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-rw-r--r--src/example/game.cpp256
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;
}