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-rw-r--r--game/CMakeLists.txt69
-rw-r--r--game/Config.h21
-rw-r--r--game/GameScene.cpp17
-rw-r--r--game/PreviewScene.cpp99
-rw-r--r--game/PreviewScene.h11
-rw-r--r--game/background/AquariumScript.cpp26
-rw-r--r--game/background/AquariumScript.h12
-rw-r--r--game/background/AquariumSubScene.cpp19
-rw-r--r--game/background/BackgroundSubScene.cpp16
-rw-r--r--game/background/ForestParallaxScript.cpp26
-rw-r--r--game/background/ForestParallaxScript.h6
-rw-r--r--game/background/ForestSubScene.cpp12
-rw-r--r--game/background/HallwayScript.cpp70
-rw-r--r--game/background/HallwayScript.h13
-rw-r--r--game/background/HallwaySubScene.cpp16
-rw-r--r--game/coins/CoinPool.cpp10
-rw-r--r--game/coins/CoinPoolSubScene.cpp13
-rw-r--r--game/coins/CoinPoolSubScene.h (renamed from game/coins/CoinPool.h)7
-rw-r--r--game/coins/CoinScript.cpp48
-rw-r--r--game/coins/CoinScript.h2
-rw-r--r--game/coins/CoinSubScene.cpp51
-rw-r--r--game/coins/CoinSubScene.h2
-rw-r--r--game/coins/CoinSystemScript.cpp138
-rw-r--r--game/coins/CoinSystemScript.h105
-rw-r--r--game/hud/HudConfig.h29
-rw-r--r--game/hud/HudScript.cpp94
-rw-r--r--game/hud/HudScript.h18
-rw-r--r--game/hud/HudSubScene.cpp74
-rw-r--r--game/hud/HudSubScene.h6
-rw-r--r--game/hud/SpeedScript.cpp31
-rw-r--r--game/hud/SpeedScript.h7
-rw-r--r--game/main.cpp3
-rw-r--r--game/menus/BannerSubScene.cpp53
-rw-r--r--game/menus/BannerSubScene.h9
-rw-r--r--game/menus/ButtonNextMainMenuSubScript.cpp42
-rw-r--r--game/menus/ButtonNextMainMenuSubScript.h (renamed from game/menus/ButtonSetShopScript.h)7
-rw-r--r--game/menus/ButtonSetMainMenuScript.cpp16
-rw-r--r--game/menus/ButtonSetMainMenuSubScript.cpp23
-rw-r--r--game/menus/ButtonSetMainMenuSubScript.h (renamed from game/menus/ButtonSetMainMenuScript.h)7
-rw-r--r--game/menus/ButtonSetShopSubScript.cpp (renamed from game/menus/ButtonSetShopScript.cpp)11
-rw-r--r--game/menus/ButtonSetShopSubScript.h14
-rw-r--r--game/menus/ButtonSubScene.cpp237
-rw-r--r--game/menus/ButtonSubScene.h34
-rw-r--r--game/menus/FloatingWindowSubScene.cpp238
-rw-r--r--game/menus/FloatingWindowSubScene.h11
-rw-r--r--game/menus/IButtonScript.cpp27
-rw-r--r--game/menus/IButtonScript.h6
-rw-r--r--game/menus/IFloatingWindowScript.cpp17
-rw-r--r--game/menus/IFloatingWindowScript.h4
-rw-r--r--game/menus/MenusConfig.h19
-rw-r--r--game/menus/endgame/EndGameSubScene.cpp104
-rw-r--r--game/menus/endgame/EndGameSubScene.h2
-rw-r--r--game/menus/endgame/EndGameSubScript.cpp37
-rw-r--r--game/menus/endgame/EndGameSubScript.h7
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewScript.cpp21
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewScript.h12
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp23
-rw-r--r--game/menus/mainmenu/ButtonTransitionPreviewSubScript.h12
-rw-r--r--game/menus/mainmenu/ITransitionScript.cpp21
-rw-r--r--game/menus/mainmenu/ITransitionScript.h4
-rw-r--r--game/menus/mainmenu/MainMenuConfig.h17
-rw-r--r--game/menus/mainmenu/MainMenuScene.cpp125
-rw-r--r--game/menus/mainmenu/TransitionStartScript.cpp15
-rw-r--r--game/menus/mainmenu/TransitionStartSubScript.cpp16
-rw-r--r--game/menus/mainmenu/TransitionStartSubScript.h (renamed from game/menus/mainmenu/TransitionStartScript.h)4
-rw-r--r--game/menus/shop/ShopMenuScene.cpp59
-rw-r--r--game/missile/MissilePool.cpp16
-rw-r--r--game/missile/MissilePool.h11
-rw-r--r--game/missile/MissileScript.cpp105
-rw-r--r--game/missile/MissileScript.h20
-rw-r--r--game/missile/MissileSubScene.cpp101
-rw-r--r--game/missile/MissileSubScene.h12
-rw-r--r--game/missile/SpawnEvent.cpp47
-rw-r--r--game/missile/SpawnEvent.h20
-rw-r--r--game/player/PlayerEndScript.cpp4
-rw-r--r--game/player/PlayerScript.cpp6
-rw-r--r--game/player/PlayerSubScene.cpp2
-rw-r--r--game/preview/NpcScript.cpp32
-rw-r--r--game/preview/NpcScript.h11
-rw-r--r--game/preview/NpcSubScene.cpp69
-rw-r--r--game/preview/NpcSubScene.h10
-rw-r--r--game/preview/PrevPlayerScript.cpp132
-rw-r--r--game/preview/PrevPlayerScript.h23
-rw-r--r--game/preview/PrevPlayerSubScene.cpp86
-rw-r--r--game/preview/PrevPlayerSubScene.h10
-rw-r--r--game/preview/SmokeSubScene.cpp37
-rw-r--r--game/preview/SmokeSubScene.h10
-rw-r--r--game/scheduler/ObjectsScheduler.cpp41
-rw-r--r--game/scheduler/ObjectsScheduler.h34
-rw-r--r--game/workers/CollisionScript.cpp68
-rw-r--r--game/workers/CollisionScript.h12
-rw-r--r--game/workers/PanicFromPlayerScript.cpp14
-rw-r--r--game/workers/WorkerScript.cpp29
-rw-r--r--game/workers/WorkersSubScene.cpp41
94 files changed, 2462 insertions, 866 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 5c7bb6b..dec161d 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -10,40 +10,89 @@ add_subdirectory(../src crepe)
add_executable(main)
+add_executable(main PUBLIC
+ #background
+ background/AquariumSubScene.cpp
+ background/AquariumScript.cpp
+ background/BackgroundSubScene.cpp
+ background/ForestParallaxScript.cpp
+ background/ForestSubScene.cpp
+ background/HallwaySubScene.cpp
+ background/StartSubScene.cpp
+ background/HallwayScript.cpp
+
+ # mainscenes
+ GameScene.cpp
+ menus/shop/ShopMenuScene.cpp
+ menus/mainmenu/MainMenuScene.cpp
+ PreviewScene.cpp
+ main.cpp
+
+ # missile
+ missile/MissilePool.cpp
+ missile/MissileScript.cpp
+ missile/MissileSubScene.cpp
+ missile/SpawnEvent.cpp
+
+ #scheduling
+ scheduler/ObjectsScheduler.cpp
+
+ # Preview
+ preview/SmokeSubScene.cpp
+ preview/NpcSubScene.cpp
+ preview/NpcScript.cpp
+ preview/PrevPlayerSubScene.cpp
+ preview/PrevPlayerScript.cpp
+ main.cpp
+
+ # scripts
+
+add_executable(main)
+
target_sources(main PUBLIC
GameScene.cpp
MoveCameraManualyScript.cpp
+ StartGameScript.cpp
+
+ # player
player/PlayerScript.cpp
player/PlayerSubScene.cpp
- StartGameScript.cpp
player/PlayerEndScript.cpp
player/PlayerAudioScript.cpp
- background/StartSubScene.cpp
+
+ # workers
workers/WorkersSubScene.cpp
workers/WorkerScript.cpp
workers/PanicFromPlayerScript.cpp
- main.cpp
+ workers/CollisionScript.cpp
+
+ # menus
menus/BannerSubScene.cpp
menus/ButtonSubScene.cpp
menus/IButtonScript.cpp
- menus/ButtonSetShopScript.cpp
- menus/ButtonSetMainMenuScript.cpp
+ menus/ButtonSetShopSubScript.cpp
+ menus/ButtonSetMainMenuSubScript.cpp
+ menus/ButtonNextMainMenuSubScript.cpp
menus/FloatingWindowSubScene.cpp
menus/IFloatingWindowScript.cpp
- menus/shop/ShopMenuScene.cpp
- menus/mainmenu/ButtonTransitionPreviewScript.cpp
+ menus/mainmenu/ButtonTransitionPreviewSubScript.cpp
menus/mainmenu/ITransitionScript.cpp
- menus/mainmenu/MainMenuScene.cpp
- menus/mainmenu/TransitionStartScript.cpp
+ menus/mainmenu/TransitionStartSubScript.cpp
menus/endgame/EndGameSubScene.cpp
menus/endgame/EndGameSubScript.cpp
+
+ # coins
coins/CoinSubScene.cpp
- coins/CoinPool.cpp
+ coins/CoinPoolSubScene.cpp
coins/CoinSystemScript.cpp
coins/CoinScript.cpp
+
+ # hud
hud/HudSubScene.cpp
hud/HudScript.cpp
hud/SpeedScript.cpp
+
+ #random
Random.cpp
)
diff --git a/game/Config.h b/game/Config.h
index 95846d2..64f2828 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -18,8 +18,9 @@ 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_COINS = 7; // Only for GameScene
static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene
+static constexpr int SORT_IN_LAY_WORKERS_BACK = 9; // 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_WORKERS_FRONT = 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
@@ -39,21 +40,21 @@ static constexpr float VIEWPORT_X = 1100; // In game units
static constexpr float VIEWPORT_Y = 500; // In game units
// Font settings
-static constexpr const char* FONT = "Jetpackia";
-static constexpr crepe::vec2 FONTOFFSET = {0,0};
+static constexpr const char * FONT = "Jetpackia";
+static constexpr crepe::vec2 FONTOFFSET = {0, 0};
-// Amount of coins in game
-static constexpr const char* TOTAL_COINS_GAME = "total_coins_game";
+// Amount of coins in game
+static constexpr const char * TOTAL_COINS_GAME = "total_coins_game";
-// Amount of coins in current run
-static constexpr const char* TOTAL_COINS_RUN = "total_coins_run";
+// Amount of coins in current run
+static constexpr const char * TOTAL_COINS_RUN = "total_coins_run";
// Distance
-static constexpr const char* DISTANCE_GAME = "distance_game";
-static constexpr const char* DISTANCE_RUN = "distance_run";
+static constexpr const char * DISTANCE_GAME = "distance_game";
+static constexpr const char * DISTANCE_RUN = "distance_run";
// Player config
-static constexpr const char* PLAYER_NAME = "player";
+static constexpr const char * PLAYER_NAME = "player";
static constexpr int PLAYER_SPEED = 7500; // In game units
static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index 6c21843..72d8b20 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -2,8 +2,7 @@
#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "StartGameScript.h"
-#include "coins/CoinSubScene.h"
-#include "coins/CoinPool.h"
+#include "coins/CoinPoolSubScene.h"
#include "coins/CoinSystemScript.h"
#include "background/BackgroundSubScene.h"
@@ -11,8 +10,10 @@
#include "hud/HudSubScene.h"
#include "hud/SpeedScript.h"
#include "menus/endgame/EndGameSubScene.h"
-#include "menus/endgame/EndGameSubScript.h"
+#include "missile/MissilePool.h"
+#include "missile/SpawnEvent.h"
#include "player/PlayerSubScene.h"
+#include "scheduler/ObjectsScheduler.h"
#include "prefab/ZapperPoolSubScene.h"
#include "workers/WorkersSubScene.h"
@@ -52,11 +53,15 @@ void GameScene::load_scene() {
camera.add_component<BehaviorScript>().set_script<CoinSystemScript>();
camera.add_component<BehaviorScript>().set_script<HudScript>();
camera.add_component<BehaviorScript>().set_script<SpeedScript>();
-
- camera.add_component<Rigidbody>(Rigidbody::Data{});
+ camera.add_component<BehaviorScript>().set_script<ObjectsScheduler>();
+ camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
+
+ camera.add_component<Rigidbody>(Rigidbody::Data {});
PlayerSubScene player(*this);
+ MissilePool missile_pool(*this);
+
WorkersSubScene workers(*this);
GameObject floor = new_object("floor", "game_world", vec2(0, 325));
@@ -89,7 +94,7 @@ void GameScene::load_scene() {
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
//create coin pool
- CoinPool coin_system;
+ CoinPoolSubScene coin_system;
coin_system.create_coins(*this);
HudSubScene hud;
diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp
new file mode 100644
index 0000000..6cd9e78
--- /dev/null
+++ b/game/PreviewScene.cpp
@@ -0,0 +1,99 @@
+#include "PreviewScene.h"
+
+#include "Config.h"
+#include "background/BackgroundSubScene.h"
+#include "missile/MissilePool.h"
+#include "missile/SpawnEvent.h"
+#include "preview/NpcSubScene.h"
+#include "preview/PrevPlayerSubScene.h"
+#include "preview/SmokeSubScene.h"
+
+#include "missile/MissileSubScene.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>
+#include <crepe/api/Color.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+
+#include <crepe/ValueBroker.h>
+#include <crepe/manager/SaveManager.h>
+#include <crepe/types.h>
+#include <iostream>
+
+using namespace crepe;
+using namespace std;
+
+void PreviewScene::load_scene() {
+
+ BackgroundSubScene background(*this);
+
+ GameObject camera = new_object("camera", "camera", vec2(650, 0));
+ camera.add_component<Camera>(
+ ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
+ Camera::Data {
+ .bg_color = Color::RED,
+ }
+ );
+ camera.add_component<Rigidbody>(Rigidbody::Data {});
+ camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
+
+ GameObject floor = new_object("floor", "game_world", vec2(0, 325));
+ floor.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_TOP,
+ });
+ floor.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350));
+ floor_low.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_LOW,
+ });
+ floor_low.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300));
+ floor_high.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_HIGH,
+ });
+ GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));
+ ceiling.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_TOP,
+ });
+ ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1);
+
+ world.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layers = {0},
+ });
+
+ PrevPlayerSubScene player(*this);
+ NpcSubScene npc(*this);
+ SmokeSubScene smoke(*this);
+ MissilePool mpool(*this);
+
+ /*
+
+ for (int i = 0; i < 200; ++i) {
+ int row = i / 10;
+ int col = i % 10;
+ float x = col * 25 + i;
+ float y = row * 25 - 400;
+ GameObject game_coin = this->new_object("coin", "coin", vec2 {x, y}, 0, 1);
+ Coin coin(game_coin, vec2 {0, 0});
+ }
+ */
+}
+
+string PreviewScene::get_name() const { return "preview scene"; }
diff --git a/game/PreviewScene.h b/game/PreviewScene.h
new file mode 100644
index 0000000..afe911e
--- /dev/null
+++ b/game/PreviewScene.h
@@ -0,0 +1,11 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+#include <string>
+
+class PreviewScene : public crepe::Scene {
+public:
+ void load_scene();
+
+ std::string get_name() const;
+};
diff --git a/game/background/AquariumScript.cpp b/game/background/AquariumScript.cpp
new file mode 100644
index 0000000..e698e3a
--- /dev/null
+++ b/game/background/AquariumScript.cpp
@@ -0,0 +1,26 @@
+#include "AquariumScript.h"
+
+#include "../Config.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+void AquariumScript::fixed_update(crepe::duration_t dt) {
+ Transform & trans_cam = this->get_components_by_name<Transform>("camera").front();
+
+ float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2;
+
+ if (cam_left_x > this->start_x + this->lenght) {
+ //Move whole background 12000 to the right
+ RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_aqua");
+ for (Transform & tran : trans) {
+ tran.position.x += 12000;
+ }
+ this->start_x += 12000;
+ }
+}
diff --git a/game/background/AquariumScript.h b/game/background/AquariumScript.h
new file mode 100644
index 0000000..b068628
--- /dev/null
+++ b/game/background/AquariumScript.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class AquariumScript : public crepe::Script {
+public:
+ void fixed_update(crepe::duration_t dt);
+
+private:
+ float start_x = 10200;
+ const float lenght = 3000;
+};
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp
index 8d5202a..99466e3 100644
--- a/game/background/AquariumSubScene.cpp
+++ b/game/background/AquariumSubScene.cpp
@@ -15,7 +15,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
this->add_background(scn, begin_x);
GameObject aquarium_begin
- = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0));
+ = scn.new_object("aquarium_begin", "background_aqua", vec2(begin_x, 0));
Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"};
aquarium_begin.add_component<Sprite>(
aquarium_begin_asset,
@@ -28,7 +28,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
begin_x += 600;
GameObject aquarium_middle_1
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
+ = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));
Asset aquarium_middle_1_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_1.add_component<Sprite>(
aquarium_middle_1_asset,
@@ -43,7 +43,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
this->add_background(scn, begin_x - 200);
GameObject aquarium_middle_2
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
+ = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));
Asset aquarium_middle_2_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_2.add_component<Sprite>(
aquarium_middle_2_asset,
@@ -56,7 +56,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
begin_x += 400;
GameObject aquarium_middle_3
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
+ = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));
Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_3.add_component<Sprite>(
aquarium_middle_3_asset,
@@ -71,7 +71,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
this->add_background(scn, begin_x - 200);
GameObject aquarium_middle_4
- = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
+ = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));
Asset aquarium_middle_4_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_4.add_component<Sprite>(
aquarium_middle_4_asset,
@@ -85,7 +85,8 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
this->add_background(scn, begin_x);
- GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0));
+ GameObject aquarium_end
+ = scn.new_object("aquarium_end", "background_aqua", vec2(begin_x, 0));
Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"};
aquarium_end.add_component<Sprite>(
aquarium_end_asset,
@@ -101,7 +102,7 @@ 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));
+ GameObject bg_1 = scn.new_object("aquarium_bg_1", "background_aqua", vec2(begin_x, 0));
Asset bg_1_1_asset {"asset/background/aquarium/AquariumBG1_1_TVOS.png"};
bg_1.add_component<Sprite>(
bg_1_1_asset,
@@ -122,7 +123,7 @@ 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));
+ GameObject bg_2 = scn.new_object("aquarium_bg_2", "background_aqua", vec2(begin_x, 0));
Asset bg_2_1_asset {"asset/background/aquarium/AquariumBG2_1_TVOS.png"};
bg_2.add_component<Sprite>(
bg_2_1_asset,
@@ -143,7 +144,7 @@ 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));
+ GameObject bg_3 = scn.new_object("aquarium_bg_3", "background_aqua", vec2(begin_x, 0));
Asset bg_3_1_asset {"asset/background/aquarium/AquariumBG3_1_TVOS.png"};
bg_3.add_component<Sprite>(
bg_3_1_asset,
diff --git a/game/background/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp
index 6fdc598..4bbd977 100644
--- a/game/background/BackgroundSubScene.cpp
+++ b/game/background/BackgroundSubScene.cpp
@@ -1,10 +1,14 @@
#include "BackgroundSubScene.h"
+#include "AquariumScript.h"
#include "AquariumSubScene.h"
#include "ForestSubScene.h"
+#include "HallwayScript.h"
#include "HallwaySubScene.h"
#include "StartSubScene.h"
+#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Color.h>
+#include <crepe/api/Scene.h>
using namespace crepe;
using namespace std;
@@ -23,15 +27,11 @@ BackgroundSubScene::BackgroundSubScene(Scene & scn) {
begin_x = forest.create(scn, begin_x, "1");
- begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA);
+ begin_x += 3000;
begin_x = aquarium.create(scn, begin_x);
- begin_x = hallway.create(scn, begin_x, 3, Color::CYAN);
-
- begin_x = forest.create(scn, begin_x, "2");
-
- begin_x = hallway.create(scn, begin_x, 4, Color::GREEN);
-
- begin_x = aquarium.create(scn, begin_x);
+ GameObject scripts = scn.new_object("scrips_background", "background");
+ scripts.add_component<BehaviorScript>().set_script<HallwayScript>();
+ scripts.add_component<BehaviorScript>().set_script<AquariumScript>();
}
diff --git a/game/background/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp
index c72f85d..7470da2 100644
--- a/game/background/ForestParallaxScript.cpp
+++ b/game/background/ForestParallaxScript.cpp
@@ -1,5 +1,7 @@
#include "ForestParallaxScript.h"
+#include "../Config.h"
+
using namespace crepe;
using namespace std;
