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-rw-r--r--src/crepe/api/Config.h2
-rw-r--r--src/example/game.cpp44
2 files changed, 24 insertions, 22 deletions
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index cd27343..ca2d3f1 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -53,7 +53,7 @@ struct Config final {
*
* Gravity value of game.
*/
- float gravity = 1;
+ float gravity = 10;
} physics;
//! default window settings
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 4239c15..5c8d749 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -2,6 +2,7 @@
#include "api/Scene.h"
#include "manager/ComponentManager.h"
#include "manager/Mediator.h"
+#include "types.h"
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
@@ -11,7 +12,6 @@
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
-#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
@@ -183,16 +183,16 @@ 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>(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,
+ });
GameObject game_object1 = mgr.new_object(
"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
- .gravity_scale = 0,
+ .gravity_scale = 1,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {0, 0},
.constraints = {0, 0, 0},
@@ -203,17 +203,19 @@ public:
// add box with boxcollider
game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
- auto img1 = Texture("asset/texture/square.png");
- game_object1.add_component<Sprite>(img1, color, Sprite::FlipSettings{false, false}, 1,
- 1, 20);
+
+ Asset img1{"asset/texture/square.png"};
+ game_object1.add_component<Sprite>(img1,Sprite::Data{
+ .size = {20,20},
+ });
//add circle with cirlcecollider deactiveated
game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
- auto img2 = Texture("asset/texture/circle.png");
+ Asset img2{"asset/texture/circle.png"};
game_object1
- .add_component<Sprite>(img2, color, Sprite::FlipSettings{false, false}, 1, 1, 20)
- .active
- = false;
+ .add_component<Sprite>(img2,Sprite::Data{
+ .size = {20,20},
+ }).active = false;
GameObject game_object2 = mgr.new_object(
"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
@@ -230,17 +232,17 @@ public:
// add box with boxcollider
game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
game_object2.add_component<BehaviorScript>().set_script<MyScript2>();
- auto img3 = Texture("asset/texture/square.png");
- game_object2.add_component<Sprite>(img3, color, Sprite::FlipSettings{false, false}, 1,
- 1, 20);
+
+ game_object2.add_component<Sprite>(img1,Sprite::Data{
+ .size = {20,20},
+ });
//add circle with cirlcecollider deactiveated
game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
- auto img4 = Texture("asset/texture/circle.png");
- game_object2
- .add_component<Sprite>(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 20)
- .active
- = false;
+
+ game_object2.add_component<Sprite>(img2,Sprite::Data{
+ .size = {20,20},
+ }).active = false;
}
string get_name() const { return "scene1"; }