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authormax-001 <maxsmits21@kpnmail.nl>2024-12-17 08:53:03 +0100
committermax-001 <maxsmits21@kpnmail.nl>2024-12-17 08:53:03 +0100
commit72f04cc18113785b8f57d95254d28e7d64d584aa (patch)
tree47b08f2f781d05679f76406df4838bf8697f7dc2 /src/example/game.cpp
parent00f3ee853d94b607646e311d6bc9aca1736ab259 (diff)
Placed every class into seperate file
Diffstat (limited to 'src/example/game.cpp')
-rw-r--r--src/example/game.cpp496
1 files changed, 2 insertions, 494 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 71dd42b..6446256 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,3 +1,5 @@
+#include "Background.h"
+
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
#include <crepe/api/BehaviorScript.h>
@@ -20,500 +22,6 @@
using namespace crepe;
using namespace std;
-class ParallaxScript : public Script {
-public:
- ParallaxScript(float begin_x, float end_x, std::string unique_bg_name)
- : begin_x(begin_x),
- end_x(end_x),
- name(unique_bg_name) {}
-
- void update() {
- RefVector<Transform> vec_2
- = this->get_components_by_name<Transform>("forest_bg_2_" + name);
- RefVector<Transform> vec_3
- = this->get_components_by_name<Transform>("forest_bg_3_" + name);
-
- for (Transform & t : vec_2) {
- if (t.position.x > end_x - 400) {
- t.position.x = begin_x - 400;
- }
- }
- for (Transform & t : vec_3) {
- if (t.position.x > end_x - 400) {
- t.position.x = begin_x - 400;
- }
- }
- }
-
-private:
- const float begin_x;
- const float end_x;
- const std::string name;
-};
-
-class Start {
-public:
- float create(Scene & scn, float begin_x) {
- GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0));
- Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_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 += 700;
-
- GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0));
- Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"};
- end.add_component<Sprite>(end_asset, Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 1,
- .size = vec2(0, 800),
- });
- begin_x += 100;
-
- this->add_lamp(end, vec2(-350, -95));
-
- return begin_x;
- }
-
-private:
- void add_lamp(GameObject & obj, vec2 offset, unsigned int fps = 10) {
- Asset lamp_asset{"asset/jetpack_joyride/background/start/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/start/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, -55),
- });
- obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
- Animator::Data{
- .fps = fps,
- .looping = true,
- });
- }
-};
-
-class Hallway {
-public:
- float 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;
- }
-
-private:
- void add_lamp(GameObject & obj, vec2 offset, unsigned int fps = 10) {
- 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 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();
- }
-};
-
-class Forest {
-public:
- float create(Scene & scn, float begin_x, std::string unique_bg_name) {
- GameObject script = scn.new_object("forest_script", "background");
- script.add_component<BehaviorScript>().set_script<ParallaxScript>(
- begin_x - 400, begin_x + 3000 + 400, unique_bg_name);
-
- this->add_background(scn, begin_x, unique_bg_name);
-
- GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0));
- Asset begin_asset{"asset/jetpack_joyride/background/forest/forestFG_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 += 800;
-
- this->add_background(scn, begin_x, unique_bg_name);
-
- GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0));
- Asset middle_1_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"};
- middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 2,
- .size = vec2(0, 800),
- });
- begin_x += 800;
-
- this->add_background(scn, begin_x, unique_bg_name);
-
- GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0));
- Asset middle_2_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"};
- middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 3,
- .size = vec2(0, 800),
- });
- begin_x += 800;
-
- this->add_background(scn, begin_x, unique_bg_name);
-
- GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0));
- Asset end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_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;
-
- this->add_background(scn, begin_x + 200, unique_bg_name);
-
- return begin_x;
- }
-
-private:
- void add_background(Scene & scn, float begin_x, std::string name) {
- GameObject bg_1
- = scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0));
- Asset bg_1_asset{"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"};
- bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 2,
- .size = vec2(0, 800),
- });
- GameObject bg_2
- = scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0));
- Asset bg_2_1_asset{"asset/jetpack_joyride/background/forest/forestBG2_1_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(200, 0),
- });
- Asset bg_2_2_asset{"asset/jetpack_joyride/background/forest/forestBG2_2_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, 0),
- });
- GameObject bg_3
- = scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0));
