diff options
| -rw-r--r-- | game/.crepe-root | 0 | ||||
| -rw-r--r-- | game/AquariumSubScene.cpp | 24 | ||||
| -rw-r--r-- | game/ForestSubScene.cpp | 22 | ||||
| -rw-r--r-- | game/HallwaySubScene.cpp | 20 | ||||
| -rw-r--r-- | game/PlayerSubScene.cpp | 6 | ||||
| -rw-r--r-- | game/StartSubScene.cpp | 52 | ||||
| -rw-r--r-- | game/main.cpp | 317 | 
7 files changed, 65 insertions, 376 deletions
diff --git a/game/.crepe-root b/game/.crepe-root new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/game/.crepe-root diff --git a/game/AquariumSubScene.cpp b/game/AquariumSubScene.cpp index 4f13acf..f4b20f6 100644 --- a/game/AquariumSubScene.cpp +++ b/game/AquariumSubScene.cpp @@ -15,7 +15,7 @@ float AquariumSubScene::create(Scene & scn, float 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"}; +		"asset/background/aquarium/glassTubeFG_1_TVOS.png"};  	aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{  																   .sorting_in_layer = 4,  																   .order_in_layer = 0, @@ -26,7 +26,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	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"}; +		"asset/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, @@ -39,7 +39,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	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"}; +		"asset/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, @@ -50,7 +50,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	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"}; +		"asset/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, @@ -63,7 +63,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	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"}; +		"asset/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, @@ -75,7 +75,7 @@ float AquariumSubScene::create(Scene & scn, float 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"}; +		"asset/background/aquarium/glassTubeFG_2_TVOS.png"};  	aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{  															   .sorting_in_layer = 4,  															   .order_in_layer = 1, @@ -88,14 +88,14 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  void AquariumSubScene::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"}; +	Asset bg_1_1_asset{"asset/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"}; +	Asset bg_1_2_asset{"asset/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, @@ -103,14 +103,14 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  												 .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"}; +	Asset bg_2_1_asset{"asset/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"}; +	Asset bg_2_2_asset{"asset/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, @@ -118,14 +118,14 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  												 .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"}; +	Asset bg_3_1_asset{"asset/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"}; +	Asset bg_3_2_asset{"asset/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, diff --git a/game/ForestSubScene.cpp b/game/ForestSubScene.cpp index 9be875d..810ef17 100644 --- a/game/ForestSubScene.cpp +++ b/game/ForestSubScene.cpp @@ -20,7 +20,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	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"}; +	Asset begin_asset{"asset/background/forest/forestFG_1_TVOS.png"};  	begin.add_component<Sprite>(begin_asset, Sprite::Data{  												 .sorting_in_layer = 4,  												 .order_in_layer = 0, @@ -31,7 +31,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	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"}; +	Asset middle_1_asset{"asset/background/forest/forestFG_3_TVOS.png"};  	middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{  													   .sorting_in_layer = 4,  													   .order_in_layer = 2, @@ -42,7 +42,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	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"}; +	Asset middle_2_asset{"asset/background/forest/forestFG_3_TVOS.png"};  	middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{  													   .sorting_in_layer = 4,  													   .order_in_layer = 3, @@ -53,7 +53,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	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"}; +	Asset end_asset{"asset/background/forest/forestFG_2_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{  											 .sorting_in_layer = 4,  											 .order_in_layer = 1, @@ -69,7 +69,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  void ForestSubScene::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"}; +	Asset bg_1_asset{"asset/background/forest/forestBG1_1_TVOS.png"};  	bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{  											   .sorting_in_layer = 3,  											   .order_in_layer = 2, @@ -77,14 +77,14 @@ void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name  										   });  	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"}; +	Asset bg_2_1_asset{"asset/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"}; +	Asset bg_2_2_asset{"asset/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, @@ -93,28 +93,28 @@ void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name  											 });  	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"}; +	Asset bg_3_1_asset{"asset/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"}; +	Asset bg_3_2_asset{"asset/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"}; +	Asset bg_3_3_asset{"asset/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"}; +	Asset bg_3_4_asset{"asset/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, diff --git a/game/HallwaySubScene.cpp b/game/HallwaySubScene.cpp index 4fe2267..486b8c6 100644 --- a/game/HallwaySubScene.cpp +++ b/game/HallwaySubScene.cpp @@ -12,7 +12,7 @@ using namespace std;  float HallwaySubScene::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"}; +	Asset begin_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"};  	begin.add_component<Sprite>(begin_asset, Sprite::Data{  												 .sorting_in_layer = 4,  												 .order_in_layer = 0, @@ -25,7 +25,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	this->add_lamp(begin, vec2(430, -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"}; +	Asset middle_asset{"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_1.add_component<Sprite>(middle_asset, Sprite::Data{  													 .sorting_in_layer = 4,  													 .order_in_layer = 2, @@ -34,7 +34,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	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"}; +	Asset middle_asset_2{"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{  													   .sorting_in_layer = 4,  													   .order_in_layer = 3, @@ -43,7 +43,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	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"}; +	Asset middle_asset_3{"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{  													   .sorting_in_layer = 4,  													   .order_in_layer = 4, @@ -54,7 +54,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	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"}; +	Asset middle_asset_4{"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{  													   .sorting_in_layer = 4,  													   .order_in_layer = 5, @@ -63,7 +63,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	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"}; +	Asset end_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{  											 .sorting_in_layer = 4,  											 .order_in_layer = 1, @@ -75,14 +75,14 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  }  void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { -	Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; +	Asset lamp_asset{"asset/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"}; +	Asset lamp_glow_asset{"asset/background/hallway/alarmGlow_TVOS.png"};  	Sprite & lamp_glow_sprite = obj.add_component<Sprite>(  		lamp_glow_asset, Sprite::Data{  							 .sorting_in_layer = 5, @@ -99,7 +99,7 @@ void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps)  void HallwaySubScene::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"}; +	Asset sector_text_asset{"asset/background/hallway/sectorText_TVOS.png"};  	obj.add_component<Sprite>(sector_text_asset, Sprite::Data{  													 .color = sector_color,  													 .sorting_in_layer = 5, @@ -107,7 +107,7 @@ void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned  													 .size = vec2(0, 100),  													 .position_offset = offset,  												 }); -	Asset sector_num_asset{"asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"}; +	Asset sector_num_asset{"asset/background/hallway/sectorNumbers_TVOS.png"};  	Sprite & sector_num_sprite = obj.add_component<Sprite>(  		sector_num_asset, Sprite::Data{  							  .color = sector_color, diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp index 4f4ba9f..01a383a 100644 --- a/game/PlayerSubScene.cpp +++ b/game/PlayerSubScene.cpp @@ -12,7 +12,7 @@ using namespace std;  PlayerSubScene::PlayerSubScene(Scene & scn) {  	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); -	Asset player_body_asset{"asset/jetpack_joyride/barry/defaultBody.png"}; +	Asset player_body_asset{"asset/barry/defaultBody.png"};  	Sprite & player_body_sprite  		= player.add_component<Sprite>(player_body_asset, Sprite::Data{  															  .sorting_in_layer = 10, @@ -24,7 +24,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  									   .fps = 5,  									   .looping = true,  								   }); -	Asset player_head_asset{"asset/jetpack_joyride/barry/defaultHead.png"}; +	Asset player_head_asset{"asset/barry/defaultHead.png"};  	Sprite & player_head_sprite  		= player.add_component<Sprite>(player_head_asset, Sprite::Data{  															  .sorting_in_layer = 10, @@ -37,7 +37,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  									   .fps = 5,  									   .looping = true,  								   }); -	Asset player_jetpack_asset{"asset/jetpack_joyride/barry/jetpackDefault.png"}; +	Asset player_jetpack_asset{"asset/barry/jetpackDefault.png"};  	Sprite & player_jetpack_sprite = player.add_component<Sprite>(  		player_jetpack_asset, Sprite::Data{  								  .sorting_in_layer = 10, diff --git a/game/StartSubScene.cpp b/game/StartSubScene.cpp index 07738a4..5d810c2 100644 --- a/game/StartSubScene.cpp +++ b/game/StartSubScene.cpp @@ -16,14 +16,14 @@ float StartSubScene::create(Scene & scn, float begin_x) {  	this->create_wall_fragments(scn, begin_x - 300);  	GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); -	Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; +	Asset begin_asset{"asset/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),  											 });  	GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); -	Asset hole_asset{"asset/jetpack_joyride/background/start/titleWallHole.png"}; +	Asset hole_asset{"asset/background/start/titleWallHole.png"};  	Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{  																	  .sorting_in_layer = 4,  																	  .order_in_layer = 1, @@ -37,7 +37,7 @@ float StartSubScene::create(Scene & scn, float begin_x) {  	this->add_jetpack_stand(begin, vec2(-125, 200));  	GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); -	Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; +	Asset end_asset{"asset/background/start/titleFG_2_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{  											 .sorting_in_layer = 4,  											 .order_in_layer = 1, @@ -51,14 +51,14 @@ float StartSubScene::create(Scene & scn, float begin_x) {  }  void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { -	Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; +	Asset lamp_asset{"asset/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"}; +	Asset lamp_glow_asset{"asset/background/start/alarmGlow_TVOS.png"};  	Sprite & lamp_glow_sprite = obj.add_component<Sprite>(  		lamp_glow_asset, Sprite::Data{  							 .sorting_in_layer = 5, @@ -75,14 +75,14 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {  }  void StartSubScene::add_table(GameObject & obj, vec2 offset) { -	Asset table_asset{"asset/jetpack_joyride/background/start/table.png"}; +	Asset table_asset{"asset/background/start/table.png"};  	obj.add_component<Sprite>(table_asset, Sprite::Data{  											   .sorting_in_layer = 5,  											   .order_in_layer = 0,  											   .size = vec2(0, 100),  											   .position_offset = offset,  										   }); -	Asset gramophone_asset{"asset/jetpack_joyride/background/start/gramophone_TVOS.png"}; +	Asset gramophone_asset{"asset/background/start/gramophone_TVOS.png"};  	Sprite & gramophone_sprite = obj.add_component<Sprite>(  		gramophone_asset, Sprite::Data{  							  .sorting_in_layer = 5, @@ -98,21 +98,21 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) {  }  void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { -	Asset light_asset{"asset/jetpack_joyride/background/start/title_light_TVOS.png"}; +	Asset light_asset{"asset/background/start/title_light_TVOS.png"};  	obj.add_component<Sprite>(light_asset, Sprite::Data{  											   .sorting_in_layer = 5,  											   .order_in_layer = 0,  											   .size = vec2(0, 200),  											   .position_offset = offset,  										   }); -	Asset light_glow_asset{"asset/jetpack_joyride/background/start/lightEffect2.png"}; +	Asset light_glow_asset{"asset/background/start/lightEffect2.png"};  	obj.add_component<Sprite>(light_glow_asset, Sprite::Data{  													.sorting_in_layer = 5,  													.order_in_layer = 1,  													.size = vec2(0, 100),  													.position_offset = offset + vec2(0, 75),  												}); -	Asset light_effect_asset{"asset/jetpack_joyride/background/start/lightEffect.png"}; +	Asset light_effect_asset{"asset/background/start/lightEffect.png"};  	obj.add_component<Sprite>(light_effect_asset, Sprite::Data{  													  .sorting_in_layer = 5,  													  .order_in_layer = 0, @@ -122,7 +122,7 @@ void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) {  }  void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { -	Asset jetpack_stand_asset{"asset/jetpack_joyride/background/start/JetpackStand.png"}; +	Asset jetpack_stand_asset{"asset/background/start/JetpackStand.png"};  	Sprite & jetpeck_stand_sprite  		= obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{  															 .sorting_in_layer = 5, @@ -136,7 +136,7 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse  									.looping = true,  								})  		.pause(); -	Asset do_not_steal = {"asset/jetpack_joyride/background/start/doNotTouchSign_TVOS.png"}; +	Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"};  	obj.add_component<Sprite>(do_not_steal, Sprite::Data{  												.sorting_in_layer = 5,  												.order_in_layer = 1, @@ -147,7 +147,7 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse  void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); -	Asset frag_1_asset{"asset/jetpack_joyride/background/start/StartWall_frag1.png"}; +	Asset frag_1_asset{"asset/background/start/StartWall_frag1.png"};  	Sprite & frag_1_sprite  		= frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -168,7 +168,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_1.add_component<CircleCollider>(25);  	GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); -	Asset