@@ -26,4 +28,28 @@ void ForestParallaxScript::fixed_update(crepe::duration_t dt) {
t.position.x = begin_x - 400;
}
}
+
+ //Move whole background 12000 to the right
+ Transform & trans_cam = this->get_components_by_name<Transform>("camera").front();
+
+ float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2;
+
+ if (cam_left_x > this->start_x + this->lenght) {
+ //Move whole background 12000 to the right
+ RefVector<Transform> trans
+ = this->get_components_by_tag<Transform>("background_forest");
+ for (Transform & tran : trans) {
+ tran.position.x += 12000;
+ }
+ this->start_x += 12000;
+
+ RefVector<Transform> trans_back
+ = this->get_components_by_tag<Transform>("forest_background");
+ for (Transform & tran : trans_back) {
+ tran.position.x += 12000;
+ }
+
+ begin_x += 12000;
+ end_x += 12000;
+ }
}
diff --git a/game/background/ForestParallaxScript.h b/game/background/ForestParallaxScript.h
index a65a684..d45fdd9 100644
--- a/game/background/ForestParallaxScript.h
+++ b/game/background/ForestParallaxScript.h
@@ -9,7 +9,9 @@ public:
void fixed_update(crepe::duration_t dt);
private:
- const float begin_x;
- const float end_x;
+ float begin_x;
+ float end_x;
const std::string name;
+ float start_x = 4200;
+ const float lenght = 3000;
};
diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp
index a807a36..83e48dd 100644
--- a/game/background/ForestSubScene.cpp
+++ b/game/background/ForestSubScene.cpp
@@ -15,14 +15,14 @@ using namespace crepe;
using namespace std;
float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) {
- GameObject script = scn.new_object("forest_script", "background");
+ GameObject script = scn.new_object("forest_script", "background_forest");
script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(
begin_x - 400, begin_x + 3000 + 400, unique_bg_name
);
this->add_background(scn, begin_x, unique_bg_name);
- GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0));
+ GameObject begin = scn.new_object("forest_begin", "background_forest", vec2(begin_x, 0));
Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"};
begin.add_component<Sprite>(
begin_asset,
@@ -36,7 +36,8 @@ 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));
+ GameObject middle_1
+ = scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));
Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"};
middle_1.add_component<Sprite>(
middle_1_asset,
@@ -50,7 +51,8 @@ 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));
+ GameObject middle_2
+ = scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));
Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"};
middle_2.add_component<Sprite>(
middle_2_asset,
@@ -64,7 +66,7 @@ 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));
+ GameObject end = scn.new_object("forest_end", "background_forest", vec2(begin_x, 0));
Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"};
end.add_component<Sprite>(
end_asset,
diff --git a/game/background/HallwayScript.cpp b/game/background/HallwayScript.cpp
new file mode 100644
index 0000000..a5bb94c
--- /dev/null
+++ b/game/background/HallwayScript.cpp
@@ -0,0 +1,70 @@
+#include "HallwayScript.h"
+
+#include "../Config.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+void HallwayScript::fixed_update(crepe::duration_t dt) {
+ Transform & trans_cam = this->get_components_by_name<Transform>("camera").front();
+
+ float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2;
+
+ if (cam_left_x > this->start_x + this->lenght) {
+ //Move whole background 6000 to the right
+ RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_hall");
+ for (Transform & tran : trans) {
+ tran.position.x += 6000;
+ }
+ this->start_x += 6000;
+
+ //Change sector number
+ Animator & anim = this->get_components_by_name<Animator>("hallway_begin").front();
+ int column = (current_sector - 1) / 4;
+ int row = (current_sector - 1) % 4;
+ anim.set_anim(column);
+ for (int i = 0; i < row; i++) {
+ anim.next_anim();
+ }
+ RefVector<Sprite> sprites = this->get_components_by_name<Sprite>("hallway_begin");
+ switch (current_sector % 7) {
+ case 0:
+ sprites[1].get().data.color = Color::YELLOW;
+ sprites[2].get().data.color = Color::YELLOW;
+ break;
+ case 1:
+ sprites[1].get().data.color = Color::MAGENTA;
+ sprites[2].get().data.color = Color::MAGENTA;
+ break;
+ case 2:
+ sprites[1].get().data.color = Color::CYAN;
+ sprites[2].get().data.color = Color::CYAN;
+ break;
+ case 3:
+ sprites[1].get().data.color = Color::GREEN;
+ sprites[2].get().data.color = Color::GREEN;
+ break;
+ case 4:
+ sprites[1].get().data.color = Color::RED;
+ sprites[2].get().data.color = Color::RED;
+ break;
+ case 5:
+ sprites[1].get().data.color = Color::BLUE;
+ sprites[2].get().data.color = Color::BLUE;
+ break;
+ case 6:
+ sprites[1].get().data.color = Color::WHITE;
+ sprites[2].get().data.color = Color::WHITE;
+ break;
+ }
+ current_sector++;
+ if (current_sector > 16) {
+ current_sector = 1;
+ }
+ }
+}
diff --git a/game/background/HallwayScript.h b/game/background/HallwayScript.h
new file mode 100644
index 0000000..04b2933
--- /dev/null
+++ b/game/background/HallwayScript.h
@@ -0,0 +1,13 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class HallwayScript : public crepe::Script {
+public:
+ void fixed_update(crepe::duration_t dt);
+
+private:
+ float start_x = 1200;
+ const float lenght = 3000;
+ int current_sector = 2;
+};
diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp
index 4d96c94..31af2d5 100644
--- a/game/background/HallwaySubScene.cpp
+++ b/game/background/HallwaySubScene.cpp
@@ -14,7 +14,7 @@ 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));
+ GameObject begin = scn.new_object("hallway_begin", "background_hall", vec2(begin_x, 0));
Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};
begin.add_component<Sprite>(
begin_asset,
@@ -30,7 +30,8 @@ float HallwaySubScene::create(
this->add_lamp(begin, vec2(330, -120), 11);
this->add_lamp(begin, vec2(430, -120), 9);
- GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
+ GameObject middle_1
+ = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));
Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"};
middle_1.add_component<Sprite>(
middle_asset,
@@ -42,7 +43,8 @@ float HallwaySubScene::create(
);
begin_x += 600;
- GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
+ GameObject middle_2
+ = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));
Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"};
middle_2.add_component<Sprite>(
middle_asset_2,
@@ -54,7 +56,8 @@ float HallwaySubScene::create(
);
begin_x += 200;
- GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
+ GameObject middle_3
+ = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));
Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"};
middle_3.add_component<Sprite>(
middle_asset_3,
@@ -68,7 +71,8 @@ float HallwaySubScene::create(
this->add_lamp(middle_3, vec2(0, -120));
- GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
+ GameObject middle_4
+ = scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));
Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"};
middle_4.add_component<Sprite>(
middle_asset_4,
@@ -80,7 +84,7 @@ float HallwaySubScene::create(
);
begin_x += 600;
- GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0));
+ GameObject end = scn.new_object("hallway_end", "background_hall", vec2(begin_x, 0));
Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};
end.add_component<Sprite>(
end_asset,
diff --git a/game/coins/CoinPool.cpp b/game/coins/CoinPool.cpp
deleted file mode 100644
index 5720c2f..0000000
--- a/game/coins/CoinPool.cpp
+++ /dev/null
@@ -1,10 +0,0 @@
-#include "CoinPool.h"
-#include "CoinSubScene.h"
-
-using namespace crepe;
-using namespace std;
-
-void CoinPool::create_coins(crepe::Scene & scn) {
- CoinSubScene coin;
- while(coin.create(scn) < this->MAXIMUM_AMOUNT);
-}
diff --git a/game/coins/CoinPoolSubScene.cpp b/game/coins/CoinPoolSubScene.cpp
new file mode 100644
index 0000000..f8b5b70
--- /dev/null
+++ b/game/coins/CoinPoolSubScene.cpp
@@ -0,0 +1,13 @@
+#include "CoinPoolSubScene.h"
+#include "CoinSubScene.h"
+
+using namespace crepe;
+using namespace std;
+
+void CoinPoolSubScene::create_coins(crepe::Scene & scn) {
+ int amount = 0;
+ CoinSubScene coin;
+ while (amount < this->MAXIMUM_AMOUNT) {
+ amount = coin.create(scn, amount);
+ }
+}
diff --git a/game/coins/CoinPool.h b/game/coins/CoinPoolSubScene.h
index 83058f7..07626d6 100644
--- a/game/coins/CoinPool.h
+++ b/game/coins/CoinPoolSubScene.h
@@ -1,12 +1,11 @@
#pragma once
-#include "api/Scene.h"
+#include <crepe/api/Scene.h>
-
-class CoinPool {
+class CoinPoolSubScene {
public:
void create_coins(crepe::Scene & scn);
+
private:
static constexpr int MAXIMUM_AMOUNT = 100;
};
-
diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp
index 5d4e8fe..90150b6 100644
--- a/game/coins/CoinScript.cpp
+++ b/game/coins/CoinScript.cpp
@@ -1,29 +1,51 @@
#include "CoinScript.h"
-#include "api/CircleCollider.h"
-#include "api/Sprite.h"
+
#include "manager/SaveManager.h"
+
#include "../Config.h"
-#include "../Events.h"
+#include "../hud/HudScript.h"
+
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Sprite.h>
using namespace crepe;
using namespace std;
-bool CoinScript::on_collision(const CollisionEvent & collisionData){
- if(collisionData.info.other.metadata.tag != "coin") return true;
- this->get_components_by_name<Sprite>("").front().get().active = false;
- this->get_components_by_name<CircleCollider>("").front().get().active = false;
+bool CoinScript::on_collision(const CollisionEvent & collisionData) {
+ if (collisionData.info.other.metadata.tag != "coin") return false;
+ if (!this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name)
+ .front()
+ .get()
+ .active)
+ return false;
+ this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name)
+ .front()
+ .get()
+ .active
+ = false;
+ this->get_components_by_name<CircleCollider>(collisionData.info.other.metadata.name)
+ .front()
+ .get()
+ .active
+ = false;
this->amount++;
- return true;
+ return false;
+}
+
+void CoinScript::init() {
+ this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
+ return this->on_collision(ev);
+ });
}
-void CoinScript::init(){
- this->subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); });
- this->subscribe<EndGameEvent>([this](const EndGameEvent e)-> bool { return this->save(); });
+void CoinScript::fixed_update(crepe::duration_t dt) {
+ this->trigger_event(GetCoinEvent {
+ .amount_of_coins = this->amount,
+ });
}
-bool CoinScript::save(){
+bool CoinScript::save() {
SaveManager & savemgr = this->get_save_manager();
savemgr.set(TOTAL_COINS_RUN, this->amount);
- this->amount = 0;
return false;
}
diff --git a/game/coins/CoinScript.h b/game/coins/CoinScript.h
index e88a860..5718025 100644
--- a/game/coins/CoinScript.h
+++ b/game/coins/CoinScript.h
@@ -5,8 +5,10 @@
class CoinScript : public crepe::Script {
public:
void init() override;
+ void fixed_update(crepe::duration_t dt) override;
bool on_collision(const crepe::CollisionEvent & collisionData);
bool save();
+
private:
int amount = 0;
};
diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp
index 3914921..2c9feb6 100644
--- a/game/coins/CoinSubScene.cpp
+++ b/game/coins/CoinSubScene.cpp
@@ -1,41 +1,44 @@
#include "CoinSubScene.h"
-#include "api/Animator.h"
-#include "api/BehaviorScript.h"
-#include "api/CircleCollider.h"
-#include "api/Rigidbody.h"
-#include "api/Scene.h"
-#include "api/AudioSource.h"
-#include "CoinScript.h"
+
#include "../Config.h"
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Scene.h>
+
using namespace crepe;
using namespace std;
-int CoinSubScene::create(Scene & scn){
+int CoinSubScene::create(Scene & scn, int coin_counter) {
vec2 size = {20, 20};
- static int coin_counter = 0;
string unique_name = "coin_" + to_string(coin_counter++);
- GameObject coin = scn.new_object(unique_name.c_str(),"coin",vec2{650,0},0,1);
- coin.add_component<Rigidbody>(Rigidbody::Data{
+ GameObject coin = scn.new_object(unique_name.c_str(), "coin", vec2 {650, 0}, 0, 1);
+ coin.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
.kinematic_collision = false,
.collision_layers = {COLL_LAY_PLAYER},
});
- coin.add_component<CircleCollider>((size.x / 2)-3).active = false;
- crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>(Asset{"asset/coin/coin1_TVOS.png"}, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_COINS,
- .order_in_layer = 0,
- .size = size,
- });
+ coin.add_component<CircleCollider>((size.x / 2) - 3).active = false;
+ crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>(
+ Asset {"asset/coin/coin1_TVOS.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_COINS,
+ .order_in_layer = 0,
+ .size = size,
+ }
+ );
coin_sprite->active = false;
- coin.add_component<Animator>(coin_sprite, ivec2{32, 32}, uvec2{8, 1},
- Animator::Data{
- .fps = 15,
- .looping = true,
- });
- coin.add_component<AudioSource>(Asset{"asset/sfx/coin_pickup_1.ogg"});
- coin.add_component<BehaviorScript>().set_script<CoinScript>();
+ coin.add_component<Animator>(
+ coin_sprite, ivec2 {32, 32}, uvec2 {8, 1},
+ Animator::Data {
+ .fps = 15,
+ .looping = true,
+ }
+ );
+ coin.add_component<AudioSource>(Asset {"asset/sfx/coin_pickup_1.ogg"});
return coin_counter;
}
diff --git a/game/coins/CoinSubScene.h b/game/coins/CoinSubScene.h
index f85f427..7a1c60a 100644
--- a/game/coins/CoinSubScene.h
+++ b/game/coins/CoinSubScene.h
@@ -8,5 +8,5 @@ class Scene;
class CoinSubScene {
public:
- int create(crepe::Scene & scn);
+ int create(crepe::Scene & scn, int coin_counter);
};
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp
index c9c301e..1634aa9 100644
--- a/game/coins/CoinSystemScript.cpp
+++ b/game/coins/CoinSystemScript.cpp
@@ -1,25 +1,22 @@
#include "CoinSystemScript.h"
-#include "CoinPool.h"
-#include "api/CircleCollider.h"
-#include "api/Metadata.h"
-#include "api/Sprite.h"
-#include "api/Transform.h"
+
#include <random>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Metadata.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+
using namespace crepe;
using namespace std;
-std::vector<CoinSystemScript::CoinData> CoinSystemScript::coin_locations;
-
-void CoinSystemScript::init() {
- engine.seed(rd());
-}
+void CoinSystemScript::init() { engine.seed(rd()); }
-void CoinSystemScript::add_location(const crepe::vec2& location){
+void CoinSystemScript::add_location(const crepe::vec2 & location) {
coin_locations.push_back(CoinData(location));
}
-float CoinSystemScript::preset_1(const vec2 & begin_position){
+float CoinSystemScript::preset_1(const vec2 & begin_position) {
vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)};
vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)};
@@ -30,7 +27,7 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){
}
// Add locations for the bottom row
- bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ bottom.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
add_location(bottom);
bottom.x += this->COLUM_OFFSET_1;
@@ -44,22 +41,24 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){
}
// Add locations for the next set of the bottom row
- bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ bottom.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
add_location(bottom);
bottom.x += this->COLUM_OFFSET_1;
}
- return bottom.x-begin_position.x;
+ return bottom.x - begin_position.x;
}
-float CoinSystemScript::preset_2(const vec2 & begin_position){
- vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2};
+float CoinSystemScript::preset_2(const vec2 & begin_position) {
+ vec2 top
+ = {begin_position.x + this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2};
vec2 middle = begin_position;
- vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2};
+ vec2 bottom
+ = {begin_position.x + this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2};
// Add locations for the next set of the bottom row
- for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ for (int i = 0; i < COLUM_AMOUNT_2 - 2; ++i) {
add_location(bottom);
bottom.x += this->COLUM_OFFSET_2;
}
@@ -71,18 +70,17 @@ float CoinSystemScript::preset_2(const vec2 & begin_position){
}
// Add locations for the next set of the top row
- for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ for (int i = 0; i < COLUM_AMOUNT_2 - 2; ++i) {
add_location(top);
top.x += this->COLUM_OFFSET_2;
}
- return middle.x-begin_position.x;
+ return middle.x - begin_position.x;
}
-float CoinSystemScript::preset_3(const vec2 & begin_position){
+float CoinSystemScript::preset_3(const vec2 & begin_position) {
vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)};
-
// Add locations for the top row
for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
add_location(location);
@@ -90,7 +88,7 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){
}
// Add locations for the bottom row
- location.y +=this->ROW_OFFSET_3;
+ location.y += this->ROW_OFFSET_3;
location.x += this->COLUM_OFFSET_3;
for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
add_location(location);
@@ -98,20 +96,19 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){
}
// Add locations for the next set of the top row
- location.y +=this->ROW_OFFSET_3;
+ location.y += this->ROW_OFFSET_3;
location.x += this->COLUM_OFFSET_3;
for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
add_location(location);
location.x += this->COLUM_OFFSET_3;
}
- return location.x-begin_position.x;
+ return location.x - begin_position.x;
}
-float CoinSystemScript::preset_4(const vec2 & begin_position){
+float CoinSystemScript::preset_4(const vec2 & begin_position) {
vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)};
-
// Add locations for the top row
for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
add_location(location);
@@ -119,7 +116,7 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){
}
// Add locations for the bottom row
- location.y -=this->ROW_OFFSET_4;
+ location.y -= this->ROW_OFFSET_4;
location.x += this->COLUM_OFFSET_4;
for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
add_location(location);
@@ -127,32 +124,29 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){
}
// Add locations for the next set of the top row
- location.y -=this->ROW_OFFSET_4;
+ location.y -= this->ROW_OFFSET_4;
location.x += this->COLUM_OFFSET_4;
for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
add_location(location);
location.x += this->COLUM_OFFSET_4;
}
- return location.x-begin_position.x;
+ return location.x - begin_position.x;
}
-float CoinSystemScript::preset_5(const vec2 & begin_position){
- vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2};
- for (int i = 0; i < COLUM_AMOUNT_5; ++i){
+float CoinSystemScript::preset_5(const vec2 & begin_position) {
+ vec2 location = {begin_position.x, begin_position.y - ROW_OFFSET_5 / 2};
+ for (int i = 0; i < COLUM_AMOUNT_5; ++i) {
add_location(location);
location.x += this->COLUM_OFFSET_5;
}
- return location.x-begin_position.x;
