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#include <SDL2/SDL_timer.h>
#include <chrono>
#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/Scene.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/manager/Mediator.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;
}
void init() {
subscribe<ShutDownEvent>(
[this](const ShutDownEvent & ev) -> bool { return this->shutdown(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{250, 250}, 0, 1);
GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1);
Texture img = Texture("asset/texture/test_ap43.png");
game_object1.add_component<Sprite>(img, Color::MAGENTA,
Sprite::FlipSettings{false, false}, 1, 1, 195);
game_object1.add_component<AI>(1, 200, 200).seek_on();
game_object2.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{1036, 780},
1.0f);
game_object2.add_component<BehaviorScript>().set_script<Script1>();
}
string get_name() const override { return "Scene1"; }
};
int main() {
LoopManager engine;
engine.add_scene<Scene1>();
engine.start();
return 0;
}
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