mirror of
https://github.com/enduro2d/enduro2d.git
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124 lines
5.0 KiB
C++
124 lines
5.0 KiB
C++
/*******************************************************************************
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* This file is part of the "Enduro2D"
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* For conditions of distribution and use, see copyright notice in LICENSE.md
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* Copyright (C) 2018-2019, by Matvey Cherevko (blackmatov@gmail.com)
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******************************************************************************/
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#include "../common.hpp"
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using namespace e2d;
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namespace
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{
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class game_system final : public ecs::system {
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public:
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void process(ecs::registry& owner) override {
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E2D_UNUSED(owner);
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const keyboard& k = the<input>().keyboard();
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if ( k.is_key_just_released(keyboard_key::f12) ) {
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the<dbgui>().toggle_visible(!the<dbgui>().visible());
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}
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if ( k.is_key_just_released(keyboard_key::escape) ) {
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the<window>().set_should_close(true);
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}
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if ( k.is_key_pressed(keyboard_key::lsuper) && k.is_key_just_released(keyboard_key::enter) ) {
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the<window>().toggle_fullscreen(!the<window>().fullscreen());
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}
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// use keys R, J, G to start animations
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const bool roar = k.is_key_just_pressed(keyboard_key::r);
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const bool jump = k.is_key_just_pressed(keyboard_key::j);
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const bool gun_grab = k.is_key_just_pressed(keyboard_key::g);
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if ( roar || jump || gun_grab ) {
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owner.for_each_component<spine_player>(
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[&owner, roar, jump, gun_grab] (ecs::entity_id e, const spine_player& player) {
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if ( !player.has_animation("walk") ) {
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return;
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}
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auto& events = ecs::entity(owner, e).assign_component<spine_animation_event>();
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if ( roar ) {
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events.commands().push_back(spine_animation_event::set_anim{0, "roar", false, "1"});
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} else if ( jump ) {
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events.commands().push_back(spine_animation_event::set_anim{0, "jump", false, "1"});
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} else if ( gun_grab ) {
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events.commands().push_back(spine_animation_event::set_anim{1, "gun-grab", false, ""});
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events.commands().push_back(spine_animation_event::add_anim{1, "gun-holster", false, secf(3.0f), ""});
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}
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});
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}
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owner.for_joined_components<spine_player::on_complete_event, spine_player>(
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[&owner](ecs::entity_id e, const spine_player::on_complete_event& events, spine_player& player) {
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auto& new_events = ecs::entity(owner, e).assign_component<spine_animation_event>();
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for ( auto& ev : events.completed() ) {
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if ( ev == "1" ) {
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new_events.commands().push_back(spine_animation_event::add_anim{0, "walk", true, secf(), ""});
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}
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}
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});
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}
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};
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class camera_system final : public ecs::system {
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public:
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void process(ecs::registry& owner) override {
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owner.for_joined_components<camera>(
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[](const ecs::const_entity&, camera& cam){
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if ( !cam.target() ) {
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cam.viewport(
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the<window>().real_size());
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cam.projection(math::make_orthogonal_lh_matrix4(
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the<window>().real_size().cast_to<f32>(), 0.f, 1000.f));
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}
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});
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}
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};
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class game final : public starter::application {
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public:
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bool initialize() final {
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return create_scene()
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&& create_camera()
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&& create_systems();
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}
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private:
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bool create_scene() {
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auto scene_prefab_res = the<library>().load_asset<prefab_asset>("scene_spine_prefab.json");
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auto scene_go = scene_prefab_res
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? the<world>().instantiate(scene_prefab_res->content())
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: nullptr;
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return !!scene_go;
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}
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bool create_camera() {
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auto camera_i = the<world>().instantiate();
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camera_i->entity_filler()
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.component<camera>(camera()
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.background({1.f, 0.4f, 0.f, 1.f}))
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.component<actor>(node::create(camera_i));
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return true;
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}
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bool create_systems() {
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ecs::registry_filler(the<world>().registry())
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.system<game_system>(world::priority_update)
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.system<camera_system>(world::priority_pre_render);
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return true;
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}
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};
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}
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int e2d_main(int argc, char *argv[]) {
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const auto starter_params = starter::parameters(
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engine::parameters("sample_07", "enduro2d")
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.timer_params(engine::timer_parameters()
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.maximal_framerate(100)));
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modules::initialize<starter>(argc, argv, starter_params).start<game>();
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modules::shutdown<starter>();
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return 0;
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}
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