+ return location.x - begin_position.x;
}
-
-
-void CoinSystemScript::frame_update(crepe::duration_t dt)
-{
+void CoinSystemScript::frame_update(crepe::duration_t dt) {
this->despawn_coins();
this->generate_locations();
- this->spawn_coins();
+ this->spawn_coins();
}
void CoinSystemScript::despawn_coins() {
@@ -162,22 +156,26 @@ void CoinSystemScript::despawn_coins() {
// Retrieve all active coin sprites tagged as "coin"
RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
- for (Sprite& coin_sprite : coin_sprites) {
+ for (Sprite & coin_sprite : coin_sprites) {
if (!coin_sprite.active) continue; // Skip inactive sprites
// Retrieve the corresponding Transform, Metadata, and CircleCollider components
- Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
- Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
- CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+ Transform & coin_transform
+ = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata & coin_metadata
+ = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider & coin_collider
+ = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id)
+ .front()
+ .get();
// Check if the coin is out of bounds based on DESPAWN_DISTANCE
if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) {
// Find the coin in the coin_locations vector using its name
auto it = std::find_if(
- coin_locations.begin(),
- coin_locations.end(),
- [&coin_metadata](const CoinData& data) {
- return data.name == coin_metadata.name;
+ coin_locations.begin(), coin_locations.end(),
+ [&coin_metadata](const CoinData & data) {
+ return data.name == coin_metadata.name;
}
);
@@ -191,31 +189,42 @@ void CoinSystemScript::despawn_coins() {
}
}
-void CoinSystemScript::spawn_coins(){
+void CoinSystemScript::spawn_coins() {
// Get the current x-position of the CoinSystem's Transform component
float position = this->get_component<Transform>().position.x;
// Iterate through the list of coin locations
- for (auto& coin : coin_locations) {
+ for (auto & coin : coin_locations) {
// Skip this coin if it is already active
- if (coin.active)continue;
+ if (coin.active) continue;
// Skip this coin if it is not within the defined spawn area
- if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue;
-
+ if (coin.start_location.x < this->SPAWN_DISTANCE + position
+ || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position)
+ continue;
+
// Retrieve all sprites tagged as "coin"
RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
// Check for an available (inactive) coin sprite
- for (Sprite& coin_sprite : coin_sprites) {
+ for (Sprite & coin_sprite : coin_sprites) {
// Skip this sprite if it is already active
if (coin_sprite.active) continue;
// Found an available (inactive) coin sprite
// Retrieve its associated components
- Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
- Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
- CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
-
+ Transform & coin_transform
+ = this->get_components_by_id<Transform>(coin_sprite.game_object_id)
+ .front()
+ .get();
+ Metadata & coin_metadata
+ = this->get_components_by_id<Metadata>(coin_sprite.game_object_id)
+ .front()
+ .get();
+ CircleCollider & coin_collider
+ = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id)
+ .front()
+ .get();
+
// Assign data and set active
coin.name = coin_metadata.name;
coin.active = true;
@@ -223,26 +232,23 @@ void CoinSystemScript::spawn_coins(){
coin_collider.active = true;
coin_transform.position = coin.start_location;
- // Break out of the inner loop since we've assigned this coin to an available sprite
+ // Break out of the inner loop since we've assigned this coin to an available sprite
break;
}
}
}
-void CoinSystemScript::generate_locations(){
+void CoinSystemScript::generate_locations() {
float position = this->get_component<Transform>().position.x;
- if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;
+ if (position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;
std::discrete_distribution<int> dist(weights.begin(), weights.end());
int selected_index = dist(engine);
std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX);
float spacing = space_dist(engine);
-
+
// Call the corresponding function and return the new x position
- this->system_position += functions[selected_index]({this->system_position,0});
+ this->system_position += functions[selected_index]({this->system_position, 0});
this->system_position += spacing;
}
-
-
-
diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h
index f558f08..5c94273 100644
--- a/game/coins/CoinSystemScript.h
+++ b/game/coins/CoinSystemScript.h
@@ -1,27 +1,33 @@
#pragma once
-#include "types.h"
-#include <string>
-#include "api/CircleCollider.h"
-#include "api/Script.h"
-#include "api/Sprite.h"
-#include "api/Transform.h"
#include <random>
+#include <string>
+
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
class CoinSystemScript : public crepe::Script {
private:
- struct CoinData{
- crepe::vec2 start_location = {0,0};
+ struct CoinData {
+ crepe::vec2 start_location = {0, 0};
std::string name = "";
bool active = false;
- CoinData(crepe::vec2 start_location) : start_location(start_location),name(""), active(false) {}
+ CoinData(crepe::vec2 start_location)
+ : start_location(start_location),
+ name(""),
+ active(false) {}
};
+
public:
CoinSystemScript() {};
void init() override;
void frame_update(crepe::duration_t dt) override;
+
private:
- void add_location(const crepe::vec2& location);
+ void add_location(const crepe::vec2 & location);
void despawn_coins();
void spawn_coins();
void generate_locations();
@@ -30,68 +36,71 @@ private:
float preset_3(const crepe::vec2 & begin_position);
float preset_4(const crepe::vec2 & begin_position);
float preset_5(const crepe::vec2 & begin_position);
+
private:
- std::vector<std::function<float(const crepe::vec2&)>> functions = {
- [this](const crepe::vec2& pos) { return preset_1(pos); },
- [this](const crepe::vec2& pos) { return preset_2(pos); },
- [this](const crepe::vec2& pos) { return preset_3(pos); },
- [this](const crepe::vec2& pos) { return preset_4(pos); },
- [this](const crepe::vec2& pos) { return preset_5(pos); }
- };
- std::vector<int> weights = {20, 20,20,20, 20};
+ std::vector<std::function<float(const crepe::vec2 &)>> functions
+ = {[this](const crepe::vec2 & pos) { return preset_1(pos); },
+ [this](const crepe::vec2 & pos) { return preset_2(pos); },
+ [this](const crepe::vec2 & pos) { return preset_3(pos); },
+ [this](const crepe::vec2 & pos) { return preset_4(pos); },
+ [this](const crepe::vec2 & pos) { return preset_5(pos); }};
+ std::vector<int> weights = {20, 20, 20, 20, 20};
std::random_device rd;
std::default_random_engine engine;
- float system_position = 1200;
+ float system_position = 1400;
static constexpr float SYSTEM_POSITION_OFFSET = 200;
+
private:
static constexpr float SPAWN_SPACING_MIN = 400;
static constexpr float SPAWN_SPACING_MAX = 1000;
static constexpr float SPAWN_DISTANCE = 600;
static constexpr float DESPAWN_DISTANCE = 600;
static constexpr float SPAWN_AREA = 50;
- static std::vector<CoinData> coin_locations;
+ std::vector<CoinData> coin_locations;
+
private:
-// preset one settings
-// ***** *****
-//
-//
-//
-// ***** *****
+ // preset one settings
+ // ***** *****
+ //
+ //
+ //
+ // ***** *****
static constexpr float ROW_OFFSET_1 = 100;
static constexpr float COLUM_OFFSET_1 = 25;
static constexpr int COLUM_AMOUNT_1 = 5;
+
private:
-// preset two settings
-//
-// ********
-// **********
-// ********
-//
+ // preset two settings
+ //
+ // ********
+ // **********
+ // ********
+ //
static constexpr float ROW_OFFSET_2 = 25;
static constexpr float COLUM_OFFSET_2 = 25;
static constexpr int COLUM_AMOUNT_2 = 10;
-// preset three settings
-// ***
-//
-// ***
-//
-// ***
+ // preset three settings
+ // ***
+ //
+ // ***
+ //
+ // ***
static constexpr float ROW_OFFSET_3 = 100;
static constexpr float COLUM_OFFSET_3 = 25;
static constexpr int COLUM_AMOUNT_3 = 3;
-// preset four settings
-// ***
-//
-// ***
-//
-// ***
+ // preset four settings
+ // ***
+ //
+ // ***
+ //
+ // ***
static constexpr float ROW_OFFSET_4 = 100;
static constexpr float COLUM_OFFSET_4 = 25;
static constexpr int COLUM_AMOUNT_4 = 3;
-// preset five settings
-//
-// ***
-//
+ // preset five settings
+ //
+ // ***
+ //
static constexpr float ROW_OFFSET_5 = 25;
static constexpr float COLUM_OFFSET_5 = 25;
static constexpr int COLUM_AMOUNT_5 = 3;
diff --git a/game/hud/HudConfig.h b/game/hud/HudConfig.h
index e3497fb..facc298 100644
--- a/game/hud/HudConfig.h
+++ b/game/hud/HudConfig.h
@@ -1,34 +1,33 @@
#pragma once
-#include "types.h"
+#include <crepe/types.h>
-static constexpr crepe::vec2 TOP_LEFT = {-530,-230};
-static constexpr const char* HUD_DISTANCE = "hud_distance";
-static constexpr const char* HUD_BEST = "hud_best";
-static constexpr const char* HUD_COINS = "hud_coins";
-static constexpr const char* HUD_FPS = "hud_fps";
+static constexpr crepe::vec2 TOP_LEFT = {-530, -230};
+static constexpr const char * HUD_DISTANCE = "hud_distance";
+static constexpr const char * HUD_BEST = "hud_best";
+static constexpr const char * HUD_COINS = "hud_coins";
+static constexpr const char * HUD_FPS = "hud_fps";
// Distance
-static constexpr const char* DISTANCE_PLACEHOLDER = "0000m";
-static constexpr const char* DISTANCE_UNIT = "m";
+static constexpr const char * DISTANCE_PLACEHOLDER = "0000m";
+static constexpr const char * DISTANCE_UNIT = "m";
static constexpr int DISTANCE_LENGTH = 5;
static constexpr float DISTANCE_CHAR_WIDTH = 12;
static constexpr float STEP_SIZE_DISTANCE = 100;
// BEST
-static constexpr const char* BEST = "BEST:";
+static constexpr const char * BEST = "BEST:";
static constexpr int BEST_LENGTH = 5;
static constexpr float BEST_CHAR_WIDTH = 10;
-static constexpr crepe::vec2 BEST_OFFSET = {0,25};
+static constexpr crepe::vec2 BEST_OFFSET = {0, 25};
// COINS
-static constexpr const char* COINS = "0000";
+static constexpr const char * COINS = "0000";
static constexpr int COINS_LENGTH = 4;
static constexpr float COINS_CHAR_WIDTH = 10;
-static constexpr crepe::vec2 COINS_OFFSET = {0,50};
+static constexpr crepe::vec2 COINS_OFFSET = {0, 50};
// FPS
-static constexpr const char* FPS = "00";
+static constexpr const char * FPS = "00";
static constexpr int FPS_LENGTH = 2;
static constexpr float FPS_CHAR_WIDTH = 10;
-static constexpr crepe::vec2 FPS_OFFSET = {1030,0};
- \ No newline at end of file
+static constexpr crepe::vec2 FPS_OFFSET = {1030, 0};
diff --git a/game/hud/HudScript.cpp b/game/hud/HudScript.cpp
index 496a03d..8f77706 100644
--- a/game/hud/HudScript.cpp
+++ b/game/hud/HudScript.cpp
@@ -1,63 +1,95 @@
#include "HudScript.h"
-#include "api/Text.h"
-#include "api/Transform.h"
-#include "manager/SaveManager.h"
-#include "../Config.h"
#include "HudConfig.h"
+
+#include "../Config.h"
+#include "../Events.h"
+
#include <climits>
+#include <crepe/api/Text.h>
+#include <crepe/api/Transform.h>
+#include <crepe/manager/SaveManager.h>
+
using namespace crepe;
using namespace std;
void HudScript::init() {
savemgr = &this->get_save_manager();
- savemgr->set(TOTAL_COINS_RUN,0);
+ savemgr->set(TOTAL_COINS_RUN, 0);
Text & txt = this->get_components_by_name<Text>(HUD_BEST).front();
- string record = BEST+to_string(savemgr->get<int>(DISTANCE_GAME,0).get())+DISTANCE_UNIT;
+ string record
+ = BEST + to_string(savemgr->get<int>(DISTANCE_GAME, 0).get()) + DISTANCE_UNIT;
txt.text = record;
- txt.dimensions = {BEST_CHAR_WIDTH*record.size(),(BEST_CHAR_WIDTH)*2};
- txt.offset = TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{record.size() * BEST_CHAR_WIDTH/2,0};
+ txt.dimensions = {BEST_CHAR_WIDTH * record.size(), (BEST_CHAR_WIDTH) * 2};
+ txt.offset
+ = TOP_LEFT + FONTOFFSET + BEST_OFFSET + vec2 {record.size() * BEST_CHAR_WIDTH / 2, 0};
+ this->subscribe<GetCoinEvent>([this](const GetCoinEvent e) -> bool {
+ return this->get_coin(e);
+ });
this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
- if(ev.key != Keycode::END) return false;
- Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front();
- this->show_fps = !this->show_fps;
- if(this->show_fps)
- {
- txt_fps.active = true;
- }
- else {
- txt_fps.active = false;
- }
- return true;
+ return this->toggle_fps(ev);
+ });
+ this->subscribe<EndGameEvent>([this](const EndGameEvent e) -> bool {
+ return this->save();
});
}
+bool HudScript::toggle_fps(crepe::KeyPressEvent ev) {
+ if (ev.key != Keycode::END) return false;
+ Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front();
+ this->show_fps = !this->show_fps;
+ if (this->show_fps) {
+ txt_fps.active = true;
+ } else {
+ txt_fps.active = false;
+ }
+ return true;
+}
+
void HudScript::frame_update(crepe::duration_t dt) {
-
+
// Distance
Text & txt_dt = this->get_components_by_name<Text>(HUD_DISTANCE).front();
Transform & tf = this->get_components_by_name<Transform>(PLAYER_NAME).front();
- string distance = to_string(static_cast<int>(tf.position.x/STEP_SIZE_DISTANCE)) + DISTANCE_UNIT;
+ string distance
+ = to_string(static_cast<int>(tf.position.x / STEP_SIZE_DISTANCE)) + DISTANCE_UNIT;
+ this->distance_st = distance;
txt_dt.text = distance;
- txt_dt.dimensions = {DISTANCE_CHAR_WIDTH*distance.size(),(DISTANCE_CHAR_WIDTH)*2};
- txt_dt.offset = TOP_LEFT+FONTOFFSET + vec2{distance.size() * DISTANCE_CHAR_WIDTH/2,0};
+ txt_dt.dimensions = {DISTANCE_CHAR_WIDTH * distance.size(), (DISTANCE_CHAR_WIDTH) * 2};
+ txt_dt.offset
+ = TOP_LEFT + FONTOFFSET + vec2 {distance.size() * DISTANCE_CHAR_WIDTH / 2, 0};
// Coins
Text & txt_co = this->get_components_by_name<Text>(HUD_COINS).front();
- string amount_of_coins = to_string(savemgr->get<int>(TOTAL_COINS_RUN,0).get());
+ string amount_of_coins = to_string(this->coin_amount);
+ this->coin_amount_st = amount_of_coins;
txt_co.text = amount_of_coins;
- txt_co.dimensions = {COINS_CHAR_WIDTH*amount_of_coins.size(),(COINS_CHAR_WIDTH)*2};
- txt_co.offset = TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{amount_of_coins.size() * COINS_CHAR_WIDTH/2,0};
+ txt_co.dimensions = {COINS_CHAR_WIDTH * amount_of_coins.size(), (COINS_CHAR_WIDTH) * 2};
+ txt_co.offset = TOP_LEFT + FONTOFFSET + COINS_OFFSET
+ + vec2 {amount_of_coins.size() * COINS_CHAR_WIDTH / 2, 0};
// FPS
Text & txt_fps = this->get_components_by_name<Text>(HUD_FPS).front();
float fps = this->get_loop_timer().get_fps();
string fps_amount = to_string(this->get_loop_timer().get_fps());
txt_fps.text = fps_amount;
- txt_fps.dimensions = {FPS_CHAR_WIDTH*fps_amount.size(),(FPS_CHAR_WIDTH)*2};
- txt_fps.offset = TOP_LEFT+FONTOFFSET+FPS_OFFSET + vec2{fps_amount.size() * FPS_CHAR_WIDTH/2,0};
- if(fps >= 30) txt_fps.data.text_color = Color::YELLOW;
- if(fps >= 50) txt_fps.data.text_color = Color::GREEN;
- if(fps < 30) txt_fps.data.text_color = Color::RED;
+ txt_fps.dimensions = {FPS_CHAR_WIDTH * fps_amount.size(), (FPS_CHAR_WIDTH) * 2};
+ txt_fps.offset = TOP_LEFT + FONTOFFSET + FPS_OFFSET
+ + vec2 {fps_amount.size() * FPS_CHAR_WIDTH / 2, 0};
+ if (fps >= 30) txt_fps.data.text_color = Color::YELLOW;
+ if (fps >= 50) txt_fps.data.text_color = Color::GREEN;
+ if (fps < 30) txt_fps.data.text_color = Color::RED;
+}
+
+bool HudScript::get_coin(const GetCoinEvent e) {
+ this->coin_amount = e.amount_of_coins;
+ return true;
+}
+
+bool HudScript::save() {
+ SaveManager & savemgr = this->get_save_manager();
+ savemgr.set(TOTAL_COINS_RUN, this->coin_amount);
+ savemgr.set(DISTANCE_RUN, this->distance_st);
+ return false;
}
diff --git a/game/hud/HudScript.h b/game/hud/HudScript.h
index 8e7e8fc..2b789db 100644
--- a/game/hud/HudScript.h
+++ b/game/hud/HudScript.h
@@ -1,13 +1,25 @@
#pragma once
-#include "api/Script.h"
-#include "manager/SaveManager.h"
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+#include <crepe/manager/SaveManager.h>
+
+struct GetCoinEvent : public crepe::Event {
+ int amount_of_coins;
+};
class HudScript : public crepe::Script {
public:
void init() override;
void frame_update(crepe::duration_t dt) override;
+ bool get_coin(const GetCoinEvent e);
+ bool toggle_fps(crepe::KeyPressEvent ev);
+ bool save();
+
private:
- crepe::SaveManager* savemgr;
+ crepe::SaveManager * savemgr;
bool show_fps = false;
+ int coin_amount = 0;
+ std::string coin_amount_st = "";
+ std::string distance_st = "";
};
diff --git a/game/hud/HudSubScene.cpp b/game/hud/HudSubScene.cpp
index 4995624..ca81614 100644
--- a/game/hud/HudSubScene.cpp
+++ b/game/hud/HudSubScene.cpp
@@ -1,44 +1,68 @@
#include "HudSubScene.h"
-#include "api/GameObject.h"
-#include "api/Text.h"
-#include "../Config.h"
#include "HudConfig.h"
+#include "../Config.h"
+
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Text.h>
+
using namespace crepe;
using namespace std;
-void HudSubScene::create(Scene & scn){
-
+void HudSubScene::create(Scene & scn) {
+
// Distance
GameObject hud_dis = scn.new_object(HUD_DISTANCE);
- crepe::vec2 size_distance = {DISTANCE_CHAR_WIDTH*DISTANCE_LENGTH,(DISTANCE_CHAR_WIDTH)*2};
- hud_dis.add_component<Text>(size_distance, FONT,Text::Data{
- .world_space = false,
- .text_color = Color::WHITE,
- }, TOP_LEFT+FONTOFFSET + vec2{DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH/2,0}, DISTANCE_PLACEHOLDER);
+ crepe::vec2 size_distance
+ = {DISTANCE_CHAR_WIDTH * DISTANCE_LENGTH, (DISTANCE_CHAR_WIDTH) * 2};
+ hud_dis.add_component<Text>(
+ size_distance, FONT,
+ Text::Data {
+ .world_space = false,
+ .text_color = Color::WHITE,
+ },
+ TOP_LEFT + FONTOFFSET + vec2 {DISTANCE_LENGTH * DISTANCE_CHAR_WIDTH / 2, 0},
+ DISTANCE_PLACEHOLDER
+ );
// Best
GameObject hud_best = scn.new_object(HUD_BEST);
- crepe::vec2 size_best = {BEST_CHAR_WIDTH*BEST_LENGTH,(BEST_CHAR_WIDTH)*2};
- hud_best.add_component<Text>(size_best, FONT,Text::Data{
- .world_space = false,
- .text_color = Color::GREY,
- }, TOP_LEFT+FONTOFFSET+BEST_OFFSET + vec2{BEST_LENGTH * BEST_CHAR_WIDTH/2,0}, BEST);
+ crepe::vec2 size_best = {BEST_CHAR_WIDTH * BEST_LENGTH, (BEST_CHAR_WIDTH) * 2};
+ hud_best.add_component<Text>(
+ size_best, FONT,
+ Text::Data {
+ .world_space = false,
+ .text_color = Color::GREY,
+ },
+ TOP_LEFT + FONTOFFSET + BEST_OFFSET + vec2 {BEST_LENGTH * BEST_CHAR_WIDTH / 2, 0}, BEST
+ );
// Coins
GameObject hud_coin = scn.new_object(HUD_COINS);
- crepe::vec2 size_coin = {COINS_CHAR_WIDTH*COINS_LENGTH,(COINS_CHAR_WIDTH)*2};
- hud_coin.add_component<Text>(size_coin, FONT,Text::Data{
- .world_space = false,
- .text_color = Color::YELLOW,
- }, TOP_LEFT+FONTOFFSET+COINS_OFFSET + vec2{COINS_LENGTH * COINS_CHAR_WIDTH/2,0}, COINS);
+ crepe::vec2 size_coin = {COINS_CHAR_WIDTH * COINS_LENGTH, (COINS_CHAR_WIDTH) * 2};
+ hud_coin.add_component<Text>(
+ size_coin, FONT,
+ Text::Data {
+ .world_space = false,
+ .text_color = Color::YELLOW,
+ },
+ TOP_LEFT + FONTOFFSET + COINS_OFFSET + vec2 {COINS_LENGTH * COINS_CHAR_WIDTH / 2, 0},
+ COINS
+ );
// Fps
GameObject hud_fps = scn.new_object(HUD_FPS);
- crepe::vec2 size_fps = {FPS_CHAR_WIDTH*FPS_LENGTH,(FPS_CHAR_WIDTH)*2};
