diff options
author | max-001 <maxsmits21@kpnmail.nl> | 2024-12-17 08:53:03 +0100 |
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committer | max-001 <maxsmits21@kpnmail.nl> | 2024-12-17 08:53:03 +0100 |
commit | 72f04cc18113785b8f57d95254d28e7d64d584aa (patch) | |
tree | 47b08f2f781d05679f76406df4838bf8697f7dc2 /src/example/Hallway.cpp | |
parent | 00f3ee853d94b607646e311d6bc9aca1736ab259 (diff) |
Placed every class into seperate file
Diffstat (limited to 'src/example/Hallway.cpp')
-rw-r--r-- | src/example/Hallway.cpp | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/src/example/Hallway.cpp b/src/example/Hallway.cpp new file mode 100644 index 0000000..5d01a96 --- /dev/null +++ b/src/example/Hallway.cpp @@ -0,0 +1,140 @@ +#include "Hallway.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Asset.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Camera.h> +#include <crepe/api/CircleCollider.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/api/Vector2.h> +#include <iostream> + +using namespace crepe; +using namespace std; + +float Hallway::create(Scene & scn, float begin_x, unsigned int sector_num, + Color sector_color) { + GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); + Asset begin_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; + begin.add_component<Sprite>(begin_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 0, + .size = vec2(0, 800), + }); + begin_x += 600; + + this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); + this->add_lamp(begin, vec2(-70, -120), 11); + this->add_lamp(begin, vec2(30, -120), 9); + + GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; + middle_1.add_component<Sprite>(middle_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 2, + .size = vec2(0, 800), + }); + begin_x += 600; + + GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset_2{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; + middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 3, + .size = vec2(0, 800), + }); + begin_x += 200; + + GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset_3{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; + middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 4, + .size = vec2(0, 800), + }); + begin_x += 400; + + this->add_lamp(middle_3, vec2(0, -120)); + + GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset_4{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; + middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 5, + .size = vec2(0, 800), + }); + begin_x += 600; + + GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); + Asset end_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; + end.add_component<Sprite>(end_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 1, + .size = vec2(0, 800), + }); + begin_x += 600; + + return begin_x; +} + +void Hallway::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { + Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; + obj.add_component<Sprite>(lamp_asset, Sprite::Data{ + .sorting_in_layer = 5, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + }); + Asset lamp_glow_asset{"asset/jetpack_joyride/background/hallway/alarmGlow_TVOS.png"}; + Sprite & lamp_glow_sprite = obj.add_component<Sprite>( + lamp_glow_asset, Sprite::Data{ + .sorting_in_layer = 5, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -30), + }); + obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data{ + .fps = fps, + .looping = true, + }); +} + +void Hallway::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, + Color sector_color) { + Asset sector_text_asset{"asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"}; + obj.add_component<Sprite>(sector_text_asset, Sprite::Data{ + .color = sector_color, + .sorting_in_layer = 5, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + }); + Asset sector_num_asset{"asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"}; + Sprite & sector_num_sprite = obj.add_component<Sprite>( + sector_num_asset, Sprite::Data{ + .color = sector_color, + .sorting_in_layer = 5, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(200, 0), + }); + Animator & sector_num_anim = obj.add_component<Animator>( + sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{}); + int column = (sector_num - 1) / 4; + int row = (sector_num - 1) % 4; + sector_num_anim.set_anim(column); + for (int i = 0; i < row; i++) { + sector_num_anim.next_anim(); + } + sector_num_anim.pause(); +} |