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