- hud_fps.add_component<Text>(size_fps, FONT,Text::Data{
- .world_space = false,
- .text_color = Color::GREEN,
- }, TOP_LEFT+FONTOFFSET+FPS_OFFSET + vec2{FPS_LENGTH * FPS_CHAR_WIDTH/2,0}, FPS).active = false;
+ crepe::vec2 size_fps = {FPS_CHAR_WIDTH * FPS_LENGTH, (FPS_CHAR_WIDTH) * 2};
+ hud_fps
+ .add_component<Text>(
+ size_fps, FONT,
+ Text::Data {
+ .world_space = false,
+ .text_color = Color::GREEN,
+ },
+ TOP_LEFT + FONTOFFSET + FPS_OFFSET + vec2 {FPS_LENGTH * FPS_CHAR_WIDTH / 2, 0}, FPS
+ )
+ .active
+ = false;
}
diff --git a/game/hud/HudSubScene.h b/game/hud/HudSubScene.h
index 711a34d..0cd368e 100644
--- a/game/hud/HudSubScene.h
+++ b/game/hud/HudSubScene.h
@@ -1,8 +1,8 @@
#pragma once
-#include "api/Scene.h"
-class HudSubScene
-{
+#include <crepe/api/Scene.h>
+
+class HudSubScene {
public:
void create(crepe::Scene & scn);
};
diff --git a/game/hud/SpeedScript.cpp b/game/hud/SpeedScript.cpp
index 69534d9..d0a4dfe 100644
--- a/game/hud/SpeedScript.cpp
+++ b/game/hud/SpeedScript.cpp
@@ -1,22 +1,21 @@
#include "SpeedScript.h"
-#include "api/Event.h"
-#include "api/KeyCodes.h"
-#include "manager/LoopTimerManager.h"
+
+#include <crepe/api/Event.h>
+#include <crepe/api/KeyCodes.h>
+#include <crepe/manager/LoopTimerManager.h>
using namespace crepe;
using namespace std;
void SpeedScript::init() {
this->subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
- if(ev.key != Keycode::HOME) return false;
- LoopTimerManager & lp = this->get_loop_timer();
+ if (ev.key != Keycode::HOME) return false;
+ LoopTimerManager & lp = this->get_loop_timer();
this->toggle = !this->toggle;
- if(this->toggle)
- {
- this->timescale = lp.get_time_scale();
+ if (this->toggle) {
+ this->timescale = lp.get_time_scale();
lp.set_time_scale(0);
- }
- else {
+ } else {
lp.set_time_scale(this->timescale);
}
@@ -24,12 +23,12 @@ void SpeedScript::init() {
});
}
-void SpeedScript::fixed_update(crepe::duration_t dt){
- LoopTimerManager & lp = this->get_loop_timer();
- if(this->get_key_state(Keycode::PAGE_UP)){
- lp.set_time_scale(lp.get_time_scale()+0.1);
+void SpeedScript::fixed_update(crepe::duration_t dt) {
+ LoopTimerManager & lp = this->get_loop_timer();
+ if (this->get_key_state(Keycode::PAGE_UP)) {
+ lp.set_time_scale(lp.get_time_scale() + 0.1);
}
- if(this->get_key_state(Keycode::PAGE_DOWN)){
- lp.set_time_scale(lp.get_time_scale()-0.1);
+ if (this->get_key_state(Keycode::PAGE_DOWN)) {
+ lp.set_time_scale(lp.get_time_scale() - 0.1);
}
}
diff --git a/game/hud/SpeedScript.h b/game/hud/SpeedScript.h
index 8bd7271..6c15a89 100644
--- a/game/hud/SpeedScript.h
+++ b/game/hud/SpeedScript.h
@@ -1,14 +1,15 @@
#pragma once
-#include "api/Script.h"
-#include "manager/SaveManager.h"
+#include <crepe/api/Script.h>
+#include <crepe/manager/SaveManager.h>
class SpeedScript : public crepe::Script {
public:
void init() override;
void fixed_update(crepe::duration_t dt) override;
+
private:
- crepe::SaveManager* savemgr;
+ crepe::SaveManager * savemgr;
bool toggle = true;
float timescale = 1;
};
diff --git a/game/main.cpp b/game/main.cpp
index b6458b8..a41fc99 100644
--- a/game/main.cpp
+++ b/game/main.cpp
@@ -5,6 +5,7 @@
#include "Config.h"
#include "GameScene.h"
+#include "PreviewScene.h"
#include "menus/mainmenu/MainMenuScene.h"
#include "menus/shop/ShopMenuScene.h"
@@ -19,6 +20,8 @@ int main() {
gameloop.add_scene<GameScene>();
gameloop.add_scene<MainMenuScene>();
gameloop.add_scene<ShopMenuScene>();
+ gameloop.add_scene<GameScene>();
+ gameloop.add_scene<PreviewScene>();
return gameloop.main();
}
diff --git a/game/menus/BannerSubScene.cpp b/game/menus/BannerSubScene.cpp
index ea43c69..006a829 100644
--- a/game/menus/BannerSubScene.cpp
+++ b/game/menus/BannerSubScene.cpp
@@ -3,40 +3,47 @@
#include "../Config.h"
-#include <crepe/api/Sprite.h>
#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
#include <crepe/api/Text.h>
using namespace crepe;
using namespace std;
-void BannerSubScene::create(Scene & scn,const Data & data){
- GameObject menu_banner = scn.new_object("menu_banner","", {0,-414});
+void BannerSubScene::create(Scene & scn, const Data & data) {
+ GameObject menu_banner = scn.new_object("menu_banner", "", {0, -414});
menu_banner.add_component<Sprite>(
Asset("asset/ui/settings_container/top_middle_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1,
- .size = {1100,88},
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1,
+ .size = {1100, 88},
+ }
+ );
menu_banner.add_component<Sprite>(
Asset("asset/ui/settings_container/top_2_middle_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1,
- .size = {1100,66},
- .position_offset {0,77},
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1,
+ .size = {1100, 66},
+ .position_offset {0, 77},
+ }
+ );
menu_banner.add_component<Sprite>(
Asset("asset/ui/settings_container/banner_bottom.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1,
- .size = {1100,7},
- .position_offset {0,113},
- });
- crepe::vec2 size = {data.banner_title_width,(data.banner_title_width/data.banner_title.size())*2};
-
- menu_banner.add_component<Text>( size, FONT, Text::Data{
- .world_space = true,
- .text_color = Color::WHITE,
- }, data.banner_title_offset + FONTOFFSET, data.banner_title);
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1,
+ .size = {1100, 7},
+ .position_offset {0, 113},
+ }
+ );
+ crepe::vec2 size
+ = {data.banner_title_width, (data.banner_title_width / data.banner_title.size()) * 2};
+ menu_banner.add_component<Text>(
+ size, FONT,
+ Text::Data {
+ .world_space = true,
+ .text_color = Color::WHITE,
+ },
+ data.banner_title_offset + FONTOFFSET, data.banner_title
+ );
}
diff --git a/game/menus/BannerSubScene.h b/game/menus/BannerSubScene.h
index 888897d..c194dfc 100644
--- a/game/menus/BannerSubScene.h
+++ b/game/menus/BannerSubScene.h
@@ -1,7 +1,7 @@
#pragma once
-#include <crepe/types.h>
#include <crepe/api/GameObject.h>
+#include <crepe/types.h>
namespace crepe {
class Scene;
@@ -9,11 +9,12 @@ class Scene;
class BannerSubScene {
public:
-struct Data{
+ struct Data {
const std::string & banner_title = "NODATA";
const float banner_title_width = 100;
- const crepe::vec2 & banner_title_offset = {0,0};
+ const crepe::vec2 & banner_title_offset = {0, 0};
};
+
public:
- void create(crepe::Scene & scn,const Data & data);
+ void create(crepe::Scene & scn, const Data & data);
};
diff --git a/game/menus/ButtonNextMainMenuSubScript.cpp b/game/menus/ButtonNextMainMenuSubScript.cpp
new file mode 100644
index 0000000..e03a34a
--- /dev/null
+++ b/game/menus/ButtonNextMainMenuSubScript.cpp
@@ -0,0 +1,42 @@
+#include "ButtonNextMainMenuSubScript.h"
+#include "MenusConfig.h"
+#include "ValueBroker.h"
+
+#include "manager/SaveManager.h"
+
+#include "../Config.h"
+
+#include <crepe/api/AudioSource.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+void ButtonNextMainMenuSubScript::init() {
+ IButtonScript::init();
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) {
+ return this->on_button_press(e);
+ });
+}
+
+bool ButtonNextMainMenuSubScript::on_button_press(const ButtonPressEvent & e) {
+ RefVector<AudioSource> audios
+ = this->get_components_by_name<AudioSource>("background_music");
+
+ for (AudioSource & audio : audios) {
+ audio.stop();
+ }
+
+ SaveManager & savemgr = this->get_save_manager();
+
+ ValueBroker<int> coins = savemgr.get<int>(TOTAL_COINS_RUN, 0);
+ ValueBroker<int> coins_game = savemgr.get<int>(TOTAL_COINS_GAME, 0);
+ savemgr.set(TOTAL_COINS_GAME, coins_game.get() + coins.get());
+
+ ValueBroker<int> distance = savemgr.get<int>(DISTANCE_RUN, 0);
+ ValueBroker<int> distance_game = savemgr.get<int>(DISTANCE_GAME, 0);
+ if (distance.get() > distance_game.get()) savemgr.set(DISTANCE_GAME, distance.get());
+
+ this->set_next_scene(MAINMENU_SCENE);
+ return false;
+}
diff --git a/game/menus/ButtonSetShopScript.h b/game/menus/ButtonNextMainMenuSubScript.h
index 434abc0..3bc3f52 100644
--- a/game/menus/ButtonSetShopScript.h
+++ b/game/menus/ButtonNextMainMenuSubScript.h
@@ -4,12 +4,11 @@
#include <crepe/api/Script.h>
-class ButtonSetShopScript : public IButtonScript {
+class ButtonNextMainMenuSubScript : public IButtonScript {
public:
void init() override;
- bool on_button_press(const crepe::ButtonPressEvent& e);
-private:
- float velocity = 20;
+ bool on_button_press(const crepe::ButtonPressEvent & e);
+
protected:
bool transition = false;
};
diff --git a/game/menus/ButtonSetMainMenuScript.cpp b/game/menus/ButtonSetMainMenuScript.cpp
deleted file mode 100644
index 12b7256..0000000
--- a/game/menus/ButtonSetMainMenuScript.cpp
+++ /dev/null
@@ -1,16 +0,0 @@
-#include "ButtonSetMainMenuScript.h"
-#include "MenusConfig.h"
-
-using namespace crepe;
-using namespace std;
-
-void ButtonSetMainMenuScript::init(){
- IButtonScript::init();
- this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); });
-}
-
-bool ButtonSetMainMenuScript::on_button_press(const ButtonPressEvent& e){
- this->set_next_scene(MAINMENU_SCENE);
- return false;
-}
-
diff --git a/game/menus/ButtonSetMainMenuSubScript.cpp b/game/menus/ButtonSetMainMenuSubScript.cpp
new file mode 100644
index 0000000..1c6bcb2
--- /dev/null
+++ b/game/menus/ButtonSetMainMenuSubScript.cpp
@@ -0,0 +1,23 @@
+#include "ButtonSetMainMenuSubScript.h"
+#include "MenusConfig.h"
+
+#include <crepe/api/AudioSource.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+void ButtonSetMainMenuSubScript::init() {
+ IButtonScript::init();
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) {
+ return this->on_button_press(e);
+ });
+}
+
+bool ButtonSetMainMenuSubScript::on_button_press(const ButtonPressEvent & e) {
+ RefVector<AudioSource> audios
+ = this->get_components_by_name<AudioSource>("background_music");
+
+ this->set_next_scene(MAINMENU_SCENE);
+ return false;
+}
diff --git a/game/menus/ButtonSetMainMenuScript.h b/game/menus/ButtonSetMainMenuSubScript.h
index 13a33bf..2fb2634 100644
--- a/game/menus/ButtonSetMainMenuScript.h
+++ b/game/menus/ButtonSetMainMenuSubScript.h
@@ -4,12 +4,11 @@
#include <crepe/api/Script.h>
-class ButtonSetMainMenuScript : public IButtonScript {
+class ButtonSetMainMenuSubScript : public IButtonScript {
public:
void init() override;
- bool on_button_press(const crepe::ButtonPressEvent& e);
-private:
- float velocity = 20;
+ bool on_button_press(const crepe::ButtonPressEvent & e);
+
protected:
bool transition = false;
};
diff --git a/game/menus/ButtonSetShopScript.cpp b/game/menus/ButtonSetShopSubScript.cpp
index 88639bd..4f395eb 100644
--- a/game/menus/ButtonSetShopScript.cpp
+++ b/game/menus/ButtonSetShopSubScript.cpp
@@ -1,16 +1,17 @@
-#include "ButtonSetShopScript.h"
+#include "ButtonSetShopSubScript.h"
#include "MenusConfig.h"
using namespace crepe;
using namespace std;
-void ButtonSetShopScript::init(){
+void ButtonSetShopSubScript::init() {
IButtonScript::init();
- this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); });
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) {
+ return this->on_button_press(e);
+ });
}
-bool ButtonSetShopScript::on_button_press(const ButtonPressEvent& e){
+bool ButtonSetShopSubScript::on_button_press(const ButtonPressEvent & e) {
this->set_next_scene(SHOP_SCENE);
return false;
}
-
diff --git a/game/menus/ButtonSetShopSubScript.h b/game/menus/ButtonSetShopSubScript.h
new file mode 100644
index 0000000..4017a4c
--- /dev/null
+++ b/game/menus/ButtonSetShopSubScript.h
@@ -0,0 +1,14 @@
+#pragma once
+
+#include "IButtonScript.h"
+
+#include <crepe/api/Script.h>
+
+class ButtonSetShopSubScript : public IButtonScript {
+public:
+ void init() override;
+ bool on_button_press(const crepe::ButtonPressEvent & e);
+
+protected:
+ bool transition = false;
+};
diff --git a/game/menus/ButtonSubScene.cpp b/game/menus/ButtonSubScene.cpp
index 8574b9b..e41c798 100644
--- a/game/menus/ButtonSubScene.cpp
+++ b/game/menus/ButtonSubScene.cpp
@@ -1,50 +1,62 @@
#include "ButtonSubScene.h"
-#include "ButtonSetMainMenuScript.h"
-#include "ButtonSetShopScript.h"
+#include "ButtonNextMainMenuSubScript.h"
+#include "ButtonSetMainMenuSubScript.h"
+#include "ButtonSetShopSubScript.h"
#include "IButtonScript.h"
#include "MenusConfig.h"
-#include "mainmenu/ButtonTransitionPreviewScript.h"
+#include "mainmenu/ButtonTransitionPreviewSubScript.h"
#include "../Config.h"
#include <crepe/api/BehaviorScript.h>
-#include <crepe/api/Sprite.h>
-#include <crepe/api/Scene.h>
#include <crepe/api/Button.h>
-#include <crepe/api/Text.h>
#include <crepe/api/Color.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Text.h>
using namespace crepe;
using namespace std;
-void ButtonSubScene::create(Scene & scn,const Data & data){
- GameObject button_object = scn.new_object("button",data.tag,data.position,0,data.scale);
- this->set_button_overlay(button_object,data);
- this->btn_text(button_object,data);
- this->set_script(button_object,data);
- this->set_icon(button_object,data);
+void ButtonSubScene::create(Scene & scn, const Data & data) {
+ GameObject button_object
+ = scn.new_object("button", data.tag, data.position, 0, data.scale);
+ this->set_button_overlay(button_object, data);
+ this->btn_text(button_object, data);
+ this->set_script(button_object, data);
+ this->set_icon(button_object, data);
}
-void ButtonSubScene::btn_text(crepe::GameObject & button_object,const Data & data){
+void ButtonSubScene::btn_text(crepe::GameObject & button_object, const Data & data) {
- crepe::vec2 size = {data.text_width,(data.text_width/data.text.size())*2};
- button_object.add_component<Text>(size, FONT,Text::Data{
- .world_space = data.worldspace,
- .text_color = Color::WHITE,
- }, data.text_offset+FONTOFFSET, data.text);
+ crepe::vec2 size = {data.text_width, (data.text_width / data.text.size()) * 2};
+ button_object.add_component<Text>(
+ size, FONT,
+ Text::Data {
+ .world_space = data.worldspace,
+ .text_color = Color::WHITE,
+ },
+ data.text_offset + FONTOFFSET, data.text
+ );
}
-void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & data){
+void ButtonSubScene::set_script(crepe::GameObject & button_object, const Data & data) {
switch (data.script_type) {
case ScriptSelect::PREVIEW:
- button_object.add_component<BehaviorScript>().set_script<ButtonTransitionPreviewScript>();
+ button_object.add_component<BehaviorScript>()
+ .set_script<ButtonTransitionPreviewSubScript>();
break;
case ScriptSelect::SHOP:
- button_object.add_component<BehaviorScript>().set_script<ButtonSetShopScript>();
+ button_object.add_component<BehaviorScript>().set_script<ButtonSetShopSubScript>();
break;
case ScriptSelect::MAINMENU:
- button_object.add_component<BehaviorScript>().set_script<ButtonSetMainMenuScript>();
+ button_object.add_component<BehaviorScript>()
+ .set_script<ButtonSetMainMenuSubScript>();
+ break;
+ case ScriptSelect::NEXT:
+ button_object.add_component<BehaviorScript>()
+ .set_script<ButtonNextMainMenuSubScript>();
break;
case ScriptSelect::NONE:
button_object.add_component<BehaviorScript>().set_script<IButtonScript>();
@@ -52,100 +64,141 @@ void ButtonSubScene::set_script(crepe::GameObject & button_object,const Data & d
}
}
-void ButtonSubScene::set_icon(crepe::GameObject & button_object,const Data & data){
+void ButtonSubScene::set_icon(crepe::GameObject & button_object, const Data & data) {
switch (data.icon_type) {
case IconSelect::SHOP:
- button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+3 + data.sorting_layer_offset,
- .size = ICON_SIZE,
- .position_offset = data.icon_offset,
- .world_space = data.worldspace,
- });
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/buttonCoinsSmall.png"),
+ Sprite::Data {
+ .sorting_in_layer
+ = STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset,
+ .size = ICON_SIZE,
+ .position_offset = data.icon_offset,
+ .world_space = data.worldspace,
+ }
+ );
break;
case IconSelect::COINS:
- button_object.add_component<Sprite>(Asset("asset/ui/buttonCoinsSmall.png"),Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+3 + data.sorting_layer_offset,
- .size = ICON_SIZE,
- .position_offset = data.icon_offset,
- .world_space = data.worldspace,
- });
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/buttonCoinsSmall.png"),
+ Sprite::Data {
+ .sorting_in_layer
+ = STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset,
+ .size = ICON_SIZE,
+ .position_offset = data.icon_offset,
+ .world_space = data.worldspace,
+ }
+ );
break;
case IconSelect::NONE:
break;
}
}
-void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object,const Data & data){
+void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object, const Data & data) {
switch (data.button_type) {
case ButtonSelect::LARGE:
- this->large_btn_overlay(button_object,data);
+ this->large_btn_overlay(button_object, data);
break;
case ButtonSelect::BACK:
- this->back_btn_overlay(button_object,data);
+ this->back_btn_overlay(button_object, data);
break;
case ButtonSelect::NEXT:
- this->next_btn_overlay(button_object,data);
+ this->next_btn_overlay(button_object, data);
break;
}
}
-void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object,const Data & data){
- button_object.add_component<Sprite>(Asset("asset/ui/buttonBacking.png"),Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1 + data.sorting_layer_offset,
- .size = LARGE_OVERLAY_SIZE,
- .world_space = data.worldspace,
- });
- button_object.add_component<Button>(LARGE_OVERLAY_SIZE,Button::Data{});
- if(!data.color_side) return;
- this->btn_color_side(button_object,SIDE_PANEL_OFFSET,data);
+void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object, const Data & data) {
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/buttonBacking.png"),
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset,
+ .size = LARGE_OVERLAY_SIZE,
+ .world_space = data.worldspace,
+ }
+ );
+ button_object.add_component<Button>(LARGE_OVERLAY_SIZE, Button::Data {});
+ if (!data.color_side) return;
+ this->btn_color_side(button_object, SIDE_PANEL_OFFSET, data);
}
-void ButtonSubScene::back_btn_overlay(crepe::GameObject & button_object,const Data & data){
- button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset,
- .size = SMALL_OVERLAY_SIZE_RIGHT,
- .position_offset = {20,0},
- .world_space = data.worldspace,
- });
- button_object.add_component<Sprite>(Asset("asset/ui/backbuttonleft.png"),Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset,
- .size = SMALL_OVERLAY_SIZE_LEFT,
- .position_offset = {-80,0},
- .world_space = data.worldspace,
- });
- button_object.add_component<Button>(vec2{SMALL_OVERLAY_SIZE_LEFT.x+SMALL_OVERLAY_SIZE_RIGHT.x,SMALL_OVERLAY_SIZE_LEFT.y},Button::Data{});
+void ButtonSubScene::back_btn_overlay(crepe::GameObject & button_object, const Data & data) {
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/backbuttonright.png"),
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset,
+ .size = SMALL_OVERLAY_SIZE_RIGHT,
+ .position_offset = {20, 0},
+ .world_space = data.worldspace,
+ }
+ );
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/backbuttonleft.png"),
