirlcecollider deactiveated -		game_object1.add_component<CircleCollider>(10).active = false; -		Asset img2{"asset/texture/circle.png"}; -		game_object1 -			.add_component<Sprite>(img2, -								   Sprite::Data{ -									   .size = {20, 20}, -								   }) -			.active -			= false; +		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 game_object2 = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 90, 1); -		game_object2.add_component<Rigidbody>(Rigidbody::Data{ -			.mass = 1, +		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 = Rigidbody::BodyType::STATIC, -			.linear_velocity = {0, 0}, -			.constraints = {0, 0, 0}, -			.elasticity_coefficient = 1, +			.body_type = BODYTYPE_RIGHT, +			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, +			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, +			.kinematic_collision = KINEMATIC_COLLISION,  		}); -		// add box with boxcollider -		game_object2.add_component<BoxCollider>(vec2{20, 20}); -		game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); +		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>(); -		game_object2.add_component<Sprite>(img1, Sprite::Data{ -													 .size = {20, 20}, -													 .angle_offset = 45, -													 .scale_offset = 1, -													 .position_offset = {0, 20}, -												 }); +		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>(); -		//add circle with cirlcecollider deactiveated -		game_object2.add_component<CircleCollider>(10).active = false; +		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>(); -		game_object2 -			.add_component<Sprite>(img2, -								   Sprite::Data{ -									   .size = {20, 20}, -								   }) -			.active -			= false; -		Asset img5{"asset/texture/square.png"}; +		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 particle = new_object( -			"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 90, 1); -		auto & particle_image = particle.add_component<Sprite>(img5, Sprite::Data{ -																		 .size = {5, 5}, -																		 .angle_offset = 45, -																		 .scale_offset = 1, -																	 }); -		auto & test -			= particle.add_component<ParticleEmitter>(particle_image, ParticleEmitter::Data{ -																		  .offset = {0, 0}, -																		  .max_particles = 256, -																		  .emission_rate = 4, -																		  .min_speed = 10, -																		  .max_speed = 20, -																		  .min_angle = -20, -																		  .max_angle = 20, -																		  .begin_lifespan = 0, -																		  .end_lifespan = 5, -																	  }); -		particle.add_component<Rigidbody>(Rigidbody::Data{ -			.angular_velocity = 20, +		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"; }  |