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#include "api/CircleCollider.h"
#include "api/ParticleEmitter.h"
#include "api/Scene.h"
#include "manager/ComponentManager.h"
#include "manager/Mediator.h"
#include "types.h"
#include <cmath>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/Event.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/LoopManager.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
using namespace crepe;
using namespace std;
class MyScript1 : public Script {
bool flip = false;
bool movement = false;
bool oncollision(const CollisionEvent & test) {
Log::logf("Box {} script on_collision()", test.info.self.metadata.game_object_id);
return true;
}
bool keypressed(const KeyPressEvent & test) {
Log::logf("Box script keypressed()");
switch (test.key) {
case Keycode::A: {
Rigidbody & tf = this->get_component<Rigidbody>();
Transform & tr = this->get_component<Transform>();
if(movement) tf.data.linear_velocity.x -= 1;
else tr.position.x -= 1;
break;
}
case Keycode::W: {
Rigidbody & tf = this->get_component<Rigidbody>();
Transform & tr = this->get_component<Transform>();
if(movement) tf.data.linear_velocity.y -= 1;
else tr.position.y -= 1;
break;
}
case Keycode::S: {
Rigidbody & tf = this->get_component<Rigidbody>();
Transform & tr = this->get_component<Transform>();
if(movement) tf.data.linear_velocity.y += 1;
else tr.position.y += 1;
break;
}
case Keycode::D: {
Rigidbody & tf = this->get_component<Rigidbody>();
Transform & tr = this->get_component<Transform>();
if(movement) tf.data.linear_velocity.x += 1;
else tr.position.x += 1;
break;
}
case Keycode::E: {
if (flip) {
flip = false;
this->get_component<BoxCollider>().active = true;
this->get_components<Sprite>()[0].get().active = true;
this->get_component<CircleCollider>().active = false;
this->get_components<Sprite>()[1].get().active = false;
} else {
flip = true;
this->get_component<BoxCollider>().active = false;
this->get_components<Sprite>()[0].get().active = false;
this->get_component<CircleCollider>().active = true;
this->get_components<Sprite>()[1].get().active = true;
}
break;
}
case Keycode::Q: {
if(movement){
movement = false;
Rigidbody & tf = this->get_component<Rigidbody>();
tf.data.linear_velocity = {0,0};
}
else{
movement = true;
}
default:
break;
}
return false;
}
void init() {
Log::logf("init");
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
subscribe<KeyPressEvent>(
[this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
}
void update() {
Rigidbody & tf = this->get_component<Rigidbody>();
Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x);
Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y);
// tf.data.linear_velocity = {0,0};
}
};
class ConcreteScene1 : public Scene {
public:
using Scene::Scene;
void load_scene() {
Color color(0, 0, 0, 255);
float screen_size_width = 320;
float screen_size_height = 240;
float world_collider = 1000;
//define playable world
GameObject world = new_object(
"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
world.add_component<Camera>(
ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)},
vec2{screen_size_width, screen_size_height},
Camera::Data{
.bg_color = Color::WHITE,
.zoom = 1,
});
GameObject game_object1 = new_object(
"Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2+60}, 0, 1);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::KINEMATIC,
.elastisity_coefficient = 1,
});
// add box with boxcollider
game_object1.add_component<BoxCollider>(vec2{20, 20});
game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
Asset img1{"asset/texture/test_ap43.png"};
game_object1.add_component<Sprite>(img1, Sprite::Data{
.size = {20, 20},
.position_offset = {0, 0},
});
//add circle with cirlcecollider deactiveated
game_object1.add_component<CircleCollider>(10).active = false;
Asset img2{"asset/texture/circle.png"};
game_object1.add_component<Sprite>(img2, Sprite::Data{
.size = {20, 20},
.position_offset = {0, 0}, }).active = false;
}
string get_name() const { return "scene1"; }
};
int main(int argc, char * argv[]) {
LoopManager gameloop;
gameloop.add_scene<ConcreteScene1>();
gameloop.start();
return 0;
};
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