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset,
+ .size = SMALL_OVERLAY_SIZE_LEFT,
+ .position_offset = {-80, 0},
+ .world_space = data.worldspace,
+ }
+ );
+ button_object.add_component<Button>(
+ vec2 {
+ SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y
+ },
+ Button::Data {}
+ );
}
-void ButtonSubScene::next_btn_overlay(crepe::GameObject & button_object,const Data & data){
- button_object.add_component<Sprite>(Asset("asset/ui/backbuttonright.png"),Sprite::Data{
- .flip = {true,false},
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset,
- .size = SMALL_OVERLAY_SIZE_RIGHT,
- .position_offset = {-20,0},
- .world_space = data.worldspace,
- });
- button_object.add_component<Sprite>(Asset("asset/ui/backbuttonleft.png"),Sprite::Data{
- .flip = {true,false},
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+1+ data.sorting_layer_offset,
- .size = SMALL_OVERLAY_SIZE_LEFT,
- .position_offset = {80,0},
- .world_space = data.worldspace,
- });
- button_object.add_component<Button>(vec2{SMALL_OVERLAY_SIZE_LEFT.x+SMALL_OVERLAY_SIZE_RIGHT.x,SMALL_OVERLAY_SIZE_LEFT.y},Button::Data{});
+void ButtonSubScene::next_btn_overlay(crepe::GameObject & button_object, const Data & data) {
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/backbuttonright.png"),
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset,
+ .size = SMALL_OVERLAY_SIZE_RIGHT,
+ .position_offset = {-20, 0},
+ .world_space = data.worldspace,
+ }
+ );
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/backbuttonleft.png"),
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset,
+ .size = SMALL_OVERLAY_SIZE_LEFT,
+ .position_offset = {80, 0},
+ .world_space = data.worldspace,
+ }
+ );
+ button_object.add_component<Button>(
+ vec2 {
+ SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y
+ },
+ Button::Data {}
+ );
}
-void ButtonSubScene::btn_color_side(crepe::GameObject & button_object,const vec2 & offset,const Data & data){
- button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset,
- .size = SIDE_PANEL_SIZE,
- .position_offset = offset,
- .world_space = data.worldspace,
- });
- button_object.add_component<Sprite>(Asset("asset/ui/buttonSmallBlue.png"),Sprite::Data{
- .flip = {true,false},
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+2 + data.sorting_layer_offset,
- .size = SIDE_PANEL_SIZE,
- .position_offset = {-offset.x,offset.y},
- .world_space = data.worldspace,
- });
+void ButtonSubScene::btn_color_side(
+ crepe::GameObject & button_object, const vec2 & offset, const Data & data
+) {
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/buttonSmallBlue.png"),
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset,
+ .size = SIDE_PANEL_SIZE,
+ .position_offset = offset,
+ .world_space = data.worldspace,
+ }
+ );
+ button_object.add_component<Sprite>(
+ Asset("asset/ui/buttonSmallBlue.png"),
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset,
+ .size = SIDE_PANEL_SIZE,
+ .position_offset = {-offset.x, offset.y},
+ .world_space = data.worldspace,
+ }
+ );
}
diff --git a/game/menus/ButtonSubScene.h b/game/menus/ButtonSubScene.h
index 28daed2..c1c6de8 100644
--- a/game/menus/ButtonSubScene.h
+++ b/game/menus/ButtonSubScene.h
@@ -15,6 +15,7 @@ public:
PREVIEW,
SHOP,
MAINMENU,
+ NEXT,
NONE,
};
//icon enum
@@ -30,13 +31,13 @@ public:
LARGE,
};
//data struct
- struct Data{
+ struct Data {
const std::string & text = "NODATA";
- const crepe::vec2 & text_offset = {0,0};
+ const crepe::vec2 & text_offset = {0, 0};
const float text_width = 200;
- const crepe::vec2 & icon_offset = {0,0};
+ const crepe::vec2 & icon_offset = {0, 0};
const IconSelect icon_type = IconSelect::NONE;
- const crepe::vec2 & position = {0,0};
+ const crepe::vec2 & position = {0, 0};
const ScriptSelect script_type = ScriptSelect::NONE;
const ButtonSelect button_type = ButtonSelect::LARGE;
const float scale = 1;
@@ -45,17 +46,22 @@ public:
const std::string & tag = "";
const int sorting_layer_offset = 0;
};
+
public:
- void create(crepe::Scene & scn,const Data & data);
+ void create(crepe::Scene & scn, const Data & data);
+
private:
- void large_btn_overlay(crepe::GameObject & button_object,const Data & data);
- void back_btn_overlay(crepe::GameObject & button_object,const Data & data);
- void next_btn_overlay(crepe::GameObject & button_object,const Data & data);
- void btn_color_side(crepe::GameObject & button_object,const crepe::vec2 & offset,const Data & data);
- void btn_text(crepe::GameObject & button_object,const Data & data);
- void set_script(crepe::GameObject & button_object,const Data & data);
- void set_icon(crepe::GameObject & button_object,const Data & data);
- void set_button_overlay(crepe::GameObject & button_object,const Data & data);
+ void large_btn_overlay(crepe::GameObject & button_object, const Data & data);
+ void back_btn_overlay(crepe::GameObject & button_object, const Data & data);
+ void next_btn_overlay(crepe::GameObject & button_object, const Data & data);
+ void btn_color_side(
+ crepe::GameObject & button_object, const crepe::vec2 & offset, const Data & data
+ );
+ void btn_text(crepe::GameObject & button_object, const Data & data);
+ void set_script(crepe::GameObject & button_object, const Data & data);
+ void set_icon(crepe::GameObject & button_object, const Data & data);
+ void set_button_overlay(crepe::GameObject & button_object, const Data & data);
+
private:
- static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113,0};
+ static constexpr crepe::vec2 SIDE_PANEL_OFFSET = {113, 0};
};
diff --git a/game/menus/FloatingWindowSubScene.cpp b/game/menus/FloatingWindowSubScene.cpp
index 16963bb..4420bfa 100644
--- a/game/menus/FloatingWindowSubScene.cpp
+++ b/game/menus/FloatingWindowSubScene.cpp
@@ -1,19 +1,19 @@
#include "FloatingWindowSubScene.h"
#include "MenusConfig.h"
-#include "types.h"
+#include <crepe/api/Camera.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
-#include <crepe/api/Camera.h>
+#include <crepe/types.h>
using namespace crepe;
using namespace std;
-void FloatingWindowSubScene::create(Scene & scn,const Data & data){
- const vec2 SIZE = {data.width,data.width*0.75f};
- const vec2 POSITION_CORRECTION = vec2{0,-SIZE.y/2} + data.offset;
+void FloatingWindowSubScene::create(Scene & scn, const Data & data) {
+ const vec2 SIZE = {data.width, data.width * 0.75f};
+ const vec2 POSITION_CORRECTION = vec2 {0, -SIZE.y / 2} + data.offset;
const float THICKNESS_BANNER = 34;
const float MIDDLE_OFFSET_FACTOR_TICKNESS = 0.83;
const float MIDDLE_OFFSET_FACTOR_OFFSET = 1.2;
@@ -22,157 +22,199 @@ void FloatingWindowSubScene::create(Scene & scn,const Data & data){
const float BOTTOM_OFFSET_X = 3;
const float BOTTOM_OFFSET_Y = -3;
- GameObject floatingwindow = scn.new_object("FloatingWindow",data.group_tag);
+ GameObject floatingwindow = scn.new_object("FloatingWindow", data.group_tag);
// Top_middle
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_middle_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {SIZE.x,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{0,0},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {SIZE.x, THICKNESS_BANNER},
+ .position_offset = POSITION_CORRECTION + vec2 {0, 0},
+ .world_space = false,
+ }
+ );
// Top_Left
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_left_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,0},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER, THICKNESS_BANNER},
+ .position_offset
+ = POSITION_CORRECTION + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, 0},
+ .world_space = false,
+ }
+ );
// Top_Right
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_right_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,0},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER, THICKNESS_BANNER},
+ .position_offset
+ = POSITION_CORRECTION + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, 0},
+ .world_space = false,
+ }
+ );
// Top_middle_2
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_2_middle_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {SIZE.x,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {SIZE.x, THICKNESS_BANNER},
+ .position_offset = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER},
+ .world_space = false,
+ }
+ );
// Top_Left_2
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_2_left_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,THICKNESS_BANNER},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER, THICKNESS_BANNER},
+ .position_offset = POSITION_CORRECTION
+ + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, THICKNESS_BANNER},
+ .world_space = false,
+ }
+ );
// Top_Right_2
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_2_right_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,THICKNESS_BANNER},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER, THICKNESS_BANNER},
+ .position_offset
+ = POSITION_CORRECTION + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, THICKNESS_BANNER},
+ .world_space = false,
+ }
+ );
// Top_middle_3
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_3_middle_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {SIZE.x,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*2},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {SIZE.x, THICKNESS_BANNER},
+ .position_offset = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER * 2},
+ .world_space = false,
+ }
+ );
// Top_Left_3
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_3_left_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,THICKNESS_BANNER*2},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER, THICKNESS_BANNER},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2, THICKNESS_BANNER * 2},
+ .world_space = false,
+ }
+ );
// Top_Right_3
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/top_3_right_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER,THICKNESS_BANNER},
- .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,THICKNESS_BANNER*2},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER, THICKNESS_BANNER},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2, THICKNESS_BANNER * 2},
+ .world_space = false,
+ }
+ );
// Middle_Mid
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/middle_mid_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+7,
- .size = {SIZE.x*MIDDLE_OFFSET_FACTOR_OFFSET*MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH+data.width_middle_offset,SIZE.y},
- .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 7,
+ .size
+ = {SIZE.x * MIDDLE_OFFSET_FACTOR_OFFSET * MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH
+ + data.width_middle_offset,
+ SIZE.y},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {0, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2},
+ .world_space = false,
+ }
+ );
// Middle_Left
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/middle_left_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,SIZE.y},
- .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2*MIDDLE_OFFSET_FACTOR_OFFSET-MIDDLE_OFFSET_OFFSET_ADDITION,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, SIZE.y},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2 * MIDDLE_OFFSET_FACTOR_OFFSET - MIDDLE_OFFSET_OFFSET_ADDITION, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2},
+ .world_space = false,
+ }
+ );
// Middle_Right
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/middle_right_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,SIZE.y},
- .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2*MIDDLE_OFFSET_FACTOR_OFFSET+MIDDLE_OFFSET_OFFSET_ADDITION,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS, SIZE.y},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2 * MIDDLE_OFFSET_FACTOR_OFFSET + MIDDLE_OFFSET_OFFSET_ADDITION, THICKNESS_BANNER * 3 + SIZE.y / 2 - THICKNESS_BANNER / 2},
+ .world_space = false,
+ }
+ );
// Bot_Middle
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/bot_middle_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+7,
- .size = {SIZE.x*MIDDLE_OFFSET_FACTOR_OFFSET*MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH+data.width_middle_offset,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS},
- .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 7,
+ .size
+ = {SIZE.x * MIDDLE_OFFSET_FACTOR_OFFSET * MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH
+ + data.width_middle_offset,
+ THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS},
+ .position_offset
+ = POSITION_CORRECTION + vec2 {0, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y},
+ .world_space = false,
+ }
+ );
// Bot_Left
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/bot_left_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS},
- .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2-BOTTOM_OFFSET_X,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size
+ = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS,
+ THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {-SIZE.x / 2 - THICKNESS_BANNER / 2 - BOTTOM_OFFSET_X, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y},
+ .world_space = false,
+ }
+ );
// Bot_Right
floatingwindow.add_component<Sprite>(
Asset("asset/ui/settings_container/bot_right_setting.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+8,
- .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS},
- .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2+BOTTOM_OFFSET_X,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y},
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 8,
+ .size
+ = {THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS,
+ THICKNESS_BANNER * MIDDLE_OFFSET_FACTOR_TICKNESS},
+ .position_offset
+ = POSITION_CORRECTION
+ + vec2 {SIZE.x / 2 + THICKNESS_BANNER / 2 + BOTTOM_OFFSET_X, THICKNESS_BANNER * 3 + SIZE.y + BOTTOM_OFFSET_Y},
+ .world_space = false,
+ }
+ );
}
-
-
diff --git a/game/menus/FloatingWindowSubScene.h b/game/menus/FloatingWindowSubScene.h
index a0bd854..7b9de96 100644
--- a/game/menus/FloatingWindowSubScene.h
+++ b/game/menus/FloatingWindowSubScene.h
@@ -1,16 +1,17 @@
#pragma once
-#include "types.h"
#include <crepe/api/Scene.h>
+#include <crepe/types.h>
-class FloatingWindowSubScene {
+class FloatingWindowSubScene {
public:
- struct Data{
+ struct Data {
const std::string group_tag = "";
float width = 200;
- crepe::vec2 offset = {0,0};
+ crepe::vec2 offset = {0, 0};
float width_middle_offset = 0;
};
+
public:
- void create(crepe::Scene & scn,const Data & data);
+ void create(crepe::Scene & scn, const Data & data);
};
diff --git a/game/menus/IButtonScript.cpp b/game/menus/IButtonScript.cpp
index da535ca..34efbd0 100644
--- a/game/menus/IButtonScript.cpp
+++ b/game/menus/IButtonScript.cpp
@@ -2,30 +2,31 @@
#include "system/InputSystem.h"
-#include <crepe/types.h>
#include <crepe/api/Sprite.h>
+#include <crepe/types.h>
using namespace crepe;
using namespace std;
-void IButtonScript::init(){
- this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent& e) { return this->on_button_exit(e); });
- this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent& e) { return this->on_button_enter(e); });
+void IButtonScript::init() {
+ this->subscribe<ButtonExitEvent>([this](const ButtonExitEvent & e) {
+ return this->on_button_exit(e);
+ });
+ this->subscribe<ButtonEnterEvent>([this](const ButtonEnterEvent & e) {
+ return this->on_button_enter(e);
+ });
}
-bool IButtonScript::on_button_exit(const ButtonExitEvent& e){
+bool IButtonScript::on_button_exit(const ButtonExitEvent & e) {
RefVector<Sprite> sprites = this->get_components<Sprite>();
- for(Sprite & sprite : sprites)
- {
- sprite.data.color = Color{255,255,255,255};
+ for (Sprite & sprite : sprites) {
+ sprite.data.color = Color {255, 255, 255, 255};
}
return false;
}
-bool IButtonScript::on_button_enter(const ButtonEnterEvent& e){
+bool IButtonScript::on_button_enter(const ButtonEnterEvent & e) {
RefVector<Sprite> sprites = this->get_components<Sprite>();
- for(Sprite & sprite : sprites)
- {
- sprite.data.color = Color{200,200,200,255};
+ for (Sprite & sprite : sprites) {
+ sprite.data.color = Color {200, 200, 200, 255};
}
return false;
}
-
diff --git a/game/menus/IButtonScript.h b/game/menus/IButtonScript.h
index 10b57bf..e45375b 100644
--- a/game/menus/IButtonScript.h
+++ b/game/menus/IButtonScript.h
@@ -5,8 +5,6 @@
class IButtonScript : public virtual crepe::Script {
public:
virtual void init();
- virtual bool on_button_exit(const crepe::ButtonExitEvent& e);
- virtual bool on_button_enter(const crepe::ButtonEnterEvent& e);
+ virtual bool on_button_exit(const crepe::ButtonExitEvent & e);
+ virtual bool on_button_enter(const crepe::ButtonEnterEvent & e);
};
-
-
diff --git a/game/menus/IFloatingWindowScript.cpp b/game/menus/IFloatingWindowScript.cpp
index ce84de7..4b538ef 100644
--- a/game/menus/IFloatingWindowScript.cpp
+++ b/game/menus/IFloatingWindowScript.cpp
@@ -1,23 +1,22 @@
#include "IFloatingWindowScript.h"
-#include "api/Sprite.h"
-#include "types.h"
+
+#include <crepe/api/Sprite.h>
+#include <crepe/types.h>
using namespace crepe;
-void IFloatingWindowScript::init(){
- this->disable_all_sprites();
-}
+void IFloatingWindowScript::init() { this->disable_all_sprites(); }
-void IFloatingWindowScript::disable_all_sprites(){
+void IFloatingWindowScript::disable_all_sprites() {
RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag);
- for(Sprite & sprite : sprites){
+ for (Sprite & sprite : sprites) {
sprite.active = false;
}
}
-void IFloatingWindowScript::enable_all_sprites(){
+void IFloatingWindowScript::enable_all_sprites() {
RefVector<Sprite> sprites = this->get_components_by_tag<Sprite>(this->tag);
- for(Sprite & sprite : sprites){
+ for (Sprite & sprite : sprites) {
sprite.active = true;
}
}
diff --git a/game/menus/IFloatingWindowScript.h b/game/menus/IFloatingWindowScript.h
index 9775726..e39378f 100644
--- a/game/menus/IFloatingWindowScript.h
+++ b/game/menus/IFloatingWindowScript.h
@@ -1,6 +1,7 @@
#pragma once
#include <crepe/api/Script.h>
+
#include <string>
class IFloatingWindowScript : public virtual crepe::Script {
@@ -8,8 +9,7 @@ public:
virtual void init();
void disable_all_sprites();
void enable_all_sprites();
+
protected:
std::string tag = "";
};
-
-
diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h
index 8d3672e..968f8cc 100644
--- a/game/menus/MenusConfig.h
+++ b/game/menus/MenusConfig.h
@@ -3,14 +3,15 @@
//generic menu config
static constexpr int STARTING_SORTING_IN_LAYER = 7;
+static constexpr const char * CAMERA_NAME = "camera";
//Scene names
-static constexpr const char* START_SCENE = "scene1";
-static constexpr const char* PREVIEW_SCENE = "scene1";
-static constexpr const char* SHOP_SCENE = "shopmenu";
-static constexpr const char* MAINMENU_SCENE = "mainmenu";
+static constexpr const char * START_SCENE = "scene1";
+static constexpr const char * PREVIEW_SCENE = "preview scene";
+static constexpr const char * SHOP_SCENE = "shopmenu";
+static constexpr const char * MAINMENU_SCENE = "mainmenu";
