diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/crepe/api/Script.cpp | 15 | ||||
-rw-r--r-- | src/crepe/api/Script.h | 38 | ||||
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 6 | ||||
-rw-r--r-- | src/example/game.cpp | 311 |
4 files changed, 366 insertions, 4 deletions
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp index b147252..06b535f 100644 --- a/src/crepe/api/Script.cpp +++ b/src/crepe/api/Script.cpp @@ -20,6 +20,21 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback) { this->subscribe_internal(callback, this->game_object_id); } +template <> +void Script::subscribe(const EventHandler<ButtonExitEvent> & callback) { + this->subscribe_internal(callback, this->game_object_id); +} + +template <> +void Script::subscribe(const EventHandler<ButtonPressEvent> & callback) { + this->subscribe_internal(callback, this->game_object_id); +} + +template <> +void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback) { + this->subscribe_internal(callback, this->game_object_id); +} + void Script::set_next_scene(const string & name) { SceneManager & mgr = this->mediator->scene_manager; mgr.set_next_scene(name); diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 5f68928..bbee920 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -8,6 +8,7 @@ #include "../manager/Mediator.h" #include "../manager/ReplayManager.h" #include "../system/CollisionSystem.h" +#include "../system/InputSystem.h" #include "../types.h" #include "../util/Log.h" #include "../util/OptionalRef.h" @@ -270,7 +271,42 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback); template <> void Script::subscribe(const EventHandler<CollisionEvent> & callback, event_channel_t) = delete; - +/** + * \brief Subscribe to ButtonPressEvent for the current GameObject + * + * This is a template specialization for Script::subscribe which automatically sets the event + * channel so the callback handler is only called for ButtonPressEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<ButtonPressEvent> & callback); +template <> +void Script::subscribe(const EventHandler<ButtonPressEvent> & callback, event_channel_t) + = delete; +/** + * \brief Subscribe to ButtonExitEvent for the current GameObject + * + * This is a template specialization for Script::subscribe which automatically sets the event + * channel so the callback handler is only called for ButtonExitEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<ButtonExitEvent> & callback); +template <> +void Script::subscribe(const EventHandler<ButtonExitEvent> & callback, event_channel_t) + = delete; +/** + * \brief Subscribe to ButtonEnterEvent for the current GameObject + * + * This is a template specialization for Script::subscribe which automatically sets the event + * channel so the callback handler is only called for ButtonEnterEvent events that apply to the + * current GameObject the parent BehaviorScript is attached to. + */ +template <> +void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback); +template <> +void Script::subscribe(const EventHandler<ButtonEnterEvent> & callback, event_channel_t) + = delete; } // namespace crepe #include "Script.hpp" diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 858a645..8e9f763 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -171,12 +171,12 @@ void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_p if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) { button.hover = true; if (!was_hovering) { - event_mgr.trigger_event<ButtonEnterEvent>(metadata); + event_mgr.trigger_event<ButtonEnterEvent>(metadata, metadata.game_object_id); } } else { button.hover = false; if (was_hovering) { - event_mgr.trigger_event<ButtonExitEvent>(metadata); + event_mgr.trigger_event<ButtonExitEvent>(metadata, metadata.game_object_id); } } } @@ -196,7 +196,7 @@ void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mo const Transform & transform = mgr.get_components_by_id<Transform>(button.game_object_id).front(); if (this->is_mouse_inside_button(mouse_pos, button, transform, cam_transform)) { - event_mgr.trigger_event<ButtonPressEvent>(metadata); + event_mgr.trigger_event<ButtonPressEvent>(metadata, metadata.game_object_id); } } } diff --git a/src/example/game.cpp b/src/example/game.cpp index b9f98fc..a028791 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -1,10 +1,321 @@ #include "GameScene.h" #include <crepe/api/Engine.h> +#include <crepe/api/Script.h> using namespace crepe; using namespace std; +class ScriptBox : public Script { +public: + bool oncollision(const CollisionEvent & test) { + Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, + test.info.other.metadata.game_object_id); + return true; + } + + void init() { + subscribe<CollisionEvent>( + [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); + } +}; + +class ScriptCircle : public Script { +public: + bool oncollision(const CollisionEvent & test) { + Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, + test.info.other.metadata.game_object_id); + return true; + } + + void init() { + subscribe<CollisionEvent>( + [this](const CollisionEvent & ev) -> bool { return this->oncollision(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() { + Transform & transform = this->get_component<Transform>(); + transform.position.x += 0.02; + } +}; + +class ConcreteScene1 : public Scene { +public: + 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}); + + 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), + }); + + /*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), + }); + 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, + });*/ + + 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 = BODYTYPE_LEFT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, + .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + 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>(); + + 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>(); + + 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 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 = BODYTYPE_RIGHT, + .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, + .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, + .kinematic_collision = KINEMATIC_COLLISION, + }); + 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>(); + + 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>(); + + 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>(); + + 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 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"; } +}; + int main(int argc, char * argv[]) { Engine gameloop; gameloop.add_scene<GameScene>(); |