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#include <crepe/api/AI.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/LoopManager.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
using namespace crepe;
using namespace std;
class Script1 : public Script {
bool shutdown(const ShutDownEvent & event) {
// Very dirty way of shutting down the game
throw "ShutDownEvent";
return true;
}
bool mousemove(const MouseMoveEvent & event) {
/*RefVector<AI> aivec = this->get_components<AI>();
AI & ai = aivec.front().get();
ai.flee_target
= vec2{static_cast<float>(event.mouse_x), static_cast<float>(event.mouse_y)};*/
return true;
}
void init() {
subscribe<ShutDownEvent>([this](const ShutDownEvent & ev) -> bool {
return this->shutdown(ev);
});
subscribe<MouseMoveEvent>([this](const MouseMoveEvent & ev) -> bool {
return this->mousemove(ev);
});
}
};
class Scene1 : public Scene {
public:
void load_scene() override {
Mediator & mediator = this->mediator;
ComponentManager & mgr = mediator.component_manager;
GameObject game_object1 = mgr.new_object("", "", vec2 {0, 0}, 0, 1);
GameObject game_object2 = mgr.new_object("", "", vec2 {0, 0}, 0, 1);
Asset img {"asset/texture/test_ap43.png"};
Sprite & test_sprite = game_object1.add_component<Sprite>(
img,
Sprite::Data {
.color = Color::MAGENTA,
.flip = Sprite::FlipSettings {false, false},
.sorting_in_layer = 2,
.order_in_layer = 2,
.size = {0, 100},
.angle_offset = 0,
.position_offset = {0, 0},
}
);
AI & ai = game_object1.add_component<AI>(3000);
// ai.arrive_on();
// ai.flee_on();
ai.path_follow_on();
ai.make_oval_path(500, 1000, {0, -1000}, 1.5708, true);
ai.make_oval_path(1000, 500, {0, 500}, 4.7124, false);
game_object1.add_component<Rigidbody>(Rigidbody::Data {
.mass = 0.1f,
.max_linear_velocity = 40,
});
game_object1.add_component<BehaviorScript>().set_script<Script1>();
game_object2.add_component<Camera>(
ivec2 {1080, 720}, vec2 {5000, 5000},
Camera::Data {
.bg_color = Color::WHITE,
.zoom = 1,
}
);
}
string get_name() const override { return "Scene1"; }
};
int main() {
LoopManager engine;
engine.add_scene<Scene1>();
engine.start();
return 0;
}
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