//button config
-static constexpr crepe::vec2 LARGE_OVERLAY_SIZE = {250,100};
-static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_RIGHT = {150,100};
-static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_LEFT = {50,100};
-static constexpr crepe::vec2 SIDE_PANEL_SIZE = {50,150};
-static constexpr crepe::vec2 ICON_SIZE = {50,50};
+static constexpr crepe::vec2 LARGE_OVERLAY_SIZE = {250, 100};
+static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_RIGHT = {150, 100};
+static constexpr crepe::vec2 SMALL_OVERLAY_SIZE_LEFT = {50, 100};
+static constexpr crepe::vec2 SIDE_PANEL_SIZE = {50, 150};
+static constexpr crepe::vec2 ICON_SIZE = {50, 50};
diff --git a/game/menus/endgame/EndGameSubScene.cpp b/game/menus/endgame/EndGameSubScene.cpp
index 41556af..3ef0f9a 100644
--- a/game/menus/endgame/EndGameSubScene.cpp
+++ b/game/menus/endgame/EndGameSubScene.cpp
@@ -1,19 +1,22 @@
#include "EndGameSubScene.h"
-#include "../FloatingWindowSubScene.h"
+#include "EndGameSubScript.h"
+
+#include "../../Config.h"
#include "../ButtonSubScene.h"
-#include <crepe/api/Text.h>
+#include "../FloatingWindowSubScene.h"
+
#include <string>
-#include <crepe/api/GameObject.h>
+
#include <crepe/api/BehaviorScript.h>
-#include "EndGameSubScript.h"
-#include "types.h"
-#include "../../Config.h"
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Text.h>
+#include <crepe/types.h>
using namespace crepe;
using namespace std;
-void EndGameSubScene::create(Scene & scn){
+void EndGameSubScene::create(Scene & scn) {
const std::string TAG = "end_game_tag";
GameObject script = scn.new_object("script");
@@ -21,50 +24,59 @@ void EndGameSubScene::create(Scene & scn){
// Window
FloatingWindowSubScene window;
- window.create(scn, FloatingWindowSubScene::Data{
- .group_tag = TAG,
- .width = 500,
- .offset = {0,-50},
- .width_middle_offset = -2,
- });
+ window.create(
+ scn,
+ FloatingWindowSubScene::Data {
+ .group_tag = TAG,
+ .width = 500,
+ .offset = {0, -50},
+ .width_middle_offset = -2,
+ }
+ );
// Titel
const string TITEL_STRING = "GAME OVER";
- GameObject titel = scn.new_object("titel",TAG);
- crepe::vec2 size = {200,(200.0f/TITEL_STRING.size())*2};
- titel.add_component<Text>(size, FONT,Text::Data{
- .world_space = false,
- .text_color = Color::WHITE,
- }, vec2{0,-207}+FONTOFFSET, TITEL_STRING);
-
+ GameObject titel = scn.new_object("titel", TAG);
+ crepe::vec2 size = {200, (200.0f / TITEL_STRING.size()) * 2};
+ titel.add_component<Text>(
+ size, FONT,
+ Text::Data {
+ .world_space = false,
+ .text_color = Color::WHITE,
+ },
+ vec2 {0, -207} + FONTOFFSET, TITEL_STRING
+ );
// Buttons
- vec2 button_position = {190,190};
+ vec2 button_position = {190, 190};
ButtonSubScene button;
- button.create(scn,ButtonSubScene::Data{
- .text = "NEXT",
- .text_width = 100,
- .position = button_position,
- .script_type = ButtonSubScene::ScriptSelect::MAINMENU,
- .button_type = ButtonSubScene::ButtonSelect::NEXT,
- .scale = 0.6,
- .worldspace = false,
- .tag = TAG,
- .sorting_layer_offset = 20,
- });
-
- button.create(scn,ButtonSubScene::Data{
- .text = "REPLAY",
- .text_width = 150,
- .position = {-button_position.x,button_position.y},
- // .script_type = ButtonSubScene::ScriptSelect::MAINMENU,
- .button_type = ButtonSubScene::ButtonSelect::BACK,
- .scale = 0.6,
- .worldspace = false,
- .tag = TAG,
- .sorting_layer_offset = 20,
- });
+ button.create(
+ scn,
+ ButtonSubScene::Data {
+ .text = "NEXT",
+ .text_width = 100,
+ .position = button_position,
+ .script_type = ButtonSubScene::ScriptSelect::NEXT,
+ .button_type = ButtonSubScene::ButtonSelect::NEXT,
+ .scale = 0.6,
+ .worldspace = false,
+ .tag = TAG,
+ .sorting_layer_offset = 20,
+ }
+ );
+ button.create(
+ scn,
+ ButtonSubScene::Data {
+ .text = "REPLAY",
+ .text_width = 150,
+ .position = {-button_position.x, button_position.y},
+ // .script_type = ButtonSubScene::ScriptSelect::MAINMENU,
+ .button_type = ButtonSubScene::ButtonSelect::BACK,
+ .scale = 0.6,
+ .worldspace = false,
+ .tag = TAG,
+ .sorting_layer_offset = 20,
+ }
+ );
}
-
-
diff --git a/game/menus/endgame/EndGameSubScene.h b/game/menus/endgame/EndGameSubScene.h
index aa60a49..204f3b7 100644
--- a/game/menus/endgame/EndGameSubScene.h
+++ b/game/menus/endgame/EndGameSubScene.h
@@ -2,7 +2,7 @@
#include <crepe/api/Scene.h>
-class EndGameSubScene {
+class EndGameSubScene {
public:
void create(crepe::Scene & scn);
diff --git a/game/menus/endgame/EndGameSubScript.cpp b/game/menus/endgame/EndGameSubScript.cpp
index 2be6931..f120e2d 100644
--- a/game/menus/endgame/EndGameSubScript.cpp
+++ b/game/menus/endgame/EndGameSubScript.cpp
@@ -1,51 +1,54 @@
#include "EndGameSubScript.h"
-#include "../IFloatingWindowScript.h"
-#include "api/Button.h"
-#include "api/Sprite.h"
-#include "api/Text.h"
-#include "types.h"
+
#include "../../Events.h"
+#include "../IFloatingWindowScript.h"
+
#include <string>
+#include <crepe/api/Button.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Text.h>
+#include <crepe/types.h>
+
using namespace crepe;
-EndGameSubScript::EndGameSubScript(const std::string & tag){
- this->tag = tag;
-}
+EndGameSubScript::EndGameSubScript(const std::string & tag) { this->tag = tag; }
-void EndGameSubScript::init(){
+void EndGameSubScript::init() {
this->disable_all();
this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->enable_all(); });
- this->subscribe<EndGameEvent>([this](const EndGameEvent e) { return this->reset_timescale(); });
+ this->subscribe<EndGameEvent>([this](const EndGameEvent e) {
+ return this->reset_timescale();
+ });
}
-bool EndGameSubScript::disable_all(){
+bool EndGameSubScript::disable_all() {
IFloatingWindowScript::disable_all_sprites();
RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag);
- for(Button & button : buttons){
+ for (Button & button : buttons) {
button.active = false;
}
RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag);
- for(Text & text : texts){
+ for (Text & text : texts) {
text.active = false;
}
return false;
}
-bool EndGameSubScript::enable_all(){
+bool EndGameSubScript::enable_all() {
IFloatingWindowScript::enable_all_sprites();
RefVector<Button> buttons = this->get_components_by_tag<Button>(this->tag);
- for(Button & button : buttons){
+ for (Button & button : buttons) {
button.active = true;
}
RefVector<Text> texts = this->get_components_by_tag<Text>(this->tag);
- for(Text & text : texts){
+ for (Text & text : texts) {
text.active = true;
}
return false;
}
-bool EndGameSubScript::reset_timescale(){
+bool EndGameSubScript::reset_timescale() {
this->get_loop_timer().set_time_scale(1);
return false;
}
diff --git a/game/menus/endgame/EndGameSubScript.h b/game/menus/endgame/EndGameSubScript.h
index 2ce3ec7..62a2f0c 100644
--- a/game/menus/endgame/EndGameSubScript.h
+++ b/game/menus/endgame/EndGameSubScript.h
@@ -1,16 +1,15 @@
#pragma once
#include "../IFloatingWindowScript.h"
-#include "api/Event.h"
+
+#include <crepe/api/Event.h>
#include <crepe/api/Script.h>
class EndGameSubScript : public IFloatingWindowScript {
public:
EndGameSubScript(const std::string & tag);
- void init() override;
+ void init() override;
bool disable_all();
bool enable_all();
bool reset_timescale();
};
-
-
diff --git a/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp
deleted file mode 100644
index 084d02b..0000000
--- a/game/menus/mainmenu/ButtonTransitionPreviewScript.cpp
+++ /dev/null
@@ -1,21 +0,0 @@
-#include "ButtonTransitionPreviewScript.h"
-
-#include "../MenusConfig.h"
-
-using namespace crepe;
-using namespace std;
-
-void ButtonTransitionPreviewScript::init(){
- IButtonScript::init();
- this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent& e) { return this->on_button_press(e); });
-}
-
-bool ButtonTransitionPreviewScript::on_button_press(const ButtonPressEvent& e){
- if(!this->transition) this->transition = true;
- return false;
-}
-
-const char* ButtonTransitionPreviewScript::get_scene_name() const {
- // Provide the next scene defined in MainMenuConfig
- return PREVIEW_SCENE;
-}
diff --git a/game/menus/mainmenu/ButtonTransitionPreviewScript.h b/game/menus/mainmenu/ButtonTransitionPreviewScript.h
deleted file mode 100644
index 5973dbf..0000000
--- a/game/menus/mainmenu/ButtonTransitionPreviewScript.h
+++ /dev/null
@@ -1,12 +0,0 @@
-#pragma once
-
-#include "ITransitionScript.h"
-
-#include "../IButtonScript.h"
-
-class ButtonTransitionPreviewScript : public ITransitionScript, public IButtonScript {
-public:
- void init() override;
- bool on_button_press(const crepe::ButtonPressEvent& e);
- const char* get_scene_name() const override;
-};
diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp
new file mode 100644
index 0000000..4c4dfc1
--- /dev/null
+++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.cpp
@@ -0,0 +1,23 @@
+#include "ButtonTransitionPreviewSubScript.h"
+
+#include "../MenusConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void ButtonTransitionPreviewSubScript::init() {
+ IButtonScript::init();
+ this->subscribe<ButtonPressEvent>([this](const ButtonPressEvent & e) {
+ return this->on_button_press(e);
+ });
+}
+
+bool ButtonTransitionPreviewSubScript::on_button_press(const ButtonPressEvent & e) {
+ if (!this->transition) this->transition = true;
+ return false;
+}
+
+const char * ButtonTransitionPreviewSubScript::get_scene_name() const {
+ // Provide the next scene defined in MainMenuConfig
+ return PREVIEW_SCENE;
+}
diff --git a/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h
new file mode 100644
index 0000000..d6d8149
--- /dev/null
+++ b/game/menus/mainmenu/ButtonTransitionPreviewSubScript.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include "ITransitionScript.h"
+
+#include "../IButtonScript.h"
+
+class ButtonTransitionPreviewSubScript : public ITransitionScript, public IButtonScript {
+public:
+ void init() override;
+ bool on_button_press(const crepe::ButtonPressEvent & e);
+ const char * get_scene_name() const override;
+};
diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp
index e2974d4..3e51a90 100644
--- a/game/menus/mainmenu/ITransitionScript.cpp
+++ b/game/menus/mainmenu/ITransitionScript.cpp
@@ -4,30 +4,27 @@
#include "../MenusConfig.h"
#include "../../Config.h"
-#include <crepe/types.h>
-#include <crepe/api/Transform.h>
#include <crepe/api/Camera.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
using namespace crepe;
using namespace std;
-void ITransitionScript::frame_update(crepe::duration_t delta_time){
- if(this->transition)
- {
+void ITransitionScript::frame_update(crepe::duration_t delta_time) {
+ if (this->transition) {
// cout << "transition:" << velocity << std::endl;
Transform & cam = this->get_components_by_name<Transform>(CAMERA_NAME).front();
RefVector<Transform> info_tf = this->get_components_by_tag<Transform>(MENU_INFO_TAG);
for (Transform & tf : info_tf) {
tf.position.y -= VELOCITY_INFO_UP * delta_time.count();
}
- if(velocity < VELOCITY_MAX && cam.position.x < SLOW_DOWN) velocity += VELOCITY_STEP * delta_time.count();
- else if(velocity > 20) velocity -= VELOCITY_STEP * delta_time.count();
- if(cam.position.x < END) cam.position.x += (velocity * delta_time.count());
- if(cam.position.x >= END)
- {
+ if (velocity < VELOCITY_MAX && cam.position.x < SLOW_DOWN)
+ velocity += VELOCITY_STEP * delta_time.count();
+ else if (velocity > 20) velocity -= VELOCITY_STEP * delta_time.count();
+ if (cam.position.x < END) cam.position.x += (velocity * delta_time.count());
+ if (cam.position.x >= END) {
this->set_next_scene(this->get_scene_name());
}
-
}
}
-
diff --git a/game/menus/mainmenu/ITransitionScript.h b/game/menus/mainmenu/ITransitionScript.h
index 78f1016..9a2ef90 100644
--- a/game/menus/mainmenu/ITransitionScript.h
+++ b/game/menus/mainmenu/ITransitionScript.h
@@ -5,9 +5,11 @@
class ITransitionScript : public virtual crepe::Script {
public:
void frame_update(crepe::duration_t delta_time) override;
- virtual const char* get_scene_name() const = 0;
+ virtual const char * get_scene_name() const = 0;
+
private:
float velocity = 20;
+
protected:
bool transition = false;
};
diff --git a/game/menus/mainmenu/MainMenuConfig.h b/game/menus/mainmenu/MainMenuConfig.h
index 01995f0..f4ca5a6 100644
--- a/game/menus/mainmenu/MainMenuConfig.h
+++ b/game/menus/mainmenu/MainMenuConfig.h
@@ -3,20 +3,17 @@
//main menu config
static constexpr float STARTMAP_OFFSET = 50;
-static constexpr crepe::vec2 MENU_OFFSET = {0,0};
+static constexpr crepe::vec2 MENU_OFFSET = {0, 0};
static constexpr float MENU_BUTTON_SPACING = 10;
-static constexpr const char* MENU_BUTTON_NAME = "menu_button_background";
-static constexpr crepe::vec2 MENU_OFFSET_BUTTON = {-400,-200};
-static constexpr crepe::vec2 MENU_OFFSET_BUTTON_BACKGROUND = {-400,0};
-static constexpr const char* MENU_INFO_TAG = "menu_info";
-static constexpr crepe::vec2 MENU_OFFSET_INFO = {350,-365};
-static constexpr crepe::vec2 MENU_OFFSET_INFO_BACKGROUND = {350,-365}; //375
+static constexpr const char * MENU_BUTTON_NAME = "menu_button_background";
+static constexpr crepe::vec2 MENU_OFFSET_BUTTON = {-400, -200};
+static constexpr crepe::vec2 MENU_OFFSET_BUTTON_BACKGROUND = {-400, 0};
+static constexpr const char * MENU_INFO_TAG = "menu_info";
+static constexpr crepe::vec2 MENU_OFFSET_INFO = {350, -365};
+static constexpr crepe::vec2 MENU_OFFSET_INFO_BACKGROUND = {350, -365}; //375
//Moving to new scene (Start and Preview)
static constexpr float SLOW_DOWN = 200;
static constexpr float END = 300;
static constexpr float VELOCITY_MAX = 200;
static constexpr float VELOCITY_STEP = 200;
static constexpr float VELOCITY_INFO_UP = 40;
-
-
-
diff --git a/game/menus/mainmenu/MainMenuScene.cpp b/game/menus/mainmenu/MainMenuScene.cpp
index 15cf6d5..43418e3 100644
--- a/game/menus/mainmenu/MainMenuScene.cpp
+++ b/game/menus/mainmenu/MainMenuScene.cpp
@@ -1,104 +1,115 @@
#include "MainMenuScene.h"
-#include "TransitionStartScript.h"
#include "MainMenuConfig.h"
+#include "TransitionStartSubScript.h"
#include "../ButtonSubScene.h"
#include "../MenusConfig.h"
-#include "../../background/StartSubScene.h"
-#include "../../background/HallwaySubScene.h"
#include "../../Config.h"
+#include "../../background/HallwaySubScene.h"
+#include "../../background/StartSubScene.h"
#include "../endgame/EndGameSubScene.h"
#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Camera.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Sprite.h>
-#include <crepe/api/Camera.h>
#include <crepe/manager/SaveManager.h>
using namespace crepe;
using namespace std;
-void MainMenuScene::load_scene(){
+void MainMenuScene::load_scene() {
ButtonSubScene button;
GameObject camera_object = this->new_object(CAMERA_NAME);
- camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800),
- Camera::Data{
- .bg_color = Color::RED,
- });
- camera_object.add_component<BehaviorScript>().set_script<TransitionStartScript>();
-
+ camera_object.add_component<Camera>(
+ ivec2(990, 720), vec2(1100, 800),
+ Camera::Data {
+ .bg_color = Color::RED,
+ }
+ );
+ camera_object.add_component<BehaviorScript>().set_script<TransitionStartSubScript>();
//Button menu
- GameObject menu_button = this->new_object(MENU_BUTTON_NAME,MENU_BUTTON_NAME,MENU_OFFSET);
+ GameObject menu_button = this->new_object(MENU_BUTTON_NAME, MENU_BUTTON_NAME, MENU_OFFSET);
menu_button.add_component<Sprite>(
Asset("asset/ui/background.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+0,
- .size = {300,860},
- .position_offset = MENU_OFFSET_BUTTON_BACKGROUND,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 0,
+ .size = {300, 860},
+ .position_offset = MENU_OFFSET_BUTTON_BACKGROUND,
+ }
+ );
vec2 pos_btn = MENU_OFFSET_BUTTON;
-
+
//Preview btn
- button.create(*this,ButtonSubScene::Data{
- .text = "PREVIEW",
- .text_width = 200,
- .position = pos_btn,
- .script_type = ButtonSubScene::ScriptSelect::PREVIEW,
- });
+ button.create(
+ *this,
+ ButtonSubScene::Data {
+ .text = "PREVIEW",
+ .text_width = 200,
+ .position = pos_btn,
+ .script_type = ButtonSubScene::ScriptSelect::PREVIEW,
+ }
+ );
//Shop btn
pos_btn.y += MENU_BUTTON_SPACING + LARGE_OVERLAY_SIZE.y;
- button.create(*this,ButtonSubScene::Data{
- .text = "SHOP",
- .text_offset = {-20,0},
- .text_width = 115,
- .icon_offset = {60,0},
- .icon_type = ButtonSubScene::IconSelect::SHOP,
- .position = pos_btn,
- .script_type = ButtonSubScene::ScriptSelect::SHOP,
- });
-
+ button.create(
+ *this,
+ ButtonSubScene::Data {
+ .text = "SHOP",
+ .text_offset = {-20, 0},
+ .text_width = 115,
+ .icon_offset = {60, 0},
+ .icon_type = ButtonSubScene::IconSelect::SHOP,
+ .position = pos_btn,
+ .script_type = ButtonSubScene::ScriptSelect::SHOP,
+ }
+ );
+
//Start of map
StartSubScene start;
HallwaySubScene hallway;
float begin_x = start.create(*this, STARTMAP_OFFSET);
begin_x = hallway.create(*this, begin_x, 1, Color::YELLOW);
-
//INFO menu
- GameObject menu_info = this->new_object("MENU_INFO_BACKGROUND",MENU_INFO_TAG,MENU_OFFSET);
+ GameObject menu_info
+ = this->new_object("MENU_INFO_BACKGROUND", MENU_INFO_TAG, MENU_OFFSET);
menu_info.add_component<Sprite>(
Asset("asset/ui/itemsButtonBlankDark.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+0,
- .size = {250,80},
- .position_offset = MENU_OFFSET_INFO,
- .world_space = false,
- });
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 0,
+ .size = {250, 80},
+ .position_offset = MENU_OFFSET_INFO,
+ .world_space = false,
+ }
+ );
SaveManager & savemgr = this->get_save_manager();
- string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME,0).get());
+ string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME, 0).get());
float amount_number = static_cast<float>(number.size());
// savemgr.set(COIN_GAME_AMOUNT, amount);
- button.create(*this,ButtonSubScene::Data{
- .text = number,
- .text_offset = {-10-(amount_number-1)*10,0},
- .text_width = amount_number*20,
- .icon_offset = {60,0},
- .icon_type = ButtonSubScene::IconSelect::COINS,
- .position = MENU_OFFSET_INFO,
- .script_type = ButtonSubScene::ScriptSelect::SHOP,
- .scale = 0.6,
- .worldspace = false,
- .color_side = false,
- .tag = MENU_INFO_TAG,
- });
-
+ button.create(
+ *this,
+ ButtonSubScene::Data {
+ .text = number,
+ .text_offset = {-10 - (amount_number - 1) * 10, 0},
+ .text_width = amount_number * 20,
+ .icon_offset = {60, 0},
+ .icon_type = ButtonSubScene::IconSelect::COINS,
+ .position = MENU_OFFSET_INFO,
+ .script_type = ButtonSubScene::ScriptSelect::SHOP,
+ .scale = 0.6,
+ .worldspace = false,
+ .color_side = false,
+ .tag = MENU_INFO_TAG,
+ }
+ );
}
string MainMenuScene::get_name() const { return MAINMENU_SCENE; }
diff --git a/game/menus/mainmenu/TransitionStartScript.cpp b/game/menus/mainmenu/TransitionStartScript.cpp
deleted file mode 100644
index 9b395de..0000000
--- a/game/menus/mainmenu/TransitionStartScript.cpp
+++ /dev/null
@@ -1,15 +0,0 @@
-#include "TransitionStartScript.h"
-
-#include "../MenusConfig.h"
-
-using namespace crepe;
-using namespace std;
-
