diff options
| -rw-r--r-- | game/CMakeLists.txt | 3 | ||||
| -rw-r--r-- | game/Config.h | 1 | ||||
| -rw-r--r-- | game/GameScene.cpp | 3 | ||||
| -rw-r--r-- | game/workers/PanicFromPlayer.cpp | 45 | ||||
| -rw-r--r-- | game/workers/PanicFromPlayer.h | 8 | ||||
| -rw-r--r-- | game/workers/WorkerScript.cpp | 116 | ||||
| -rw-r--r-- | game/workers/WorkerScript.h | 8 | ||||
| -rw-r--r-- | game/workers/WorkersSubScene.cpp | 414 | ||||
| -rw-r--r-- | game/workers/WorkersSubScene.h | 20 | 
9 files changed, 618 insertions, 0 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 0b85b96..dc6a3fd 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -22,6 +22,9 @@ add_executable(main  	player/PlayerEndScript.cpp  	player/PlayerAudioScript.cpp  	background/StartSubScene.cpp +	workers/WorkersSubScene.cpp +	workers/WorkerScript.cpp +	workers/PanicFromPlayer.cpp  	main.cpp  ) diff --git a/game/Config.h b/game/Config.h index d6f8349..ea95a90 100644 --- a/game/Config.h +++ b/game/Config.h @@ -6,6 +6,7 @@ static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes  static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes  static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene  static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS = 12; // Only for GameScene  static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene  static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 2b6b051..02af8db 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -5,6 +5,7 @@  #include "background/BackgroundSubScene.h"  #include "player/PlayerSubScene.h" +#include "workers/WorkersSubScene.h"  #include <cmath>  #include <crepe/api/Animator.h> @@ -41,6 +42,8 @@ void GameScene::load_scene() {  	PlayerSubScene player(*this); +	WorkersSubScene workers(*this); +  	GameObject floor = new_object("floor", "game_world", vec2(0, 325));  	floor.add_component<Rigidbody>(Rigidbody::Data {  		.body_type = Rigidbody::BodyType::STATIC, diff --git a/game/workers/PanicFromPlayer.cpp b/game/workers/PanicFromPlayer.cpp new file mode 100644 index 0000000..fbf4611 --- /dev/null +++ b/game/workers/PanicFromPlayer.cpp @@ -0,0 +1,45 @@ +#include "PanicFromPlayer.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PanicFromPlayer::fixed_update(duration_t dt) { +	Animator & anim_player = this->get_components_by_name<Animator>("player").front(); + +	if (anim_player.data.col == 1) { +		Transform & trans_player = this->get_components_by_name<Transform>("player").back(); +		Transform & trans_worker = this->get_components<Transform>().back(); + +		float result_x = trans_player.position.x - trans_worker.position.x; + +		if (result_x < 100 && result_x > -20) { +			RefVector<Animator> anim_worker = this->get_components<Animator>(); +			RefVector<Sprite> sprite_worker = this->get_components<Sprite>(); +			Rigidbody & rb_worker = this->get_components<Rigidbody>().back(); + +			if (anim_worker.front().get().data.col != 1) { +				anim_worker.front().get().set_anim(1); +				anim_worker.back().get().set_anim(1); + +				anim_worker.front().get().data.fps = 10; +				anim_worker.back().get().data.fps = 10; +			} + +			if (result_x < 0) { +				rb_worker.data.linear_velocity.x = 10000 * dt.count(); +				sprite_worker.front().get().data.flip.flip_x = false; +				sprite_worker.back().get().data.flip.flip_x = false; +			} else { +				rb_worker.data.linear_velocity.x = -5000 * dt.count(); +				sprite_worker.front().get().data.flip.flip_x = true; +				sprite_worker.back().get().data.flip.flip_x = true; +			} +		} +	} +}; diff --git a/game/workers/PanicFromPlayer.h b/game/workers/PanicFromPlayer.h new file mode 100644 index 0000000..804df5c --- /dev/null +++ b/game/workers/PanicFromPlayer.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PanicFromPlayer : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); +}; diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp new file mode 100644 index 0000000..1bcf8d5 --- /dev/null +++ b/game/workers/WorkerScript.cpp @@ -0,0 +1,116 @@ +#include "WorkerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> +#include <cstdlib> + +using namespace crepe; +using namespace std; + +void WorkerScript::fixed_update(duration_t dt) { +	RefVector<Rigidbody> rb_workers = this->get_components_by_tag<Rigidbody>("worker"); +	RefVector<Transform> trans_workers = this->get_components_by_tag<Transform>("worker"); + +	Rigidbody & rb_cam = this->get_components_by_name<Rigidbody>("camera").back(); +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").back(); + +	int counter = 0; +	for (Rigidbody & rb_worker : rb_workers) { +		Transform & trans_worker = trans_workers.at(counter); + +		float result_x = rb_cam.data.linear_velocity.x - rb_worker.data.linear_velocity.x; + +		if (result_x > 0) { +			float left_cam_pos_x = trans_cam.position.x - VIEWPORT_X / 2; +			if (trans_worker.position.x < left_cam_pos_x - 1000) { +				trans_worker.position.x = left_cam_pos_x + VIEWPORT_X + 1000; + +				do { +					float min_value = -2500 * dt.count(); +					float max_value = 2500 * dt.count(); +					rb_worker.data.linear_velocity.x +						= min_value +						  + static_cast<float>(rand()) +								/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				} while (rb_worker.data.linear_velocity.x < 500 * dt.count() +						 && rb_worker.data.linear_velocity.x > -500 * dt.count()); + +				RefVector<Sprite> sprite_worker +					= this->get_components_by_id<Sprite>(trans_worker.game_object_id); +				RefVector<Animator> animator_worker +					= this->get_components_by_id<Animator>(trans_worker.game_object_id); + +				if (rb_worker.data.linear_velocity.x < 0) { +					sprite_worker.front().get().data.flip.flip_x = true; +					sprite_worker.back().get().data.flip.flip_x = true; + +					animator_worker.front().