- Asset bg_3_1_asset{"asset/jetpack_joyride/background/forest/forestBG3_1_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(300, 0),
- });
- Asset bg_3_2_asset{"asset/jetpack_joyride/background/forest/forestBG3_2_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(100, 0),
- });
- Asset bg_3_3_asset{"asset/jetpack_joyride/background/forest/forestBG3_3_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_3_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(-100, 0),
- });
- Asset bg_3_4_asset{"asset/jetpack_joyride/background/forest/forestBG3_4_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_4_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(-300, 0),
- });
-
- bg_2.add_component<Rigidbody>(Rigidbody::Data{
- .linear_velocity = vec2(30, 0),
- });
- bg_3.add_component<Rigidbody>(Rigidbody::Data{
- .linear_velocity = vec2(40, 0),
- });
- }
-};
-
-class Aquarium {
-public:
- float create(Scene & scn, float begin_x) {
- this->add_background(scn, begin_x);
-
- GameObject aquarium_begin
- = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0));
- Asset aquarium_begin_asset{
- "asset/jetpack_joyride/background/aquarium/glassTubeFG_1_TVOS.png"};
- aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 0,
- .size = vec2(0, 800),
- });
- begin_x += 600;
-
- GameObject aquarium_middle_1
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_1_asset{
- "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset,
- Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 2,
- .size = vec2(0, 800),
- });
- begin_x += 400;
-
- this->add_background(scn, begin_x - 200);
-
- GameObject aquarium_middle_2
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_2_asset{
- "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset,
- Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 3,
- .size = vec2(0, 800),
- });
- begin_x += 400;
-
- GameObject aquarium_middle_3
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_3_asset{
- "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset,
- Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 4,
- .size = vec2(0, 800),
- });
- begin_x += 400;
-
- this->add_background(scn, begin_x - 200);
-
- GameObject aquarium_middle_4
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_4_asset{
- "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset,
- Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 5,
- .size = vec2(0, 800),
- });
- begin_x += 600;
-
- this->add_background(scn, begin_x);
-
- GameObject aquarium_end
- = scn.new_object("aquarium_end", "background", vec2(begin_x, 0));
- Asset aquarium_end_asset{
- "asset/jetpack_joyride/background/aquarium/glassTubeFG_2_TVOS.png"};
- aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{
- .sorting_in_layer = 4,
- .order_in_layer = 1,
- .size = vec2(0, 800),
- });
- begin_x += 600;
-
- return begin_x;
- }
-
-private:
- void add_background(Scene & scn, float begin_x) {
- GameObject bg_1
- = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0));
- Asset bg_1_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_1_TVOS.png"};
- bg_1.add_component<Sprite>(bg_1_1_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 2,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, 100),
- });
- Asset bg_1_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_2_TVOS.png"};
- bg_1.add_component<Sprite>(bg_1_2_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 2,
- .size = vec2(0, 400),
- .position_offset = vec2(200, 100),
- });
- GameObject bg_2
- = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0));
- Asset bg_2_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_1_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(200, -50),
- });
- Asset bg_2_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_2_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, -50),
- });
- GameObject bg_3
- = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0));
- Asset bg_3_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_1_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 0,
- .size = vec2(0, 400),
- .position_offset = vec2(200, -200),
- });
- Asset bg_3_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_2_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{
- .sorting_in_layer = 3,
- .order_in_layer = 0,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, -200),
- });
- }
-};
-
-class Background {
-public:
- Background(Scene & scn) {
- Start start;
- Hallway hallway;
- Forest forest;
- Aquarium aquarium;
-
- float begin_x = 0;
-
- begin_x = start.create(scn, begin_x);
-
- begin_x = hallway.create(scn, begin_x, 1, Color::YELLOW);
-
- begin_x = forest.create(scn, begin_x, "1");
-
- begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA);
-
- begin_x = aquarium.create(scn, begin_x);
-
- begin_x = hallway.create(scn, begin_x, 3, Color::CYAN);
-
- begin_x = forest.create(scn, begin_x, "2");
-
- begin_x = hallway.create(scn, begin_x, 4, Color::GREEN);
-
- begin_x = aquarium.create(scn, begin_x);
- }
-};
-
class MoveCameraScript : public Script {
public:
void init() {