#include "api/CircleCollider.h" #include "api/Scene.h" #include "manager/ComponentManager.h" #include "manager/Mediator.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 oncollision(const CollisionEvent & test) { Log::logf("Box {} script on_collision()", test.info.this_collider.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(); tf.data.linear_velocity.x -= 1; break; } case Keycode::W: { Rigidbody & tf = this->get_component(); tf.data.linear_velocity.y -= 1; break; } case Keycode::S: { Rigidbody & tf = this->get_component(); tf.data.linear_velocity.y += 1; break; } case Keycode::D: { Rigidbody & tf = this->get_component(); tf.data.linear_velocity.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; } //add collider switch break; } 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 MyScript2 : public Script { bool flip = false; bool oncollision(const CollisionEvent & test) { Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); return true; } bool keypressed(const KeyPressEvent & test) { Log::logf("Box script keypressed()"); switch (test.key) { case Keycode::LEFT: { Transform & tf = this->get_component(); tf.position.x -= 1; break; } case Keycode::UP: { Transform & tf = this->get_component(); tf.position.y -= 1; break; } case Keycode::DOWN: { Transform & tf = this->get_component(); tf.position.y += 1; break; } case Keycode::RIGHT: { Transform & tf = this->get_component(); tf.position.x += 1; break; } case Keycode::PAUSE: { 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; } //add collider switch break; } 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() { // Retrieve component from the same GameObject this script is on } }; class ConcreteScene1 : public Scene { public: using Scene::Scene; void load_scene() { Mediator & m = this->mediator; ComponentManager & mgr = m.component_manager; 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 = 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, .offset = {0, 0}, .collision_layers = {0}, }); world.add_component( vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}, vec2{world_collider, world_collider}); ; // Top world.add_component(vec2{0, screen_size_height / 2 + world_collider / 2}, vec2{world_collider, world_collider}); // Bottom world.add_component( vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}, vec2{world_collider, world_collider}); // Left world.add_component(vec2{screen_size_width / 2 + world_collider / 2, 0}, vec2{world_collider, world_collider}); // right world.add_component( Color::WHITE, ivec2{static_cast(screen_size_width), static_cast(screen_size_height)}, vec2{screen_size_width, screen_size_height}, 1.0f); 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, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0, 1}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, .offset = {0, 0}, .collision_layers = {0}, }); // add box with boxcollider game_object1.add_component(vec2{0, 0}, vec2{20, 20}); game_object1.add_component().set_script(); auto img1 = Texture("asset/texture/square.png"); game_object1.add_component(img1, color, Sprite::FlipSettings{false, false}, 1, 1, 20); //add circle with cirlcecollider deactiveated game_object1.add_component(vec2{0, 0}, 10).active = false; auto img2 = Texture("asset/texture/circle.png"); game_object1 .add_component(img2, color, Sprite::FlipSettings{false, false}, 1, 1, 20) .active = false; GameObject game_object2 = mgr.new_object( "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); game_object2.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, .offset = {0, 0}, .collision_layers = {0}, }); // add box with boxcollider game_object2.add_component(vec2{0, 0}, vec2{20, 20}); game_object2.add_component().set_script(); auto img3 = Texture("asset/texture/square.png"); game_object2.add_component(img3, color, Sprite::FlipSettings{false, false}, 1, 1, 20); //add circle with cirlcecollider deactiveated game_object2.add_component(vec2{0, 0}, 10).active = false; auto img4 = Texture("asset/texture/circle.png"); game_object2 .add_component(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 20) .active = false; } string get_name() const { return "scene1"; } }; int main(int argc, char * argv[]) { LoopManager gameloop; gameloop.add_scene(); gameloop.start(); return 0; }