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} else { +					sprite_worker.front().get().data.flip.flip_x = false; +					sprite_worker.back().get().data.flip.flip_x = false; + +					animator_worker.front().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} +			} +		} else { +			float right_cam_pos_x = trans_cam.position.x + VIEWPORT_X / 2; +			if (trans_worker.position.x > right_cam_pos_x + 1000) { +				do { +					float min_value = -2500 * dt.count(); +					float max_value = 2500 * dt.count(); +					rb_worker.data.linear_velocity.x +						= min_value +						  + static_cast<float>(rand()) +								/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				} while (rb_worker.data.linear_velocity.x < 500 * dt.count() +						 && rb_worker.data.linear_velocity.x > -500 * dt.count()); + +				RefVector<Sprite> sprite_worker +					= this->get_components_by_id<Sprite>(trans_worker.game_object_id); +				RefVector<Animator> animator_worker +					= this->get_components_by_id<Animator>(trans_worker.game_object_id); + +				if (rb_worker.data.linear_velocity.x < 0) { +					sprite_worker.front().get().data.flip.flip_x = true; +					sprite_worker.back().get().data.flip.flip_x = true; + +					animator_worker.front().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; + +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} else { +					sprite_worker.front().get().data.flip.flip_x = false; +					sprite_worker.back().get().data.flip.flip_x = false; + +					animator_worker.front().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; + +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} +			} +		} + +		counter++; +	} +} diff --git a/game/workers/WorkerScript.h b/game/workers/WorkerScript.h new file mode 100644 index 0000000..ae4a6c7 --- /dev/null +++ b/game/workers/WorkerScript.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class WorkerScript : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); +}; diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp new file mode 100644 index 0000000..5b070f8 --- /dev/null +++ b/game/workers/WorkersSubScene.cpp @@ -0,0 +1,414 @@ +#include "WorkersSubScene.h" +#include "PanicFromPlayer.h" +#include "WorkerScript.h" + +#include "../Config.h" +#include "api/GameObject.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +WorkersSubScene::WorkersSubScene(Scene & scn) { +	this->worker1(scn, 1200, -50); +	this->worker2(scn, 1300, 20); +	this->worker3(scn, 1400, -40); +	this->worker4(scn, 7250, 50); +	this->worker5(scn, 3400, -20); +	this->worker6(scn, 2000, 30); +	this->worker7(scn, 3725, 35); +	this->worker8(scn, 2200, -15); + +	GameObject script = scn.new_object("workers_script"); +	script.add_component<BehaviorScript>().set_script<WorkerScript>(); +} + +void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_1 = scn.new_object("worker_1", "worker", vec2(start_x, 200)); +	Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>( +		Asset {"asset/workers/worker1Body.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 0, +			.size = vec2(0, 50), +		} +	); +	worker_1.add_component<Animator>( +		worker_1_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>( +		Asset {"asset/workers/worker1Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 1, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_1.add_component<Animator>( +		worker_1_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_1.add_component<BoxCollider>(vec2(50, 50)); +	worker_1.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_TOP}, +	}); +	worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_1_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_2 = scn.new_object("worker_2", "worker", vec2(start_x, 200)); +	Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>( +		Asset {"asset/workers/worker2Body.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 2, +			.size = vec2(0, 50), +		} +	); +	worker_2.add_component<Animator>( +		worker_2_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>( +		Asset {"asset/workers/worker1Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 3, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_2.add_component<Animator>( +		worker_2_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_2.add_component<BoxCollider>(vec2(50, 50)); +	worker_2.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_TOP}, +	}); +	worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_2_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_3 = scn.new_object("worker_3", "worker", vec2(start_x, 200)); +	Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>( +		Asset {"asset/workers/worker1Body.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 4, +			.size = vec2(0, 50), +		} +	); +	worker_3.add_component<Animator>( +		worker_3_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>( +		Asset {"asset/workers/worker2Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 5, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_3.add_component<Animator>( +		worker_3_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_3.add_component<BoxCollider>(vec2(50, 50)); +	worker_3.