#include #include #include #include #include #include #include #include #include #include #include #include #include using namespace crepe; using namespace std; class MyScript : public Script { bool oncollision(const CollisionEvent& test) { Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); return true; } void init() { subscribe([this](const CollisionEvent& ev) -> bool { return this->oncollision(ev); }); } void update() { // Retrieve component from the same GameObject this script is on } }; class ConcreteScene1 : public Scene { public: using Scene::Scene; void load_scene() { ComponentManager & mgr = this->component_manager; Color color(0, 0, 0, 0); float screen_size_width = 640; float screen_size_height = 480; 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::Data{ .mass = 0, .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, .constraints = {0, 0, 0}, .offset = {0,0} }); world.add_component(vec2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top world.add_component(vec2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom world.add_component(vec2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left world.add_component(vec2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right GameObject game_object1 = mgr.new_object("Name", "Tag", vec2{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 = {1,1}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, .offset = {0,0}, }); game_object1.add_component(vec2{0, 0}, 20, 20); game_object1.add_component().set_script(); auto img = Texture("asset/texture/green_square.png"); game_object1.add_component(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); game_object1.add_component(Color::WHITE, ivec2{1080, 720},vec2{2000, 2000}, 1.0f); } string get_name() const { return "scene1"; } }; int main(int argc, char * argv[]) { LoopManager gameloop; gameloop.add_scene(); gameloop.start(); return 0; }