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#include "api/Asset.h"
#include "api/BehaviorScript.h"
#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 ScriptBox : public Script {
public:
bool oncollision(const CollisionEvent & test) {
Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
return true;
}
void init() {
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
}
};
class ScriptCircle : public Script {
public:
bool oncollision(const CollisionEvent & test) {
Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
return true;
}
void init() {
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
}
};
class ScriptMoveToLeft : public Script {
public:
void update() {
Transform & transform = this->get_component<Transform>();
transform.position.x -= 0.02;
}
};
class ScriptMoveToRight : public Script {
public:
void update() {
Transform & transform = this->get_component<Transform>();
transform.position.x += 0.02;
}
};
class ConcreteScene1 : public Scene {
public:
void load_scene() {
GameObject camera = this->new_object("camera");
camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), Camera::Data{
.bg_color = Color::WHITE,
.zoom = 1
});
GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1);
Asset reference_asset = Asset("asset/texture/square.png");
reference.add_component<Sprite>(reference_asset, Sprite::Data{
.color = Color::RED,
.sorting_in_layer = 10,
.order_in_layer = 0,
.size = vec2(0.1, 0.1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(0, 0),
});
/*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1);
Asset box_1_asset = Asset("asset/texture/square.png");
box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(0, 0.5),
});
Asset box_1_asset2 = Asset("asset/texture/test_ap43.png");
box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(0, -0.5),
});*/
/*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1);
Asset particles_asset = Asset("asset/texture/test_ap43.png");
Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(0, 0),
});
ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{
.offset = vec2(0, 0),
.emission_rate = 1,
.min_speed = 1,
.max_speed = 1,
.min_angle = 0,
.max_angle = 0,
.end_lifespan = 4,
});*/
const bool SCRIPT = false;
const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC;
const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC;
const bool BOUNCE_LEFT = false;
const bool BOUNCE_RIGHT = false;
const bool KINEMATIC_COLLISION = true;
const bool ONTOP = false;
const float SCALE = 0.5;
const float OFFSET_X_LEFT = 0;
const float OFFSET_X_RIGHT = 0;
const float OFFSET_Y_LEFT = 0;
const float OFFSET_Y_RIGHT = 0;
GameObject box_1 = this->new_object("box_1", "tag", ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE);
Asset box_1_asset = Asset("asset/texture/square.png");
box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
});
box_1.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
box_1.add_component<BehaviorScript>().set_script<ScriptBox>();
GameObject circle_1 = this->new_object("ricle_1", "tag", ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE);
Asset circle_1_asset = Asset("asset/texture/circle.png");
circle_1.add_component<Sprite>(circle_1_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
});
circle_1.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>();
GameObject circle_2 = this->new_object("ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE);
Asset circle_2_asset = Asset("asset/texture/circle.png");
circle_2.add_component<Sprite>(circle_2_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
});
circle_2.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>();
GameObject box_2 = this->new_object("box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE);
Asset box_2_asset = Asset("asset/texture/square.png");
box_2.add_component<Sprite>(box_2_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
});
box_2.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
box_2.add_component<BehaviorScript>().set_script<ScriptBox>();
GameObject box_3 = this->new_object("box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE);
Asset box_3_asset = Asset("asset/texture/square.png");
box_3.add_component<Sprite>(box_3_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
});
box_3.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
box_3.add_component<BehaviorScript>().set_script<ScriptBox>();
GameObject box_4 = this->new_object("box_4", "tag", ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE);
Asset box_4_asset = Asset("asset/texture/square.png");
box_4.add_component<Sprite>(box_4_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
});
box_4.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
box_4.add_component<BehaviorScript>().set_script<ScriptBox>();
GameObject circle_3 = this->new_object("ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE);
Asset circle_3_asset = Asset("asset/texture/circle.png");
circle_3.add_component<Sprite>(circle_3_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
});
circle_3.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_LEFT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>();
GameObject circle_4 = this->new_object("ricle_4", "tag", ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE);
Asset circle_4_asset = Asset("asset/texture/circle.png");
circle_4.add_component<Sprite>(circle_4_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(1, 1),
.angle_offset = 0,
.scale_offset = 1,
.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
});
circle_4.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
.body_type = BODYTYPE_RIGHT,
.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
.kinematic_collision = KINEMATIC_COLLISION,
});
circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>();
}
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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