Files
IAEngine/Src/IAESandbox/imp/cpp/Game.cpp
Isuru Samarathunga 28ca737c21 9.22 routine backup
2025-09-22 15:19:25 +05:30

96 lines
2.9 KiB
C++

#include <Game.hpp>
#include <IAEngine/Input.hpp>
#include <IAEngine/Rendering/Camera.hpp>
#include <IAEngine/Components/PhysicsBody2D.hpp>
#include <IAEngine/Components/BoxCollider2D.hpp>
#include <IAEngine/Components/SpriteRenderer.hpp>
#include <IACore/File.hpp>
namespace ia::iae::game
{
RefPtr<Scene> scene;
RefPtr<Node> g_player;
PhysicsBody2DComponent* g_playerPhysicsBody{};
VOID Game::Initialize()
{
scene = Engine::CreateScene();
scene->YSortingEnabled() = true;
g_player = MakeRefPtr<Node>();
{
const auto t = g_player->AddComponent<SpriteRendererComponent>();
t->AddAnimation({
.ShouldLoop = true,
.Keys = {
SpriteRendererComponent::AnimationKeyFrame {
.Scale = {0.25f, 0.25f},
.ColorOverlay = {0.0f, 0.75f, 0.0f, 1.0f}
}
},
});
t->BakeAnimations();
}
{
g_playerPhysicsBody = g_player->AddComponent<PhysicsBody2DComponent>();
g_playerPhysicsBody->IsDynamic() = true;
const auto collider = g_player->AddComponent<BoxCollider2DComponent>();
collider->Rect() = {
0,
0,
g_player->DrawnSize().x,
g_player->DrawnSize().y/2.0f,
};
collider->IsDebugDrawEnabled() = true;
}
g_player->Tags() = NODE_TAG_PLAYER;
g_player->SetLocalPosition({200, 200});
const auto obstacle = MakeRefPtr<Node>();
{
const auto t = obstacle->AddComponent<SpriteRendererComponent>();
t->AddAnimation({
.ShouldLoop = true,
.Keys = {
SpriteRendererComponent::AnimationKeyFrame {
.Scale = {3.0f, 0.5f},
.ColorOverlay = {0.75f, 0.0f, 0.0f, 1.0f}
}
},
});
t->BakeAnimations();
}
{
obstacle->AddComponent<PhysicsBody2DComponent>();
const auto collider = obstacle->AddComponent<BoxCollider2DComponent>();
collider->Rect() = {
0, 0,
obstacle->DrawnSize().x,
obstacle->DrawnSize().y
};
collider->IsDebugDrawEnabled() = true;
}
obstacle->Tags() = NODE_TAG_GROUND;
obstacle->SetLocalSortIndex(20);
obstacle->SetLocalPosition({200, 400});
scene->AddNode(g_player);
scene->AddNode(obstacle);
Engine::ChangeScene(scene.get());
}
VOID Game::Terminate()
{
}
VOID Game::Update()
{
if(Input::WasKeyPressed(Input::KEY_SPACE))
g_playerPhysicsBody->Jump(200.0f);
g_playerPhysicsBody->SetVelocityX(Input::GetDirectionalInput().x * 100.0f);
}
}