-void TransitionStartScript::fixed_update(crepe::duration_t dt){
- if(this->get_key_state(Keycode::ENTER) && this->transition == false) this->transition = true;
-}
-
-const char* TransitionStartScript::get_scene_name() const {
- // Provide the next scene defined in MainMenuConfig
- return START_SCENE;
-}
diff --git a/game/menus/mainmenu/TransitionStartSubScript.cpp b/game/menus/mainmenu/TransitionStartSubScript.cpp
new file mode 100644
index 0000000..63723cf
--- /dev/null
+++ b/game/menus/mainmenu/TransitionStartSubScript.cpp
@@ -0,0 +1,16 @@
+#include "TransitionStartSubScript.h"
+
+#include "../MenusConfig.h"
+
+using namespace crepe;
+using namespace std;
+
+void TransitionStartSubScript::fixed_update(crepe::duration_t dt) {
+ if (this->get_key_state(Keycode::ENTER) && this->transition == false)
+ this->transition = true;
+}
+
+const char * TransitionStartSubScript::get_scene_name() const {
+ // Provide the next scene defined in MainMenuConfig
+ return START_SCENE;
+}
diff --git a/game/menus/mainmenu/TransitionStartScript.h b/game/menus/mainmenu/TransitionStartSubScript.h
index c6df1b9..f9862ea 100644
--- a/game/menus/mainmenu/TransitionStartScript.h
+++ b/game/menus/mainmenu/TransitionStartSubScript.h
@@ -2,8 +2,8 @@
#include "ITransitionScript.h"
-class TransitionStartScript : public ITransitionScript {
+class TransitionStartSubScript : public ITransitionScript {
public:
void fixed_update(crepe::duration_t dt) override;
- const char* get_scene_name() const override;
+ const char * get_scene_name() const override;
};
diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp
index 5d1348f..d5b5af3 100644
--- a/game/menus/shop/ShopMenuScene.cpp
+++ b/game/menus/shop/ShopMenuScene.cpp
@@ -1,9 +1,9 @@
#include "ShopMenuScene.h"
+#include "../BannerSubScene.h"
#include "../ButtonSubScene.h"
#include "../MenusConfig.h"
-#include "../BannerSubScene.h"
#include "../../Config.h"
#include <crepe/api/Camera.h>
@@ -12,36 +12,45 @@
using namespace crepe;
using namespace std;
-void ShopMenuScene::load_scene(){
+void ShopMenuScene::load_scene() {
GameObject camera_object = this->new_object(CAMERA_NAME);
- camera_object.add_component<Camera>(ivec2(990, 720), vec2(1100, 800),
- Camera::Data{
- .bg_color = Color::RED,
- });
+ camera_object.add_component<Camera>(
+ ivec2(990, 720), vec2(1100, 800),
+ Camera::Data {
+ .bg_color = Color::RED,
+ }
+ );
BannerSubScene banner;
- banner.create(*this,{
- .banner_title = "SHOP",
- .banner_title_width = 200,
- .banner_title_offset = {0,65},
- });
+ banner.create(
+ *this,
+ {
+ .banner_title = "SHOP",
+ .banner_title_width = 200,
+ .banner_title_offset = {0, 65},
+ }
+ );
GameObject menu_background = this->new_object("menu_background");
menu_background.add_component<Sprite>(
Asset("asset/ui/background.png"),
- Sprite::Data{
- .sorting_in_layer = STARTING_SORTING_IN_LAYER+0,
- .size = {1100,860},
- .position_offset {0},
- });
-
+ Sprite::Data {
+ .sorting_in_layer = STARTING_SORTING_IN_LAYER + 0,
+ .size = {1100, 860},
+ .position_offset {0},
+ }
+ );
+
ButtonSubScene button;
- button.create(*this,ButtonSubScene::Data{
- .text = "BACK",
- .text_width = 115,
- .position = {-400,-350},
- .script_type = ButtonSubScene::ScriptSelect::MAINMENU,
- .button_type = ButtonSubScene::ButtonSelect::BACK,
- .scale = 0.8
- });
+ button.create(
+ *this,
+ ButtonSubScene::Data {
+ .text = "BACK",
+ .text_width = 115,
+ .position = {-400, -350},
+ .script_type = ButtonSubScene::ScriptSelect::MAINMENU,
+ .button_type = ButtonSubScene::ButtonSelect::BACK,
+ .scale = 0.8
+ }
+ );
}
string ShopMenuScene::get_name() const { return SHOP_SCENE; }
diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp
new file mode 100644
index 0000000..e549210
--- /dev/null
+++ b/game/missile/MissilePool.cpp
@@ -0,0 +1,16 @@
+#include "MissilePool.h"
+#include "MissileSubScene.h"
+
+#include <crepe/api/Scene.h>
+
+using namespace std;
+using namespace crepe;
+
+MissilePool::MissilePool(Scene & scn) {
+ int amount = 0;
+ MissileSubScene missile;
+ while (amount < this->MAX_MISSILE_COUNT) {
+ missile.create(scn);
+ amount++;
+ }
+}
diff --git a/game/missile/MissilePool.h b/game/missile/MissilePool.h
new file mode 100644
index 0000000..296701e
--- /dev/null
+++ b/game/missile/MissilePool.h
@@ -0,0 +1,11 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+
+class MissilePool {
+public:
+ MissilePool(crepe::Scene & scn);
+
+private:
+ static constexpr unsigned int MAX_MISSILE_COUNT = 5;
+};
diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp
new file mode 100644
index 0000000..6d0e40e
--- /dev/null
+++ b/game/missile/MissileScript.cpp
@@ -0,0 +1,105 @@
+#include "MissileScript.h"
+#include "../Config.h"
+#include "api/BehaviorScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/types.h>
+
+#include <cmath>
+#include <crepe/api/AI.h>
+#include <crepe/api/KeyCodes.h>
+#include <crepe/api/Sprite.h>
+
+using namespace std;
+using namespace crepe;
+
+void MissileScript::init() {
+ subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
+ return this->on_collision(ev);
+ });
+ this->seeking_disabled = false;
+}
+void MissileScript::kill_missile() {
+ auto animations = this->get_components<Animator>();
+ auto sprites = this->get_components<Sprite>();
+ auto & fly_sound = this->get_components<AudioSource>().front().get();
+ auto & this_script = this->get_components<BehaviorScript>().back().get();
+
+ animations[0].get().active = false;
+ animations[1].get().active = false;
+ animations[2].get().active = true;
+ sprites[0].get().active = false;
+ sprites[1].get().active = false;
+ sprites[2].get().active = true;
+
+ this_script.active = false;
+ this->seeking_disabled = false;
+
+ fly_sound.stop();
+}
+void MissileScript::activate() {
+ auto anim = this->get_components<Animator>();
+ auto sprites = this->get_components<Sprite>();
+
+ anim[0].get().active = true;
+ anim[1].get().active = true;
+ anim[2].get().stop();
+ sprites[0].get().active = true;
+ sprites[1].get().active = true;
+ sprites[2].get().active = false;
+}
+
+bool MissileScript::on_collision(const CollisionEvent & ev) {
+ auto & explosion_sound = this->get_components<AudioSource>().back().get();
+
+ this->kill_missile();
+ explosion_sound.play();
+
+ return false;
+}
+
+bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) {
+ return fabs(missile.position.x - player.position.x) <= this->X_RANGE;
+}
+
+void MissileScript::fixed_update(crepe::duration_t dt) {
+ auto & explosion_anim = this->get_components<Animator>().back().get();
+ auto & missile = this->get_component<Transform>();
+ auto & m_ai = this->get_component<AI>();
+
+ const auto & player = this->get_components_by_name<Transform>("player").front().get();
+ const auto & cam = this->get_components_by_name<Transform>("camera").front().get();
+ const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity;
+
+ if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) {
+ this->kill_missile();
+ return;
+ }
+
+ // check if animation is at the end
+ if (explosion_anim.data.row == 7) {
+ this->activate();
+ this->seeking_disabled = false;
+ }
+
+ if (this->seeking_disabled) {
+ m_ai.seek_off();
+ } else {
+ m_ai.seek_target = player.position;
+ m_ai.seek_on();
+
+ if (is_in_x_range(missile, player)) {
+ this->seeking_disabled = true;
+ m_ai.seek_off();
+ }
+ }
+
+ vec2 angle_pos = velocity;
+ float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI);
+
+ missile.rotation = angle;
+ missile.position += velocity * dt.count();
+}
diff --git a/game/missile/MissileScript.h b/game/missile/MissileScript.h
new file mode 100644
index 0000000..a492e18
--- /dev/null
+++ b/game/missile/MissileScript.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class MissileScript : public crepe::Script {
+private:
+ bool on_collision(const crepe::CollisionEvent & ev);
+
+ bool seeking_disabled;
+
+ // will be used to calculate when ai will be stopped
+ static constexpr int X_RANGE = 90;
+ bool is_in_x_range(const crepe::Transform & missile, const crepe::Transform & player);
+ void kill_missile();
+ void activate();
+
+public:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp
new file mode 100644
index 0000000..db49f88
--- /dev/null
+++ b/game/missile/MissileSubScene.cpp
@@ -0,0 +1,101 @@
+#include "MissileSubScene.h"
+#include "../Config.h"
+#include "../missile/MissileScript.h"
+
+#include <crepe/api/AI.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/types.h>
+#include <random>
+
+using namespace crepe;
+
+void MissileSubScene::create(crepe::Scene & scn) {
+ std::random_device rd;
+ std::mt19937 gen(rd());
+
+ GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1);
+
+ Asset missle_ss {"asset/obstacles/missile/missile.png"};
+ Asset missle_thruster_ss {"asset/obstacles/missile/missileEffects.png"};
+ Asset missile_explosion_ss {"asset/obstacles/missile/missileExplosion.png"};
+ Asset explosion_sound {"asset/sfx/rocket_explode_1.ogg"};
+ Asset missile_fire {"asset/sfx/missile_launch.ogg"};
+
+ missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false;
+
+ auto & sound = missle.add_component<AudioSource>(missile_fire);
+ sound.volume = 0.1;
+ auto & sound2 = missle.add_component<AudioSource>(explosion_sound);
+ sound2.volume = 0.1;
+
+ // sprites
+ auto & missle_sprite = missle.add_component<Sprite>(
+ missle_ss,
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .size = {0, 35},
+ }
+ );
+
+ auto & missle_thruster_sprite = missle.add_component<Sprite>(
+ missle_thruster_ss,
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .size = {0, 35},
+ .position_offset = {-20, 0},
+ }
+ );
+
+ auto & missile_explosion_sprite = missle.add_component<Sprite>(
+ missile_explosion_ss,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .size = {0, 50},
+ }
+ );
+
+ // Animations
+ missle.add_component<Animator>(
+ missle_sprite, ivec2 {32, 32}, uvec2 {4, 1},
+ Animator::Data {
+ .looping = true,
+ }
+ );
+
+ missle.add_component<Animator>(
+ missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2},
+ Animator::Data {
+ .looping = true,
+ }
+ );
+
+ auto & explosion_anim = missle.add_component<Animator>(
+ missile_explosion_sprite, ivec2 {64, 64}, uvec2 {8, 1},
+ Animator::Data {
+ .fps = 10,
+ }
+ );
+
+ missile_explosion_sprite.active = false;
+ explosion_anim.active = false;
+
+ std::uniform_int_distribution<> dist(140, 200);
+ missle.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .max_linear_velocity = static_cast<float>(dist(gen)),
+ .kinematic_collision = false,
+ .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_MISSILE,
+ });
+
+ missle.add_component<CircleCollider>(3);
+
+ auto & missle_ai = missle.add_component<AI>(1000);
+}
diff --git a/game/missile/MissileSubScene.h b/game/missile/MissileSubScene.h
new file mode 100644
index 0000000..9ea422a
--- /dev/null
+++ b/game/missile/MissileSubScene.h
@@ -0,0 +1,12 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class MissileSubScene {
+public:
+ MissileSubScene() = default;
+
+ void create(crepe::Scene & scn);
+};
diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp
new file mode 100644
index 0000000..03a9b8c
--- /dev/null
+++ b/game/missile/SpawnEvent.cpp
@@ -0,0 +1,47 @@
+#include "SpawnEvent.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+
+#include <cstdlib>
+#include <random>
+
+using namespace crepe;
+
+void MissileSpawnEventHandler::init() {
+ subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool {
+ return this->on_event(ev);
+ });
+}
+
+std::random_device rd;
+std::mt19937 gen(rd());
+
+bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
+ auto missile_sprites = this->get_components_by_name<Sprite>("missile");
+ auto missile_transforms = this->get_components_by_name<Transform>("missile");
+ auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile");
+ auto missile_audiosources = this->get_components_by_name<AudioSource>("missile");
+ auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get();
+
+ for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) {
+ auto & script = missile_behaviorscripts[i].get();
+ if (script.active) continue;
+ script.active = true;
+
+ missile_audiosources[i * 2].get().play();
+
+ auto & transform = missile_transforms[i].get();
+ transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET;
+ std::uniform_int_distribution<> dist(this->MIN_RANGE, this->MAX_RANGE);
+ transform.position.y = dist(gen);
+
+ break;
+ }
+
+ return false;
+}
diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h
new file mode 100644
index 0000000..ce301fd
--- /dev/null
+++ b/game/missile/SpawnEvent.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+
+#include "../Config.h"
+
+struct MissileSpawnEvent : public crepe::Event {};
+
+class MissileSpawnEventHandler : public crepe::Script {
+private:
+ static constexpr int MISSILE_OFFSET = VIEWPORT_X / 1.8;
+ static constexpr int RANGE = GAME_HEIGHT / 4;
+ static constexpr int MIN_RANGE = -RANGE;
+ static constexpr int MAX_RANGE = RANGE;
+
+public:
+ void init();
+ bool on_event(const MissileSpawnEvent & ev);
+};
diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp
index 1554c84..fb18f2f 100644
--- a/game/player/PlayerEndScript.cpp
+++ b/game/player/PlayerEndScript.cpp
@@ -90,11 +90,11 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
jump++;
}
- if(rb_player.data.linear_velocity.x < 5){
+ if (rb_player.data.linear_velocity.x < 5) {
this->trigger_event<EndGameEvent>();
}
- return true;
+ return false;
}
return false;
diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp
index 4404bd8..d45a519 100644
--- a/game/player/PlayerScript.cpp
+++ b/game/player/PlayerScript.cpp
@@ -41,7 +41,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(0);
audio.play();
- return true;
+ return false;
} else if (ev.info.other.metadata.tag == "laser") {
for (Animator & anim : animators) {
anim.active = true;
@@ -58,7 +58,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(1);
audio.play();
- return true;
+ return false;
} else if (ev.info.other.metadata.tag == "missile") {
for (Animator & anim : animators) {
anim.active = true;
@@ -75,7 +75,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(2);
audio.play();
- return true;
+ return false;
}
return false;
diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp
index e9e2167..f136605 100644
--- a/game/player/PlayerSubScene.cpp
+++ b/game/player/PlayerSubScene.cpp
@@ -4,6 +4,7 @@
#include "PlayerScript.h"
#include "../Config.h"
+#include "../coins/CoinScript.h"
#include "api/Asset.h"
#include <crepe/api/Animator.h>
@@ -152,6 +153,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
.collision_layer = COLL_LAY_PLAYER,
});
player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
+ player.add_component<BehaviorScript>().set_script<CoinScript>();
player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false;
player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_lp.ogg"));
diff --git a/game/preview/NpcScript.cpp b/game/preview/NpcScript.cpp
new file mode 100644
index 0000000..c4148f2
--- /dev/null
+++ b/game/preview/NpcScript.cpp
@@ -0,0 +1,32 @@
+#include "NpcScript.h"
+
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace std;
+using namespace crepe;
+
+void NpcScript::init() {}
+void NpcScript::fixed_update(duration_t dt) {
+ auto & rb = this->get_component<Rigidbody>();
+ auto & npc = this->get_component<Sprite>();
+ auto & transform = this->get_component<Transform>();
+
+ if (transform.position.x < -990) {
+ rb.data.linear_velocity.x *= -1;
+ }
+ if (transform.position.x > 990) {
+ rb.data.linear_velocity.x *= -1;
+ }
+
+ if (rb.data.linear_velocity.x < 0) {
+ npc.data.flip = {true, false};
+ } else {
+ npc.data.flip = {false, false};
+ }
+
+ auto & savemgr = this->get_save_manager();
+ savemgr.set("npc_x", transform.position.x);
+ savemgr.set("npc_y", transform.position.y);
+}
diff --git a/game/preview/NpcScript.h b/game/preview/NpcScript.h
new file mode 100644
index 0000000..8d856fd
--- /dev/null
+++ b/game/preview/NpcScript.h
@@ -0,0 +1,11 @@
+
+#include <crepe/api/Script.h>
+
+class NpcScript : public crepe::Script {
+
+private:
+
+public:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/preview/NpcSubScene.cpp b/game/preview/NpcSubScene.cpp
new file mode 100644
index 0000000..bd6cfb2
--- /dev/null
+++ b/game/preview/NpcSubScene.cpp
@@ -0,0 +1,69 @@
+
+
+#include "NpcSubScene.h"
+
+#include "../Config.h"
+#include "NpcScript.h"
+
+#include <crepe/ValueBroker.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace crepe;
+
+NpcSubScene::NpcSubScene(Scene & scn) {
+ auto & savemgr = scn.get_save_manager();
+ ValueBroker npc_x = savemgr.get<float>("npc_x", 500);
+ ValueBroker npc_y = savemgr.get<float>("npc_y", 0);
+
+ GameObject npc = scn.new_object("npc", "npc_tag", vec2 {npc_x.get(), npc_y.get()}, 0, 1);
+ Asset npc_body {"asset/workers/worker1Body.png"};
+ Asset npc_head {"asset/workers/worker1Head.png"};
+
+ auto & npc_body_sprite = npc.add_component<Sprite>(
+ npc_body,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .size = {0, 50},
+ }
+ );
+ auto & npc_head_sprite = npc.add_component<Sprite>(
+ npc_head,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .size = {0, 50},
+ .position_offset = {0, -20},
+ }
+ );
+
+ npc.add_component<Animator>(
+ npc_body_sprite, ivec2 {32, 32}, uvec2 {4, 8},
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ npc.add_component<Animator>(
+ npc_head_sprite, ivec2 {32, 32}, uvec2 {4, 8},
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ npc.add_component<BoxCollider>(vec2 {50, 50});
+
+ npc.add_component<Rigidbody>(Rigidbody::Data {
+ .mass = 10,
+ .gravity_scale = 1,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {-50, 0},
+ //.max_linear_velocity = 40,
+ .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER},
+ .collision_layer = COLL_LAY_PLAYER,
+ });
+
+ npc.add_component<BehaviorScript>().set_script<NpcScript>();
+}
diff --git a/game/preview/NpcSubScene.h b/game/preview/NpcSubScene.h
new file mode 100644
index 0000000..a226195
--- /dev/null
+++ b/game/preview/NpcSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class NpcSubScene {
+public:
+ NpcSubScene(crepe::Scene & scn);
+};
diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp
new file mode 100644
index 0000000..2657b8d
--- /dev/null
+++ b/game/preview/PrevPlayerScript.cpp
@@ -0,0 +1,132 @@
+#include "PrevPlayerScript.h"
+
+#include "../missile/SpawnEvent.h"
+#include "api/Transform.h"
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/Camera.h>
+#include <crepe/manager/SaveManager.h>
+#include <iostream>
+#include <ostream>
+
+using namespace crepe;
+
+bool PrevPlayerScript::key_pressed(const KeyPressEvent & ev) {
+ switch (ev.key) {
+ case Keycode::A:
+ this->get_component<Rigidbody>().data.linear_velocity.x = -move_speed;
+ this->body->data.flip = {true, false};
+ this->head->data.flip = {true, false};
+ break;
+ case Keycode::D:
+ this->get_component<Rigidbody>().data.linear_velocity.x = move_speed;
