diff options
| -rw-r--r-- | game/CMakeLists.txt | 4 | ||||
| -rw-r--r-- | game/Config.h | 1 | ||||
| -rw-r--r-- | game/GameScene.cpp | 12 | ||||
| -rw-r--r-- | game/StartGameScript.cpp | 14 | ||||
| -rw-r--r-- | game/player/PlayerAudioScript.cpp | 62 | ||||
| -rw-r--r-- | game/player/PlayerAudioScript.h | 13 | ||||
| -rw-r--r-- | game/player/PlayerScript.cpp | 22 | ||||
| -rw-r--r-- | game/player/PlayerScript.h | 1 | ||||
| -rw-r--r-- | game/player/PlayerSubScene.cpp | 48 | ||||
| -rw-r--r-- | game/prefab/ZapperPoolScript.cpp | 8 | ||||
| -rw-r--r-- | game/prefab/ZapperPoolScript.h | 3 | ||||
| -rw-r--r-- | game/workers/PanicFromPlayerScript.cpp | 45 | ||||
| -rw-r--r-- | game/workers/PanicFromPlayerScript.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 | ||||
| -rw-r--r-- | src/crepe/system/AudioSystem.cpp | 2 | 
18 files changed, 800 insertions, 1 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 892e8fc..48844b7 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -18,7 +18,11 @@ target_sources(main PUBLIC  	player/PlayerSubScene.cpp  	StartGameScript.cpp  	player/PlayerEndScript.cpp +	player/PlayerAudioScript.cpp  	background/StartSubScene.cpp +	workers/WorkersSubScene.cpp +	workers/WorkerScript.cpp +	workers/PanicFromPlayerScript.cpp  	main.cpp  	menus/BannerSubScene.cpp  	menus/ButtonSubScene.cpp diff --git a/game/Config.h b/game/Config.h index 312e612..8c27226 100644 --- a/game/Config.h +++ b/game/Config.h @@ -19,6 +19,7 @@ static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes  static constexpr int SORT_IN_LAY_COINS = 7; // Only for GameScene  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 c30276a..8bd6c74 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -14,10 +14,12 @@  #include "menus/endgame/EndGameSubScript.h"  #include "player/PlayerSubScene.h"  #include "prefab/ZapperPoolSubScene.h" +#include "workers/WorkersSubScene.h"  #include <cmath>  #include <crepe/api/Animator.h>  #include <crepe/api/Asset.h> +#include <crepe/api/AudioSource.h>  #include <crepe/api/BehaviorScript.h>  #include <crepe/api/BoxCollider.h>  #include <crepe/api/Camera.h> @@ -55,6 +57,8 @@ 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, @@ -91,6 +95,14 @@ void GameScene::load_scene() {  	HudSubScene hud;  	hud.create(*this); +	GameObject background_music = new_object("background_music", "audio", vec2(0, 0)); +	Asset background_music_asset {"asset/music/level.ogg"}; +	background_music.add_component<AudioSource>(background_music_asset); + +	GameObject boom_audio = new_object("boom_audio", "audio", vec2(0, 0)); +	Asset boom_audio_asset {"asset/sfx/window_smash.ogg"}; +	boom_audio.add_component<AudioSource>(boom_audio_asset); +  	GameObject laser = new_object("laser", "laser", vec2(2000, 0));  	Asset laser_asset {"asset/obstacles/laser/laserPower.png"};  	Sprite & laser_sprite = laser.add_component<Sprite>( diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index c786eb4..e88b329 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,7 +1,9 @@  #include "StartGameScript.h"  #include "Config.h" +#include "api/BehaviorScript.h"  #include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Sprite.h> @@ -34,6 +36,14 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {  			emitter.active = true;  		} +		AudioSource & boom_audio +			= this->get_components_by_name<AudioSource>("boom_audio").front(); +		boom_audio.play(); + +		BehaviorScript & player_audio_script +			= this->get_components_by_name<BehaviorScript>("player_audio").front(); +		player_audio_script.active = true; +  		this->created_hole = true;  	} @@ -45,6 +55,10 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {  		Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back();  		jetpack_sprite.active = true; +		AudioSource & background_music +			= this->get_components_by_name<AudioSource>("background_music").front(); +		background_music.play(true); +  		this->took_jetpack = true;  	} diff --git a/game/player/PlayerAudioScript.cpp b/game/player/PlayerAudioScript.cpp new file mode 100644 index 0000000..6b5f630 --- /dev/null +++ b/game/player/PlayerAudioScript.cpp @@ -0,0 +1,62 @@ +#include "PlayerAudioScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> + +using namespace crepe; +using namespace std; + +void PlayerAudioScript::fixed_update(crepe::duration_t dt) { +	Animator & animator = this->get_components_by_name<Animator>("player").front(); + +	if (animator.data.col == 0) { +		if (animator.data.row != this->last_row) { +			if (animator.data.row == 0) { +				// right footstep +				if (current_footstep == 0) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(0); +					audio.play(); +				} else if (current_footstep == 1) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(2); +					audio.play(); +				} else if (current_footstep == 2) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(4); +					audio.play(); +				} else if (current_footstep == 3) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(6); +					audio.play(); +				} +			} else if (animator.data.row == 2) { +				// left footstep +				if (current_footstep == 0) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(1); +					audio.play(); +					current_footstep = 1; +				} else if (current_footstep == 1) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(3); +					audio.play(); +					current_footstep = 2; +				} else if (current_footstep == 2) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(5); +					audio.play(); +					current_footstep = 3; +				} else if (current_footstep == 3) { +					AudioSource & audio +						= this->get_components_by_name<AudioSource>("player_audio").at(7); +					audio.play(); +					current_footstep = 0; +				} +			} +			this->last_row = animator.data.row; +		} +	} else { +		this->last_row = -1; +	} +} diff --git a/game/player/PlayerAudioScript.h b/game/player/PlayerAudioScript.h new file mode 100644 index 0000000..764cb20 --- /dev/null +++ b/game/player/PlayerAudioScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +class PlayerAudioScript : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); + +private: +	int last_row = -1; +	int current_footstep = 0; +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 472d7c8..4404bd8 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -3,6 +3,7 @@  #include "../Config.h"  #include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Transform.h> @@ -36,6 +37,10 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		}  		play_scr.active = false;  		end_scr.active = true; + +		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(0); +		audio.play(); +  		return true;  	} else if (ev.info.other.metadata.tag == "laser") {  		for (Animator & anim : animators) { @@ -49,6 +54,10 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		}  		play_scr.active = false;  		end_scr.active = true; + +		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(1); +		audio.play(); +  		return true;  	} else if (ev.info.other.metadata.tag == "missile") {  		for (Animator & anim : animators) { @@ -62,6 +71,10 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		}  		play_scr.active = false;  		end_scr.active = true; + +		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(2); +		audio.play(); +  		return true;  	} @@ -92,6 +105,15 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  				emitter.data.emission_rate = 30;  			}  		} + +		AudioSource & audio = this->get_components_by_name<AudioSource>("player").at( +			3 + current_jetpack_sound +		); +		audio.play(); +		current_jetpack_sound++; +		if (current_jetpack_sound > 7) { +			current_jetpack_sound = 0; +		}  	} else if (transform.position.y == 195) {  		if (prev_anim != 0) {  			for (Animator & anim : animators) { diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index d8eb098..482b40d 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -13,4 +13,5 @@ private:  private:  	int prev_anim = 0; +	int current_jetpack_sound = 0;  }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index c1e5e2f..e9e2167 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -1,10 +1,13 @@  #include "PlayerSubScene.h" +#include "PlayerAudioScript.h"  #include "PlayerEndScript.h"  #include "PlayerScript.h"  #include "../Config.h" +#include "api/Asset.h"  #include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h>  #include <crepe/api/BoxCollider.h>  #include <crepe/api/CircleCollider.h>  #include <crepe/api/GameObject.h> @@ -150,4 +153,49 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  	});  	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;  	player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; + +	player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_lp.ogg")); +	player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_pop.ogg")); +	player.add_component<AudioSource>(Asset("asset/sfx/dud_fire.ogg")); +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_01.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_02.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_03.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_04.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_05.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_06.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_07.ogg")).volume +		= 0.1; +	player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_08.ogg")).volume +		= 0.1; + +	GameObject player_audio = scn.new_object("player_audio", "player_audio", vec2(0, 0)); +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_1.ogg")).volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_1.ogg")) +		.volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_2.ogg")).volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_2.ogg")) +		.volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_3.ogg")).volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_3.ogg")) +		.volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_4.ogg")).volume +		= 3.0; +	player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_4.ogg")) +		.volume +		= 3.0; + +	player_audio.add_component<BehaviorScript>().set_script<PlayerAudioScript>().active +		= false;  } diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp index 00dd213..e42adc9 100644 --- a/game/prefab/ZapperPoolScript.cpp +++ b/game/prefab/ZapperPoolScript.cpp @@ -17,9 +17,15 @@ void ZapperPoolScript::init() {  	});  } +void ZapperPoolScript::fixed_update(crepe::duration_t) { +	if (i++ < 80) return; +	i = 0; +	queue_event<CreateZapperEvent>(); +} +  void ZapperPoolScript::spawn_random() {  	vec2 pos = this->get_camera_pos(); -	logf(Log::DEBUG, "Spawning random zappers at {}", pos); +	logf(Log::DEBUG, "Spawning random zapper at {}", pos);  } diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h index b545fbb..7c4701c 100644 --- a/game/prefab/ZapperPoolScript.h +++ b/game/prefab/ZapperPoolScript.h @@ -9,6 +9,9 @@ public:  	ZapperPoolScript(ZapperPoolSubScene & pool);  	void init(); +	void fixed_update(crepe::duration_t); + +	unsigned i = 0;  private:  	ZapperPoolSubScene & pool; diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp new file mode 100644 index 0000000..1e49aaa --- /dev/null +++ b/game/workers/PanicFromPlayerScript.cpp @@ -0,0 +1,45 @@ +#include "PanicFromPlayerScript.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 PanicFromPlayerScript::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/PanicFromPlayerScript.h b/game/workers/PanicFromPlayerScript.h new file mode 100644 index 0000000..d173e89 --- /dev/null +++ b/game/workers/PanicFromPlayerScript.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PanicFromPlayerScript : 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..e5b4678 --- /dev/null +++ b/game/workers/WorkersSubScene.cpp @@ -0,0 +1,414 @@ +#include "WorkersSubScene.h" +#include "PanicFromPlayerScript.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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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<PanicFromPlayerScript>(); + +	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); +}; diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp index d4e8b9f..3c2232f 100644 --- a/src/crepe/system/AudioSystem.cpp +++ b/src/crepe/system/AudioSystem.cpp @@ -36,6 +36,8 @@ void AudioSystem::diff_update(AudioSource & component, Sound & resource) {  	if (component.oneshot_play) {  		component.voice = context.play(resource); +		context.set_loop(component.voice, component.loop); +		context.set_volume(component.voice, component.volume);  		component.oneshot_play = false;  	}  	if (component.oneshot_stop) { |