#include "api/Asset.h" #include <crepe/Component.h> #include <crepe/api/Animator.h> #include <crepe/api/Button.h> #include <crepe/api/Camera.h> #include <crepe/api/Color.h> #include <crepe/api/GameObject.h> #include <crepe/api/LoopManager.hpp> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Sprite.h> #include <crepe/api/Transform.h> #include <crepe/manager/ComponentManager.h> #include <crepe/manager/Mediator.h> #include <crepe/types.h> #include <iostream> using namespace crepe; using namespace std; /* auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{ .position = {0, 0}, .max_particles = 10, .emission_rate = 0.1, .min_speed = 6, .max_speed = 20, .min_angle = -20, .max_angle = 20, .begin_lifespan = 0, .end_lifespan = 60, .force_over_time = vec2{0, 0}, .boundary{ .width = 1000, .height = 1000, .offset = vec2{0, 0}, .reset_on_exit = false, }, .sprite = test_sprite, }); */ class TestScene : public Scene { public: void load_scene() { cout << "TestScene" << endl; Mediator & mediator = this->mediator; ComponentManager & mgr = mediator.component_manager; GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1); Color color(255, 255, 255, 255); Asset img{"asset/spritesheet/spritesheet_test.png"}; Sprite & test_sprite = game_object.add_component<Sprite>( img, Sprite::Data{ .color = color, .flip = Sprite::FlipSettings{false, false}, .sorting_in_layer = 2, .order_in_layer = 2, .size = {0, 100}, .angle_offset = 0, .position_offset = {0, 0}, }); //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{}); //anim.set_anim(0); auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400}, Camera::Data{ .bg_color = Color::WHITE, }); function<void()> on_click = [&]() { cout << "button clicked" << std::endl; }; function<void()> on_enter = [&]() { cout << "enter" << std::endl; }; function<void()> on_exit = [&]() { cout << "exit" << std::endl; }; auto & button = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false); button.on_mouse_enter = on_enter; button.on_mouse_exit = on_exit; button.is_toggle = true; button.active = true; } string get_name() const { return "TestScene"; }; }; int main(int argc, char * argv[]) { LoopManager engine; engine.add_scene<TestScene>(); engine.start(); return 0; }