1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
#include "api/BoxCollider.h"
#include "system/CollisionSystem.h"
#include <crepe/system/ScriptSystem.h>
#include <crepe/Component.h>
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Transform.h>
#include <crepe/system/PhysicsSystem.h>
#include <crepe/system/RenderSystem.h>
#include <crepe/util/log.h>
#include <crepe/api/Script.h>
#include <crepe/api/AssetManager.h>
#include <crepe/api/Color.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.h>
#include <crepe/api/LoopManager.h>
#include <chrono>
#include <memory>
using namespace crepe;
using namespace std;
class MyScript : public Script {
static bool oncollision(const CollisionEvent& test) {
std::cout << "test collision: " << test.info.first.collider.game_object_id << std::endl;
return true;
}
void init() {
EventManager::get_instance().subscribe<CollisionEvent>(oncollision, this->parent->game_object_id);
}
void update() {
// Retrieve component from the same GameObject this script is on
}
};
int main(int argc, char * argv[]) {
//setup
LoopManager gameloop;
Color color(0, 0, 0, 0);
double screen_size_width = 640;
double screen_size_height = 480;
double world_collider = 1000;
//define playable world
GameObject World(0, "Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
World.add_component<Rigidbody>(Rigidbody::Data{
.mass = 0,
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::STATIC,
.constraints = {0, 0, 0},
.use_gravity = false,
.bounce = false,
.offset = {0,0}
});
// World.add_component<BoxCollider>(Vector2{0, -740}, 1000, 1000); // Top
World.add_component<BoxCollider>(Vector2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom
// World.add_component<BoxCollider>(Vector2{-820, 0}, 1000, 1000); // Left
// World.add_component<BoxCollider>(Vector2{820, 0}, 1000, 1000); // right
GameObject game_object1(1, "Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 0.01,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {0,0},
.constraints = {0, 0, 0},
.use_gravity = true,
.bounce = true,
.bouncie_factor = 1,
.offset = {0,0},
});
game_object1.add_component<BoxCollider>(Vector2{0, 0}, 20, 20);
game_object1.add_component<BehaviorScript>().set_script<MyScript>();
game_object1.add_component<Sprite>(
make_shared<Texture>("/home/jaro/crepe/asset/texture/green_square.png"), color,
FlipSettings{true, true});
game_object1.add_component<Camera>(Color::get_white());
// GameObject game_object2(2, "Name", "Tag", Vector2{20, 470}, 0, 1);
// game_object2.add_component<Rigidbody>(Rigidbody::Data{
// .mass = 1,
// .gravity_scale = 1,
// .body_type = Rigidbody::BodyType::DYNAMIC,
// .linear_velocity = {0,0},
// .constraints = {0, 0, 0},
// .use_gravity = false,
// .bounce = false,
// .offset = {0,0},
// });
// game_object2.add_component<BoxCollider>(Vector2{0, 0}, 0, 0);
// game_object2.add_component<BehaviorScript>().set_script<MyScript>();
// game_object2.add_component<Sprite>(
// make_shared<Texture>("/home/jaro/crepe/asset/texture/red_square.png"), color,
// FlipSettings{true, true});
crepe::ScriptSystem sys;
// Update all scripts. This should result in MyScript::update being called
sys.update();
gameloop.start();
// auto & render = crepe::RenderSystem::get_instance();
// auto start = std::chrono::steady_clock::now();
// while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
// render.update();
// }
return 0;
}
|