diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/crepe/system/InputSystem.cpp | 8 | ||||
-rw-r--r-- | src/example/game.cpp | 200 |
2 files changed, 114 insertions, 94 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 49ffeac..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,metadata.game_object_id); + event_mgr.trigger_event<ButtonEnterEvent>(metadata, metadata.game_object_id); } } else { button.hover = false; if (was_hovering) { - event_mgr.trigger_event<ButtonExitEvent>(metadata,metadata.game_object_id); + 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,metadata.game_object_id); + event_mgr.trigger_event<ButtonPressEvent>(metadata, metadata.game_object_id); } } } @@ -209,7 +209,7 @@ bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & actual_pos += cam_transform.position; } vec2 half_dimensions = button.dimensions / 2; - + return mouse_pos.x >= actual_pos.x - half_dimensions.x && mouse_pos.x <= actual_pos.x + half_dimensions.x && mouse_pos.y >= actual_pos.y - half_dimensions.y diff --git a/src/example/game.cpp b/src/example/game.cpp index 7ee784a..1f8b9e9 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -25,7 +25,8 @@ 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); + Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, + test.info.other.metadata.game_object_id); return true; } @@ -38,7 +39,8 @@ public: 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); + Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, + test.info.other.metadata.game_object_id); return true; } @@ -68,22 +70,20 @@ 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 - }); + 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), - }); + .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"); @@ -140,16 +140,18 @@ public: 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); + 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<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, @@ -161,16 +163,18 @@ public: 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); + 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<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, @@ -178,20 +182,23 @@ public: .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<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); + 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<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, @@ -199,20 +206,23 @@ public: .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<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); + 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<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, @@ -224,16 +234,18 @@ public: 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); + 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<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, @@ -245,16 +257,18 @@ public: 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); + 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<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, @@ -266,16 +280,18 @@ public: 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); + 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<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, @@ -283,20 +299,23 @@ public: .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<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); + 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<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, @@ -304,7 +323,8 @@ public: .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<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>(); } |