frag_2_asset{"asset/jetpack_joyride/background/start/StartWall_frag2.png"}; +	Asset frag_2_asset{"asset/background/start/StartWall_frag2.png"};  	Sprite & frag_2_sprite  		= frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -189,7 +189,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_2.add_component<CircleCollider>(55);  	GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); -	Asset frag_3_asset{"asset/jetpack_joyride/background/start/StartWall_frag3.png"}; +	Asset frag_3_asset{"asset/background/start/StartWall_frag3.png"};  	Sprite & frag_3_sprite  		= frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -210,7 +210,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_3.add_component<CircleCollider>(35);  	GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); -	Asset frag_4_asset{"asset/jetpack_joyride/background/start/StartWall_frag4.png"}; +	Asset frag_4_asset{"asset/background/start/StartWall_frag4.png"};  	Sprite & frag_4_sprite  		= frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -231,7 +231,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_4.add_component<CircleCollider>(60);  	GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); -	Asset frag_5_asset{"asset/jetpack_joyride/background/start/StartWall_frag5.png"}; +	Asset frag_5_asset{"asset/background/start/StartWall_frag5.png"};  	Sprite & frag_5_sprite  		= frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -252,7 +252,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_5.add_component<CircleCollider>(5);  	GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); -	Asset frag_6_asset{"asset/jetpack_joyride/background/start/StartWall_frag6.png"}; +	Asset frag_6_asset{"asset/background/start/StartWall_frag6.png"};  	Sprite & frag_6_sprite  		= frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -273,7 +273,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_6.add_component<CircleCollider>(30);  	GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); -	Asset frag_7_asset{"asset/jetpack_joyride/background/start/StartWall_frag7.png"}; +	Asset frag_7_asset{"asset/background/start/StartWall_frag7.png"};  	Sprite & frag_7_sprite  		= frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -294,7 +294,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_7.add_component<CircleCollider>(45);  	GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); -	Asset frag_8_asset{"asset/jetpack_joyride/background/start/StartWall_frag8.png"}; +	Asset frag_8_asset{"asset/background/start/StartWall_frag8.png"};  	Sprite & frag_8_sprite  		= frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -315,7 +315,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_8.add_component<CircleCollider>(25);  	GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); -	Asset frag_9_asset{"asset/jetpack_joyride/background/start/StartWall_frag9.png"}; +	Asset frag_9_asset{"asset/background/start/StartWall_frag9.png"};  	Sprite & frag_9_sprite  		= frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -336,7 +336,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_9.add_component<CircleCollider>(15);  	GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); -	Asset frag_10_asset{"asset/jetpack_joyride/background/start/StartWall_frag10.png"}; +	Asset frag_10_asset{"asset/background/start/StartWall_frag10.png"};  	Sprite & frag_10_sprite  		= frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{  														   .sorting_in_layer = 5, @@ -357,7 +357,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_10.add_component<CircleCollider>(60);  	GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); -	Asset frag_11_asset{"asset/jetpack_joyride/background/start/StartWall_frag11.png"}; +	Asset frag_11_asset{"asset/background/start/StartWall_frag11.png"};  	Sprite & frag_11_sprite  		= frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{  														   .sorting_in_layer = 5, @@ -378,7 +378,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_11.add_component<CircleCollider>(5);  	GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); -	Asset frag_12_asset{"asset/jetpack_joyride/background/start/StartWall_frag12.png"}; +	Asset frag_12_asset{"asset/background/start/StartWall_frag12.png"};  	Sprite & frag_12_sprite  		= frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{  														   .sorting_in_layer = 5, @@ -400,7 +400,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject smoke_particles_1  		= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); -	Asset smoke_asset_1{"asset/jetpack_joyride/particles/smoke.png"}; +	Asset smoke_asset_1{"asset/particles/smoke.png"};  	Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>(  		smoke_asset_1, Sprite::Data{  						   .color = Color(255, 255, 255, 50), @@ -421,7 +421,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject smoke_particles_2  		= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); -	Asset smoke_asset_2{"asset/jetpack_joyride/particles/smoke.png"}; +	Asset smoke_asset_2{"asset/particles/smoke.png"};  	Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>(  		smoke_asset_2, Sprite::Data{  						   .color = Color(255, 255, 255, 50), diff --git a/game/main.cpp b/game/main.cpp index a028791..325b66d 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1,322 +1,11 @@ -#include "GameScene.h" -  #include <crepe/api/Engine.h>  #include <crepe/api/Script.h> -using namespace crepe; -using namespace std; - -class ScriptBox : public Script { -public: -	bool oncollision(const CollisionEvent & test) { -		Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, -				  test.info.other.metadata.game_object_id); -		return true; -	} - -	void init() { -		subscribe<CollisionEvent>( -			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); -	} -}; - -class ScriptCircle : public Script { -public: -	bool oncollision(const CollisionEvent & test) { -		Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, -				  test.info.other.metadata.game_object_id); -		return true; -	} - -	void init() { -		subscribe<CollisionEvent>( -			[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); }); -	} -}; - -class ScriptMoveToLeft : public Script { -public: -	void update() { -		Transform & transform = this->get_component<Transform>(); -		transform.position.x -= 0.02; -	} -}; - -class ScriptMoveToRight : public Script { -public: -	void update() { -		Transform & transform = this->get_component<Transform>(); -		transform.position.x += 0.02; -	} -}; - -class ConcreteScene1 : public Scene { -public: -	void load_scene() { -		GameObject camera = this->new_object("camera"); -		camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), -									 Camera::Data{.bg_color = Color::WHITE, .zoom = 1}); - -		GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1); -		Asset reference_asset = Asset("asset/texture/square.png"); -		reference.add_component<Sprite>(reference_asset, Sprite::Data{ -															 .color = Color::RED, -															 .sorting_in_layer = 10, -															 .order_in_layer = 0, -															 .size = vec2(0.1, 0.1), -															 .angle_offset = 0, -															 .scale_offset = 1, -															 .position_offset = vec2(0, 0), -														 }); - -		/*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1); -		Asset box_1_asset = Asset("asset/texture/square.png"); -		box_1.add_component<Sprite>(box_1_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(0, 0.5), -		}); -		Asset box_1_asset2 = Asset("asset/texture/test_ap43.png"); -		box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(0, -0.5), -		});*/ - -		/*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1); -		Asset particles_asset = Asset("asset/texture/test_ap43.png"); -		Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{ -			.sorting_in_layer = 0, -			.order_in_layer = 0, -			.size = vec2(1, 1), -			.angle_offset = 0, -			.scale_offset = 1, -			.position_offset = vec2(0, 0), -		}); -		ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{ -			.offset = vec2(0, 0), -			.emission_rate = 1, -			.min_speed = 1, -			.max_speed = 1, -			.min_angle = 0, -			.max_angle = 0, -			.end_lifespan = 4, -		});*/ - -		const bool SCRIPT = false; - -		const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC; -		const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC; -		const bool BOUNCE_LEFT = false; -		const bool BOUNCE_RIGHT = false; -		const bool KINEMATIC_COLLISION = true; -		const bool ONTOP = false; - -		const float SCALE = 0.5; -		const float OFFSET_X_LEFT = 0; -		const float OFFSET_X_RIGHT = 0; -		const float OFFSET_Y_LEFT = 0; -		const float OFFSET_Y_RIGHT = 0; - -		GameObject box_1 = this->new_object("box_1", "tag", -											ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE); -		Asset box_1_asset = Asset("asset/texture/square.png"); -		box_1.add_component<Sprite>(box_1_asset, -									Sprite::Data{ -										.sorting_in_layer = 0, -										.order_in_layer = 0, -										.size = vec2(1, 1), -										.angle_offset = 0, -										.scale_offset = 1, -										.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -									}); -		box_1.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_LEFT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, -			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; -		box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); -		box_1.add_component<BehaviorScript>().set_script<ScriptBox>(); - -		GameObject circle_1 = this->new_object("ricle_1", "tag", -											   ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE); -		Asset circle_1_asset = Asset("asset/texture/circle.png"); -		circle_1.add_component<Sprite>( -			circle_1_asset, Sprite::Data{ -								.sorting_in_layer = 0, -								.order_in_layer = 0, -								.size = vec2(1, 1), -								.angle_offset = 0, -								.scale_offset = 1, -								.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -							}); -		circle_1.