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#include "api/Asset.h"
#include <crepe/Component.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/LoopManager.hpp>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
#include <iostream>
using namespace crepe;
using namespace std;
/*
auto & test = game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 10,
.emission_rate = 0.1,
.min_speed = 6,
.max_speed = 20,
.min_angle = -20,
.max_angle = 20,
.begin_lifespan = 0,
.end_lifespan = 60,
.force_over_time = vec2{0, 0},
.boundary{
.width = 1000,
.height = 1000,
.offset = vec2{0, 0},
.reset_on_exit = false,
},
.sprite = test_sprite,
});
*/
class TestScene : public Scene {
public:
void load_scene() {
cout << "TestScene" << endl;
Mediator & mediator = this->mediator;
ComponentManager & mgr = mediator.component_manager;
GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
Color color(255, 255, 255, 255);
Asset img{"asset/spritesheet/spritesheet_test.png"};
Sprite & test_sprite = game_object.add_component<Sprite>(
img, Sprite::Data{
.color = color,
.flip = Sprite::FlipSettings{false, false},
.sorting_in_layer = 2,
.order_in_layer = 2,
.size = {0, 100},
.angle_offset = 0,
.position_offset = {0, 0},
});
//auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{});
//anim.set_anim(0);
auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400},
Camera::Data{
.bg_color = Color::WHITE,
});
function<void()> on_click = [&]() { cout << "button clicked" << std::endl; };
function<void()> on_enter = [&]() { cout << "enter" << std::endl; };
function<void()> on_exit = [&]() { cout << "exit" << std::endl; };
auto & button
= game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false);
button.on_mouse_enter = on_enter;
button.on_mouse_exit = on_exit;
button.is_toggle = true;
button.active = true;
}
string get_name() const { return "TestScene"; };
};
int main(int argc, char * argv[]) {
LoopManager engine;
engine.add_scene<TestScene>();
engine.start();
return 0;
}
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