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_TOP}, +	}); +	worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_3_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_4 = scn.new_object("worker_4", "worker", vec2(start_x, 200)); +	Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>( +		Asset {"asset/workers/worker2Body.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 6, +			.size = vec2(0, 50), +		} +	); +	worker_4.add_component<Animator>( +		worker_4_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>( +		Asset {"asset/workers/worker2Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 7, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_4.add_component<Animator>( +		worker_4_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_4.add_component<BoxCollider>(vec2(50, 50)); +	worker_4.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_HIGH}, +	}); +	worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_4_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_5 = scn.new_object("worker_5", "worker", vec2(start_x, 200)); +	Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>( +		Asset {"asset/workers/workerFatBody.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 8, +			.size = vec2(0, 50), +		} +	); +	worker_5.add_component<Animator>( +		worker_5_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>( +		Asset {"asset/workers/worker1Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 9, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_5.add_component<Animator>( +		worker_5_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_5.add_component<BoxCollider>(vec2(50, 50)); +	worker_5.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_HIGH}, +	}); +	worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_5_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_6 = scn.new_object("worker_6", "worker", vec2(start_x, 200)); +	Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>( +		Asset {"asset/workers/workerFatBody.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 10, +			.size = vec2(0, 50), +		} +	); +	worker_6.add_component<Animator>( +		worker_6_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>( +		Asset {"asset/workers/worker2Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 11, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_6.add_component<Animator>( +		worker_6_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_6.add_component<BoxCollider>(vec2(50, 50)); +	worker_6.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_LOW}, +	}); +	worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_6_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_7 = scn.new_object("worker_7", "worker", vec2(start_x, 200)); +	Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>( +		Asset {"asset/workers/workerTallBody.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 12, +			.size = vec2(0, 50), +		} +	); +	worker_7.add_component<Animator>( +		worker_7_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>( +		Asset {"asset/workers/worker1Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 13, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_7.add_component<Animator>( +		worker_7_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_7.add_component<BoxCollider>(vec2(50, 50)); +	worker_7.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_LOW}, +	}); +	worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_7_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} + +void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_speed) { +	GameObject worker_8 = scn.new_object("worker_8", "worker", vec2(start_x, 200)); +	Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>( +		Asset {"asset/workers/workerTallBody.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 14, +			.size = vec2(0, 50), +		} +	); +	worker_8.add_component<Animator>( +		worker_8_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>( +		Asset {"asset/workers/worker2Head.png"}, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.order_in_layer = 15, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	worker_8.add_component<Animator>( +		worker_8_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = static_cast<unsigned int>(abs(init_speed) / 5), +			.looping = true, +		} +	); +	worker_8.add_component<BoxCollider>(vec2(50, 50)); +	worker_8.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 20, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(init_speed, 0), +		.collision_layers = {COLL_LAY_BOT_LOW}, +	}); +	worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayer>(); + +	if (init_speed < 0) { +		worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false}; +		worker_8_head_sprite.data.flip = Sprite::FlipSettings {true, false}; +	} +} diff --git a/game/workers/WorkersSubScene.h b/game/workers/WorkersSubScene.h new file mode 100644 index 0000000..6692d87 --- /dev/null +++ b/game/workers/WorkersSubScene.h @@ -0,0 +1,20 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class WorkersSubScene { +public: +	WorkersSubScene(crepe::Scene & scn); + +private: +	void worker1(crepe::Scene & scn, float start_x, float init_speed); +	void worker2(crepe::Scene & scn, float start_x, float init_speed); +	void worker3(crepe::Scene & scn, float start_x, float init_speed); +	void worker4(crepe::Scene & scn, float start_x, float init_speed); +	void worker5(crepe::Scene & scn, float start_x, float init_speed); +	void worker6(crepe::Scene & scn, float start_x, float init_speed); +	void worker7(crepe::Scene & scn, float start_x, float init_speed); +	void worker8(crepe::Scene & scn, float start_x, float init_speed); +}; |