#include "api/BoxCollider.h" #include "system/CollisionSystem.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace crepe; using namespace std; class MyScript : public Script { static bool oncollision(const CollisionEvent& test) { std::cout << "test collision: " << test.info.first.collider.game_object_id << std::endl; return true; } void init() { EventManager::get_instance().subscribe(oncollision, this->parent->game_object_id); } void update() { // Retrieve component from the same GameObject this script is on } }; int main(int argc, char * argv[]) { //setup LoopManager gameloop; Color color(0, 0, 0, 0); double screen_size_width = 640; double screen_size_height = 480; double world_collider = 1000; //define playable world GameObject World(0, "Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1); World.add_component(Rigidbody::Data{ .mass = 0, .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, .constraints = {0, 0, 0}, .use_gravity = false, .bounce = false, .offset = {0,0} }); World.add_component(Vector2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top World.add_component(Vector2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom World.add_component(Vector2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left World.add_component(Vector2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right GameObject game_object1(1, "Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1); game_object1.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {1,0}, .constraints = {0, 0, 0}, .use_gravity = true, .bounce = true, .bouncie_factor = 1, .offset = {0,0}, }); game_object1.add_component(Vector2{0, 0}, 20, 20); game_object1.add_component().set_script(); game_object1.add_component( make_shared("/home/jaro/crepe/asset/texture/green_square.png"), color, FlipSettings{true, true}); game_object1.add_component(Color::get_white()); // GameObject game_object2(2, "Name", "Tag", Vector2{20, 470}, 0, 1); // game_object2.add_component(Rigidbody::Data{ // .mass = 1, // .gravity_scale = 1, // .body_type = Rigidbody::BodyType::DYNAMIC, // .linear_velocity = {0,0}, // .constraints = {0, 0, 0}, // .use_gravity = false, // .bounce = false, // .offset = {0,0}, // }); // game_object2.add_component(Vector2{0, 0}, 0, 0); // game_object2.add_component().set_script(); // game_object2.add_component( // make_shared("/home/jaro/crepe/asset/texture/red_square.png"), color, // FlipSettings{true, true}); crepe::ScriptSystem sys; // Update all scripts. This should result in MyScript::update being called sys.update(); gameloop.start(); // auto & render = crepe::RenderSystem::get_instance(); // auto start = std::chrono::steady_clock::now(); // while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) { // render.update(); // } return 0; }