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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/api/Texture.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);
Texture img = Texture("asset/texture/test_ap43.png");
game_object1.add_component<Sprite>(img, Color::MAGENTA,
Sprite::FlipSettings{false, false}, 1, 1, 195);
AI & ai = game_object1.add_component<AI>(3000);
// ai.arrive_on();
// ai.flee_on();
ai.path_follow_on();
ai.make_circle_path(1000, {0, -1000}, 1.5707, true);
ai.make_circle_path(1000, {0, 1000}, 4.7124, false);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 0.5f, .max_linear_velocity = {40, 40}, // sqrt(21^2 + 21^2) = 30
});
game_object1.add_component<BehaviorScript>().set_script<Script1>();
game_object2.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{5000, 5000},
1.0f);
}
string get_name() const override { return "Scene1"; }
};
int main() {
LoopManager engine;
engine.add_scene<Scene1>();
engine.start();
return 0;
}
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