#include "api/CircleCollider.h" #include "api/ParticleEmitter.h" #include "api/Scene.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" #include "types.h" #include #include #include #include #include #include #include #include #include #include #include #include using namespace crepe; using namespace std; class MyScript1 : public Script { bool flip = false; bool movement = false; bool oncollision(const CollisionEvent & test) { Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id); return true; } bool keypressed(const KeyPressEvent & test) { Log::logf("Box script keypressed()"); switch (test.key) { case Keycode::A: { Rigidbody & tf = this->get_component(); Transform & tr = this->get_component(); if(movement) tf.data.linear_velocity.x -= 1; else tr.position.x -= 1; break; } case Keycode::W: { Rigidbody & tf = this->get_component(); Transform & tr = this->get_component(); if(movement) tf.data.linear_velocity.y -= 1; else tr.position.y -= 1; break; } case Keycode::S: { Rigidbody & tf = this->get_component(); Transform & tr = this->get_component(); if(movement) tf.data.linear_velocity.y += 1; else tr.position.y += 1; break; } case Keycode::D: { Rigidbody & tf = this->get_component(); Transform & tr = this->get_component(); if(movement) tf.data.linear_velocity.x += 1; else tr.position.x += 1; break; } case Keycode::E: { if (flip) { flip = false; this->get_component().active = true; this->get_components()[0].get().active = true; this->get_component().active = false; this->get_components()[1].get().active = false; } else { flip = true; this->get_component().active = false; this->get_components()[0].get().active = false; this->get_component().active = true; this->get_components()[1].get().active = true; } break; }case Keycode::Q: { if(movement){ movement = false; Rigidbody & tf = this->get_component(); tf.data.linear_velocity = {0,0}; } else{ movement = true; } default: break; } return false; } void init() { Log::logf("init"); subscribe( [this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); subscribe( [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); } void update() { Rigidbody & tf = this->get_component(); Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x); Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y); // tf.data.linear_velocity = {0,0}; } }; class ConcreteScene1 : public Scene { public: using Scene::Scene; void load_scene() { 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 = new_object( "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); world.add_component( ivec2{static_cast(screen_size_width), static_cast(screen_size_height)}, vec2{screen_size_width, screen_size_height}, Camera::Data{ .bg_color = Color::WHITE, .zoom = 1, }); GameObject game_object1 = new_object( "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+60}, 0, 1); game_object1.add_component(Rigidbody::Data{ .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, .elasticity_coefficient = 1, }); // add box with boxcollider game_object1.add_component(vec2{20, 20}); game_object1.add_component().set_script(); Asset img1{"asset/texture/test_ap43.png"}; game_object1.add_component(img1, Sprite::Data{ .size = {20, 20}, .position_offset = {0, 0}, }); //add circle with cirlcecollider deactiveated game_object1.add_component(10).active = false; Asset img2{"asset/texture/circle.png"}; game_object1.add_component(img2, Sprite::Data{ .size = {20, 20}, .position_offset = {0, 0}, }).active = false; } string get_name() const { return "scene1"; } }; int main(int argc, char * argv[]) { LoopManager gameloop; gameloop.add_scene(); gameloop.start(); return 0; };