diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/example/game.cpp | 256 |
1 files changed, 36 insertions, 220 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp index 4239c15..6bdb804 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -2,6 +2,8 @@ #include "api/Scene.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" +#include "types.h" +#include <crepe/api/Asset.h> #include <crepe/api/BoxCollider.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> @@ -11,245 +13,59 @@ #include <crepe/api/Rigidbody.h> #include <crepe/api/Script.h> #include <crepe/api/Sprite.h> -#include <crepe/api/Texture.h> #include <crepe/api/Transform.h> #include <crepe/api/Vector2.h> using namespace crepe; - using namespace std; -class MyScript1 : public Script { - bool flip = false; - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); - return true; - } - bool keypressed(const KeyPressEvent & test) { - Log::logf("Box script keypressed()"); - switch (test.key) { - case Keycode::A: { - Transform & tf = this->get_component<Transform>(); - tf.position.x -= 1; - break; - } - case Keycode::W: { - Transform & tf = this->get_component<Transform>(); - tf.position.y -= 1; - break; - } - case Keycode::S: { - Transform & tf = this->get_component<Transform>(); - tf.position.y += 1; - break; - } - case Keycode::D: { - Transform & tf = this->get_component<Transform>(); - tf.position.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() { - // Retrieve component from the same GameObject this script is on - } -}; - -class MyScript2 : public Script { - bool flip = false; - bool oncollision(const CollisionEvent & test) { - Log::logf("Box {} script on_collision()", test.info.this_collider.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; - } - 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() { - // Retrieve component from the same GameObject this script is on - } -}; - -class ConcreteScene1 : public Scene { +class Scene1 : public Scene { public: - using Scene::Scene; - void load_scene() { - Mediator & m = this->mediator; ComponentManager & mgr = m.component_manager; - Color color(0, 0, 0, 255); - float screen_size_width = 320; - float screen_size_height = 240; - float world_collider = 1000; - //define playable world - GameObject world = mgr.new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); - world.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 0, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, - .offset = {0, 0}, - .collision_layers = {0}, + GameObject start_begin = mgr.new_object("start_begin", "background", vec2(0, 0)); + Asset start_begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; + start_begin.add_component<Sprite>(start_begin_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(0, 800), + }); + + GameObject start_end = mgr.new_object("start_end", "background", vec2(700, 0)); + Asset start_end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; + start_end.add_component<Sprite>(start_end_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 1, + .size = vec2(0, 800), + }); + + GameObject hallway_begin = mgr.new_object("hallway_begin", "background", vec2(800, 0)); + Asset hallway_begin_asset{ + "asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; + hallway_begin.add_component<Sprite>(hallway_begin_asset, Sprite::Data{ + .sorting_in_layer = 0, + .order_in_layer = 0, + .size = vec2(0, 800), + }); + + GameObject camera = mgr.new_object("camera", "camera", vec2(600, 0)); + camera.add_component<Camera>(ivec2(1700, 720), vec2(2000, 800), + Camera::Data{ + .bg_color = Color::RED, + }); + camera.add_component<Rigidbody>(Rigidbody::Data{ + .linear_velocity = vec2(1, 0), }); - world.add_component<BoxCollider>( - vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}, - vec2{world_collider, world_collider}); - ; // Top - world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2}, - vec2{world_collider, world_collider}); // Bottom - world.add_component<BoxCollider>( - vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}, - vec2{world_collider, world_collider}); // Left - world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0}, - vec2{world_collider, world_collider}); // right - world.add_component<Camera>( - Color::WHITE, - ivec2{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); - game_object1.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 1, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = {0, 0}, - .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, - .offset = {0, 0}, - .collision_layers = {0}, - }); - // 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); - - //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; - - GameObject game_object2 = mgr.new_object( - "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); - game_object2.add_component<Rigidbody>(Rigidbody::Data{ - .mass = 1, - .gravity_scale = 0, - .body_type = Rigidbody::BodyType::STATIC, - .linear_velocity = {0, 0}, - .constraints = {0, 0, 0}, - .elastisity_coefficient = 1, - .offset = {0, 0}, - .collision_layers = {0}, - }); - // 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); - - //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; } string get_name() const { return "scene1"; } }; int main(int argc, char * argv[]) { - LoopManager gameloop; - gameloop.add_scene<ConcreteScene1>(); + gameloop.add_scene<Scene1>(); gameloop.start(); return 0; } |