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#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.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/Texture.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
using namespace crepe;
using namespace std;
class MyScript : public Script {
bool oncollision(const CollisionEvent & test) {
Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
return true;
}
void init() {
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
}
void update() {
// Retrieve component from the same GameObject this script is on
}
};
class ConcreteScene1 : public Scene {
public:
using Scene::Scene;
void load_scene() {
ComponentManager & mgr = this->component_manager;
Color color(0, 0, 0, 255);
float screen_size_width = 640;
float screen_size_height = 480;
float world_collider = 1000;
//define playable world
GameObject world = mgr.new_object(
"Name", "Tag", vec2{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,
.offset = {0, 0},
.collision_layers = {0},
});
world.add_component<BoxCollider>(
vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)},
vec2{world_collider, world_collider});
; // Top
world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2},
vec2{world_collider, world_collider}); // Bottom
world.add_component<BoxCollider>(
vec2{0 - (screen_size_width / 2 + world_collider / 2), 0},
vec2{world_collider, world_collider}); // Left
world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0},
vec2{world_collider, world_collider}); // right
world.add_component<Camera>(Color::WHITE, ivec2{640, 480}, vec2{640, 480}, 1.0f);
GameObject game_object1 = mgr.new_object(
"Name", "Tag", vec2{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 = {1, 1},
.constraints = {0, 0, 0},
.elastisity_coefficient = 1,
.offset = {0, 0},
.collision_layers = {0},
});
game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
game_object1.add_component<BehaviorScript>().set_script<MyScript>();
auto img = Texture("asset/texture/green_square.png");
game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1,
1, 20);
}
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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