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#include <crepe/util/OptionalRef.h>
#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/Scene.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/manager/ReplayManager.h>
using namespace crepe;
using namespace std;
class AnimationScript : public Script {
Transform * transform;
float t = 0;
void init() {
transform = &get_component<Transform>();
}
void update() {
t += 0.05;
transform->position = { sin(t), cos(t) };
}
};
class Timeline : public Script {
unsigned i = 0;
OptionalRef<ReplayManager> mgr;
recording_t recording;
void update() {
ReplayManager & mgr = this->mgr;
switch (i++) {
default: break;
case 10:
// mgr.record_start();
Log::logf("start");
break;
case 60:
// this->recording = mgr.record_end();
Log::logf("stop");
break;
case 70:
// mgr.play(this->recording);
Log::logf("play");
break;
case 71:
// mgr.release(this->recording);
Log::logf("end");
break;
case 72:
Log::logf("exit");
throw;
break;
};
}
};
class TestScene : public Scene {
public:
using Scene::Scene;
void load_scene() {
Mediator & m = this->mediator;
ComponentManager & mgr = m.component_manager;
GameObject cam = mgr.new_object("cam");
cam.add_component<Camera>(ivec2{640,480},vec2{3,3}, Camera::Data{
.bg_color = Color::WHITE,
});
GameObject square = mgr.new_object("square");
square.add_component<Sprite>(
Asset{"asset/texture/square.png"},
Sprite::Data{
.size = { 0.5, 0.5 },
}
);
square.add_component<BehaviorScript>().set_script<AnimationScript>();
GameObject scapegoat = mgr.new_object("");
scapegoat.add_component<BehaviorScript>().set_script<Timeline>();
}
string get_name() const { return "scene1"; }
};
int main(int argc, char * argv[]) {
LoopManager gameloop;
gameloop.add_scene<TestScene>();
gameloop.start();
return 0;
}
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