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_RIGHT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, -			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active -			= SCRIPT; -		circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); -		circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>(); - -		GameObject circle_2 = this->new_object( -			"ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE); -		Asset circle_2_asset = Asset("asset/texture/circle.png"); -		circle_2.add_component<Sprite>( -			circle_2_asset, Sprite::Data{ -								.sorting_in_layer = 0, -								.order_in_layer = 0, -								.size = vec2(1, 1), -								.angle_offset = 0, -								.scale_offset = 1, -								.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -							}); -		circle_2.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_LEFT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, -			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active -			= SCRIPT; -		circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); -		circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>(); - -		GameObject box_2 = this->new_object( -			"box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE); -		Asset box_2_asset = Asset("asset/texture/square.png"); -		box_2.add_component<Sprite>( -			box_2_asset, Sprite::Data{ -							 .sorting_in_layer = 0, -							 .order_in_layer = 0, -							 .size = vec2(1, 1), -							 .angle_offset = 0, -							 .scale_offset = 1, -							 .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -						 }); -		box_2.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_RIGHT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, -			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; -		box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); -		box_2.add_component<BehaviorScript>().set_script<ScriptBox>(); - -		GameObject box_3 = this->new_object( -			"box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE); -		Asset box_3_asset = Asset("asset/texture/square.png"); -		box_3.add_component<Sprite>(box_3_asset, -									Sprite::Data{ -										.sorting_in_layer = 0, -										.order_in_layer = 0, -										.size = vec2(1, 1), -										.angle_offset = 0, -										.scale_offset = 1, -										.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -									}); -		box_3.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_LEFT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, -			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT; -		box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); -		box_3.add_component<BehaviorScript>().set_script<ScriptBox>(); - -		GameObject box_4 = this->new_object("box_4", "tag", -											ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE); -		Asset box_4_asset = Asset("asset/texture/square.png"); -		box_4.add_component<Sprite>( -			box_4_asset, Sprite::Data{ -							 .sorting_in_layer = 0, -							 .order_in_layer = 0, -							 .size = vec2(1, 1), -							 .angle_offset = 0, -							 .scale_offset = 1, -							 .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -						 }); -		box_4.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_RIGHT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, -			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT; -		box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); -		box_4.add_component<BehaviorScript>().set_script<ScriptBox>(); - -		GameObject circle_3 = this->new_object( -			"ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE); -		Asset circle_3_asset = Asset("asset/texture/circle.png"); -		circle_3.add_component<Sprite>( -			circle_3_asset, Sprite::Data{ -								.sorting_in_layer = 0, -								.order_in_layer = 0, -								.size = vec2(1, 1), -								.angle_offset = 0, -								.scale_offset = 1, -								.position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT), -							}); -		circle_3.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_LEFT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0}, -			.elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active -			= SCRIPT; -		circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT)); -		circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>(); - -		GameObject circle_4 = this->new_object("ricle_4", "tag", -											   ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE); -		Asset circle_4_asset = Asset("asset/texture/circle.png"); -		circle_4.add_component<Sprite>( -			circle_4_asset, Sprite::Data{ -								.sorting_in_layer = 0, -								.order_in_layer = 0, -								.size = vec2(1, 1), -								.angle_offset = 0, -								.scale_offset = 1, -								.position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT), -							}); -		circle_4.add_component<Rigidbody>(Rigidbody::Data{ -			.gravity_scale = 0, -			.body_type = BODYTYPE_RIGHT, -			.linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0}, -			.elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0, -			.kinematic_collision = KINEMATIC_COLLISION, -		}); -		circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active -			= SCRIPT; -		circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT)); -		circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>(); -	} +#include "GameScene.h" -	string get_name() const { return "scene1"; } -}; +using namespace crepe; -int main(int argc, char * argv[]) { +int main() {  	Engine gameloop;  	gameloop.add_scene<GameScene>();  |