+ this->body->data.flip = {false, false};
+ this->head->data.flip = {false, false};
+ break;
+
+ case Keycode::SPACE:
+ this->get_component<Rigidbody>().data.linear_velocity.y = -move_speed;
+ break;
+ case Keycode::D0:
+ this->body_anim->set_anim(0);
+ this->head_anim->set_anim(0);
+ break;
+ case Keycode::D1:
+ this->body_anim->set_anim(1);
+ this->head_anim->set_anim(1);
+ break;
+ case Keycode::D2:
+ this->body_anim->set_anim(2);
+ this->head_anim->set_anim(2);
+ break;
+ case Keycode::D3:
+ this->body_anim->set_anim(3);
+ this->head_anim->set_anim(3);
+ break;
+ case Keycode::D4:
+ this->body_anim->set_anim(4);
+ this->head_anim->set_anim(4);
+ break;
+ case Keycode::D5:
+ this->body_anim->set_anim(5);
+ this->head_anim->set_anim(5);
+ break;
+ case Keycode::D6:
+ this->body_anim->set_anim(6);
+ this->head_anim->set_anim(6);
+ break;
+ case Keycode::D7:
+ this->body_anim->set_anim(7);
+ this->head_anim->set_anim(7);
+ break;
+ case Keycode::LEFT:
+ this->head->data.angle_offset -= 1;
+ break;
+ case Keycode::RIGHT:
+ this->head->data.angle_offset += 1;
+ break;
+ case Keycode::UP:
+ this->head->data.scale_offset += 0.1;
+ break;
+ case Keycode::DOWN:
+ this->head->data.scale_offset -= 0.1;
+ break;
+ case Keycode::P:
+ this->get_component<AudioSource>().play();
+ break;
+ case Keycode::Q:
+ this->get_components_by_name<Camera>("camera").front().get().data.zoom -= 0.01;
+ break;
+ case Keycode::E:
+ this->get_components_by_name<Camera>("camera").front().get().data.zoom += 0.01;
+ break;
+ case Keycode::J:
+ this->get_components_by_name<Transform>("camera").front().get().position.x
+ -= move_speed;
+ break;
+ case Keycode::K:
+ this->get_components_by_name<Transform>("camera").front().get().position.y
+ -= move_speed;
+ break;
+ case Keycode::L:
+ this->get_components_by_name<Transform>("camera").front().get().position.x
+ += move_speed;
+ break;
+ case Keycode::I:
+ this->get_components_by_name<Transform>("camera").front().get().position.y
+ += move_speed;
+ break;
+ case Keycode::M:
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ break;
+ //todo
+ case Keycode::PAGE_UP:
+ case Keycode::PAGE_DOWN:
+ case Keycode::HOME:
+ break;
+ default:
+ break;
+ }
+ return false;
+}
+
+void PrevPlayerScript::init() {
+ auto animations = this->get_components<Animator>();
+ body_anim = animations[0];
+ head_anim = animations[1];
+
+ auto sprites = this->get_components<Sprite>();
+ body = sprites[0];
+ head = sprites[1];
+
+ subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ return this->key_pressed(ev);
+ });
+};
+
+void PrevPlayerScript::fixed_update(crepe::duration_t dt) {
+ auto & savemgr = this->get_save_manager();
+ const auto & pos = this->get_component<Transform>().position;
+
+ savemgr.set("player_x", pos.x);
+ savemgr.set("player_y", pos.y);
+};
diff --git a/game/preview/PrevPlayerScript.h b/game/preview/PrevPlayerScript.h
new file mode 100644
index 0000000..cc3184e
--- /dev/null
+++ b/game/preview/PrevPlayerScript.h
@@ -0,0 +1,23 @@
+
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+#include <crepe/util/OptionalRef.h>
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+
+class PrevPlayerScript : public crepe::Script {
+private:
+ crepe::OptionalRef<crepe::Animator> head_anim;
+ crepe::OptionalRef<crepe::Animator> body_anim;
+ crepe::OptionalRef<crepe::Sprite> head;
+ crepe::OptionalRef<crepe::Sprite> body;
+
+private:
+ float move_speed = 100;
+
+private:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+ bool key_pressed(const crepe::KeyPressEvent & ev);
+};
diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp
new file mode 100644
index 0000000..b59a0af
--- /dev/null
+++ b/game/preview/PrevPlayerSubScene.cpp
@@ -0,0 +1,86 @@
+
+#include "PrevPlayerSubScene.h"
+
+#include "../Config.h"
+#include "PrevPlayerScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+#include <crepe/ValueBroker.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace crepe;
+
+PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) {
+ auto & savemgr = scn.get_save_manager();
+
+ ValueBroker player_x = savemgr.get<float>("player_x", 500);
+ ValueBroker player_y = savemgr.get<float>("player_y", -100);
+
+ GameObject player
+ = scn.new_object("player", "TAG", vec2 {player_x.get(), player_y.get()}, 0, 1);
+ Asset player_body_asset {"asset/barry/defaultBody.png"};
+ Sprite & player_body_sprite = player.add_component<Sprite>(
+ player_body_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 0,
+ .size = vec2(0, 50),
+ }
+ );
+ player.add_component<Animator>(
+ player_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ Asset player_head_asset {"asset/barry/defaultHead.png"};
+ Sprite & player_head_sprite = player.add_component<Sprite>(
+ player_head_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ player.add_component<Animator>(
+ player_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"};
+ Sprite & player_jetpack_sprite = player.add_component<Sprite>(
+ player_jetpack_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 2,
+ .size = vec2(0, 60),
+ .position_offset = vec2(-20, 0),
+ }
+ );
+ player_jetpack_sprite.active = false;
+ player.add_component<Animator>(
+ player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ player.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(100, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_PLAYER,
+ });
+ player.add_component<BoxCollider>(vec2(50, 50));
+ player.add_component<BehaviorScript>().set_script<PrevPlayerScript>();
+}
diff --git a/game/preview/PrevPlayerSubScene.h b/game/preview/PrevPlayerSubScene.h
new file mode 100644
index 0000000..a61f341
--- /dev/null
+++ b/game/preview/PrevPlayerSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class PrevPlayerSubScene {
+public:
+ PrevPlayerSubScene(crepe::Scene & scn);
+};
diff --git a/game/preview/SmokeSubScene.cpp b/game/preview/SmokeSubScene.cpp
new file mode 100644
index 0000000..e363f95
--- /dev/null
+++ b/game/preview/SmokeSubScene.cpp
@@ -0,0 +1,37 @@
+
+#include "SmokeSubScene.h"
+
+#include "../Config.h"
+
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+using namespace crepe;
+
+SmokeSubScene::SmokeSubScene(Scene & scn) {
+ GameObject smoke = scn.new_object("smoke_particle", "TAG", vec2 {500, -210}, 0, 1);
+
+ Asset smoke_ss {"asset/particles/smoke.png"};
+
+ auto & smoke_sprite = smoke.add_component<Sprite>(
+ smoke_ss,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
+ .size = {0, 30},
+ }
+ );
+
+ smoke.add_component<ParticleEmitter>(
+ smoke_sprite,
+ ParticleEmitter::Data {
+ .offset = {0, -60},
+ .max_particles = 10,
+ .emission_rate = 25,
+ .min_angle = 60,
+ .max_angle = 120,
+ .begin_lifespan = 1,
+ .end_lifespan = 2,
+ }
+ );
+}
diff --git a/game/preview/SmokeSubScene.h b/game/preview/SmokeSubScene.h
new file mode 100644
index 0000000..93d8a2d
--- /dev/null
+++ b/game/preview/SmokeSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class SmokeSubScene {
+public:
+ SmokeSubScene(crepe::Scene & scn);
+};
diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp
new file mode 100644
index 0000000..f354e70
--- /dev/null
+++ b/game/scheduler/ObjectsScheduler.cpp
@@ -0,0 +1,41 @@
+
+
+#include "ObjectsScheduler.h"
+
+#include "../Random.h"
+#include "../missile/SpawnEvent.h"
+#include "api/Transform.h"
+#include <iostream>
+
+using namespace crepe;
+
+void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
+void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
+void ObjectsScheduler::preset_2() {}
+void ObjectsScheduler::preset_3() {}
+void ObjectsScheduler::preset_4() {}
+void ObjectsScheduler::boss_fight_1() { std::cout << "Boss fight" << std::endl; }
+
+void ObjectsScheduler::init() {
+ this->obstacles.push_back([this]() { preset_0(); });
+ this->obstacles.push_back([this]() { preset_1(); });
+ this->obstacles.push_back([this]() { boss_fight_1(); });
+
+ // subscribe to battlewonevent
+}
+
+void ObjectsScheduler::fixed_update(duration_t dt) {
+ int pos_x
+ = (int) this->get_components_by_name<Transform>("camera").front().get().position.x;
+
+ int boss_check = (pos_x - this->start_offset) / this->boss_fight_interval;
+ if (boss_check > this->last_boss_check) {
+ this->obstacles[2]();
+ this->last_boss_check = boss_check;
+ }
+ int obstacle_check = (pos_x - this->start_offset) / this->obstacle_interval;
+ if (obstacle_check > this->last_obstacle_check) {
+ this->obstacles[Random::i(this->obstacles.size() - 1, 0)]();
+ this->last_obstacle_check = obstacle_check;
+ }
+}
diff --git a/game/scheduler/ObjectsScheduler.h b/game/scheduler/ObjectsScheduler.h
new file mode 100644
index 0000000..d2d0f55
--- /dev/null
+++ b/game/scheduler/ObjectsScheduler.h
@@ -0,0 +1,34 @@
+#pragma once
+
+
+
+#include "api/Script.h"
+#include <functional>
+#include <vector>
+
+
+class ObjectsScheduler : public crepe::Script {
+
+private:
+ std::vector<std::function<void()>> obstacles;
+
+ int last_boss_check = 0;
+ int last_obstacle_check = 0;
+
+ int boss_fight_interval = 2000;
+ int obstacle_interval = 300;
+ int start_offset = 1300;
+
+
+ void preset_0();
+ void preset_1();
+ void preset_2();
+ void preset_3();
+ void preset_4();
+ void boss_fight_1();
+
+public:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+
+};
diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp
new file mode 100644
index 0000000..deaf0ee
--- /dev/null
+++ b/game/workers/CollisionScript.cpp
@@ -0,0 +1,68 @@
+#include "CollisionScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.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 CollisionScript::init() {
+ subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
+ return this->on_collision(ev);
+ });
+}
+
+bool CollisionScript::on_collision(const CollisionEvent & ev) {
+ RefVector<Animator> animators = this->get_components<Animator>();
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ Rigidbody & rb = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ BehaviorScript & bs_panic = this->get_components<BehaviorScript>().front();
+
+ if (ev.info.other.metadata.tag == "zapper") {
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
+ }
+ rb.data.linear_velocity_coefficient = {0.5, 0.5};
+ tr.rotation = 90;
+ bs_panic.active = false;
+
+ return false;
+ } else if (ev.info.other.metadata.tag == "laser") {
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
+ }
+ rb.data.linear_velocity_coefficient = {0.5, 0.5};
+ tr.rotation = 90;
+ bs_panic.active = false;
+
+ return false;
+ } else if (ev.info.other.metadata.tag == "missile") {
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
+ }
+ rb.data.linear_velocity_coefficient = {0.5, 0.5};
+ tr.rotation = 90;
+ bs_panic.active = false;
+
+ return false;
+ }
+
+ return false;
+}
diff --git a/game/workers/CollisionScript.h b/game/workers/CollisionScript.h
new file mode 100644
index 0000000..70c5fe1
--- /dev/null
+++ b/game/workers/CollisionScript.h
@@ -0,0 +1,12 @@
+#pragma once
+
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+
+class CollisionScript : public crepe::Script {
+public:
+ void init();
+
+private:
+ bool on_collision(const crepe::CollisionEvent & ev);
+};
diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp
index 1e49aaa..baa48df 100644
--- a/game/workers/PanicFromPlayerScript.cpp
+++ b/game/workers/PanicFromPlayerScript.cpp
@@ -32,11 +32,21 @@ void PanicFromPlayerScript::fixed_update(duration_t dt) {
}
if (result_x < 0) {
- rb_worker.data.linear_velocity.x = 10000 * dt.count();
+ float min_value = 8000;
+ float max_value = 10000;
+ float value = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ rb_worker.data.linear_velocity.x = value * 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();
+ float min_value = -4000;
+ float max_value = -5000;
+ float value = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ rb_worker.data.linear_velocity.x = value * 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/WorkerScript.cpp b/game/workers/WorkerScript.cpp
index 1bcf8d5..b0bfc4e 100644
--- a/game/workers/WorkerScript.cpp
+++ b/game/workers/WorkerScript.cpp
@@ -1,6 +1,7 @@
#include "WorkerScript.h"
#include "../Config.h"
+#include "api/BehaviorScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/Rigidbody.h>
@@ -44,6 +45,9 @@ void WorkerScript::fixed_update(duration_t dt) {
= 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);
+ BehaviorScript & bs_panic
+ = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id)
+ .front();
if (rb_worker.data.linear_velocity.x < 0) {
sprite_worker.front().get().data.flip.flip_x = true;
@@ -55,6 +59,8 @@ void WorkerScript::fixed_update(duration_t dt) {
= -rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
} else {
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
@@ -65,6 +71,15 @@ void WorkerScript::fixed_update(duration_t dt) {
= rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
+ }
+
+ trans_worker.rotation = 0;
+ bs_panic.active = true;
+ rb_worker.data.linear_velocity_coefficient = {1, 1};
+ for (Sprite & sprite : sprite_worker) {
+ sprite.data.position_offset.x = 0;
}
}
} else {
@@ -84,6 +99,9 @@ void WorkerScript::fixed_update(duration_t dt) {
= 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);
+ BehaviorScript & bs_panic
+ = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id)
+ .front();
if (rb_worker.data.linear_velocity.x < 0) {
sprite_worker.front().get().data.flip.flip_x = true;
@@ -96,6 +114,8 @@ void WorkerScript::fixed_update(duration_t dt) {
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
} else {
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
@@ -107,6 +127,15 @@ void WorkerScript::fixed_update(duration_t dt) {
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
+ }
+
+ trans_worker.rotation = 0;
+ bs_panic.active = true;
+ rb_worker.data.linear_velocity_coefficient = {1, 1};
+ for (Sprite & sprite : sprite_worker) {
+ sprite.data.position_offset.x = 0;
}
}
}
diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp
index e5b4678..54996d1 100644
--- a/game/workers/WorkersSubScene.cpp
+++ b/game/workers/WorkersSubScene.cpp
@@ -1,4 +1,5 @@
#include "WorkersSubScene.h"
+#include "CollisionScript.h"
#include "PanicFromPlayerScript.h"
#include "WorkerScript.h"
@@ -34,7 +35,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>(
Asset {"asset/workers/worker1Body.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 0,
.size = vec2(0, 50),
}
@@ -49,7 +50,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>(
Asset {"asset/workers/worker1Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 1,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -70,6 +71,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_TOP},
});
worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_1.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -82,7 +84,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>(
Asset {"asset/workers/worker2Body.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 2,
.size = vec2(0, 50),
}
@@ -97,7 +99,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>(
Asset {"asset/workers/worker1Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 3,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -118,6 +120,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_TOP},
});
worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_2.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -130,7 +133,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>(
Asset {"asset/workers/worker1Body.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 4,
.size = vec2(0, 50),
}
@@ -145,7 +148,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>(
Asset {"asset/workers/worker2Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 5,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -166,6 +169,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_TOP},
});
worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_3.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -178,7 +182,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>(
Asset {"asset/workers/worker2Body.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 6,
.size = vec2(0, 50),
}
@@ -193,7 +197,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>(
Asset {"asset/workers/worker2Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 7,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -214,6 +218,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_HIGH},
});
worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_4.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -226,7 +231,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>(
Asset {"asset/workers/workerFatBody.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 8,
.size = vec2(0, 50),
}
@@ -241,7 +246,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>(
Asset {"asset/workers/worker1Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 9,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -262,6 +267,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_HIGH},
});
worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_5.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -274,7 +280,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>(
Asset {"asset/workers/workerFatBody.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 10,
.size = vec2(0, 50),
}
@@ -289,7 +295,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>(
Asset {"asset/workers/worker2Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 11,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -310,6 +316,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_LOW},
});
worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_6.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -322,7 +329,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>(
Asset {"asset/workers/workerTallBody.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 12,
.size = vec2(0, 50),
}
@@ -337,7 +344,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>(
Asset {"asset/workers/worker1Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,
.order_in_layer = 13,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -358,6 +365,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_LOW},
});
worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_7.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -370,7 +378,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>(
Asset {"asset/workers/workerTallBody.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 14,
.size = vec2(0, 50),
}
@@ -385,7 +393,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee
Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>(
Asset {"asset/workers/worker2Head.png"},
Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 15,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
@@ -406,6 +414,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_LOW},
});
worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_8.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false};