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-rw-r--r--game/CMakeLists.txt4
-rw-r--r--game/Config.h1
-rw-r--r--game/GameScene.cpp12
-rw-r--r--game/StartGameScript.cpp14
-rw-r--r--game/player/PlayerAudioScript.cpp62
-rw-r--r--game/player/PlayerAudioScript.h13
-rw-r--r--game/player/PlayerScript.cpp22
-rw-r--r--game/player/PlayerScript.h1
-rw-r--r--game/player/PlayerSubScene.cpp48
-rw-r--r--game/prefab/ZapperPoolScript.cpp8
-rw-r--r--game/prefab/ZapperPoolScript.h3
-rw-r--r--game/workers/PanicFromPlayerScript.cpp45
-rw-r--r--game/workers/PanicFromPlayerScript.h8
-rw-r--r--game/workers/WorkerScript.cpp116
-rw-r--r--game/workers/WorkerScript.h8
-rw-r--r--game/workers/WorkersSubScene.cpp414
-rw-r--r--game/workers/WorkersSubScene.h20
-rw-r--r--src/crepe/system/AudioSystem.cpp2
18 files changed, 800 insertions, 1 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 892e8fc..48844b7 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -18,7 +18,11 @@ target_sources(main PUBLIC
player/PlayerSubScene.cpp
StartGameScript.cpp
player/PlayerEndScript.cpp
+ player/PlayerAudioScript.cpp
background/StartSubScene.cpp
+ workers/WorkersSubScene.cpp
+ workers/WorkerScript.cpp
+ workers/PanicFromPlayerScript.cpp
main.cpp
menus/BannerSubScene.cpp
menus/ButtonSubScene.cpp
diff --git a/game/Config.h b/game/Config.h
index 312e612..8c27226 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -19,6 +19,7 @@ static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes
static constexpr int SORT_IN_LAY_COINS = 7; // Only for GameScene
static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene
static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene
+static constexpr int SORT_IN_LAY_WORKERS = 12; // Only for GameScene
static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene
static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index c30276a..8bd6c74 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -14,10 +14,12 @@
#include "menus/endgame/EndGameSubScript.h"
#include "player/PlayerSubScene.h"
#include "prefab/ZapperPoolSubScene.h"
+#include "workers/WorkersSubScene.h"
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
+#include <crepe/api/AudioSource.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
@@ -55,6 +57,8 @@ void GameScene::load_scene() {
PlayerSubScene player(*this);
+ WorkersSubScene workers(*this);
+
GameObject floor = new_object("floor", "game_world", vec2(0, 325));
floor.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::STATIC,
@@ -91,6 +95,14 @@ void GameScene::load_scene() {
HudSubScene hud;
hud.create(*this);
+ GameObject background_music = new_object("background_music", "audio", vec2(0, 0));
+ Asset background_music_asset {"asset/music/level.ogg"};
+ background_music.add_component<AudioSource>(background_music_asset);
+
+ GameObject boom_audio = new_object("boom_audio", "audio", vec2(0, 0));
+ Asset boom_audio_asset {"asset/sfx/window_smash.ogg"};
+ boom_audio.add_component<AudioSource>(boom_audio_asset);
+
GameObject laser = new_object("laser", "laser", vec2(2000, 0));
Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
Sprite & laser_sprite = laser.add_component<Sprite>(
diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp
index c786eb4..e88b329 100644
--- a/game/StartGameScript.cpp
+++ b/game/StartGameScript.cpp
@@ -1,7 +1,9 @@
#include "StartGameScript.h"
#include "Config.h"
+#include "api/BehaviorScript.h"
#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Sprite.h>
@@ -34,6 +36,14 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {
emitter.active = true;
}
+ AudioSource & boom_audio
+ = this->get_components_by_name<AudioSource>("boom_audio").front();
+ boom_audio.play();
+
+ BehaviorScript & player_audio_script
+ = this->get_components_by_name<BehaviorScript>("player_audio").front();
+ player_audio_script.active = true;
+
this->created_hole = true;
}
@@ -45,6 +55,10 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {
Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back();
jetpack_sprite.active = true;
+ AudioSource & background_music
+ = this->get_components_by_name<AudioSource>("background_music").front();
+ background_music.play(true);
+
this->took_jetpack = true;
}
diff --git a/game/player/PlayerAudioScript.cpp b/game/player/PlayerAudioScript.cpp
new file mode 100644
index 0000000..6b5f630
--- /dev/null
+++ b/game/player/PlayerAudioScript.cpp
@@ -0,0 +1,62 @@
+#include "PlayerAudioScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+
+using namespace crepe;
+using namespace std;
+
+void PlayerAudioScript::fixed_update(crepe::duration_t dt) {
+ Animator & animator = this->get_components_by_name<Animator>("player").front();
+
+ if (animator.data.col == 0) {
+ if (animator.data.row != this->last_row) {
+ if (animator.data.row == 0) {
+ // right footstep
+ if (current_footstep == 0) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(0);
+ audio.play();
+ } else if (current_footstep == 1) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(2);
+ audio.play();
+ } else if (current_footstep == 2) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(4);
+ audio.play();
+ } else if (current_footstep == 3) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(6);
+ audio.play();
+ }
+ } else if (animator.data.row == 2) {
+ // left footstep
+ if (current_footstep == 0) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(1);
+ audio.play();
+ current_footstep = 1;
+ } else if (current_footstep == 1) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(3);
+ audio.play();
+ current_footstep = 2;
+ } else if (current_footstep == 2) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(5);
+ audio.play();
+ current_footstep = 3;
+ } else if (current_footstep == 3) {
+ AudioSource & audio
+ = this->get_components_by_name<AudioSource>("player_audio").at(7);
+ audio.play();
+ current_footstep = 0;
+ }
+ }
+ this->last_row = animator.data.row;
+ }
+ } else {
+ this->last_row = -1;
+ }
+}
diff --git a/game/player/PlayerAudioScript.h b/game/player/PlayerAudioScript.h
new file mode 100644
index 0000000..764cb20
--- /dev/null
+++ b/game/player/PlayerAudioScript.h
@@ -0,0 +1,13 @@
+#pragma once
+
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+
+class PlayerAudioScript : public crepe::Script {
+public:
+ void fixed_update(crepe::duration_t dt);
+
+private:
+ int last_row = -1;
+ int current_footstep = 0;
+};
diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp
index 472d7c8..4404bd8 100644
--- a/game/player/PlayerScript.cpp
+++ b/game/player/PlayerScript.cpp
@@ -3,6 +3,7 @@
#include "../Config.h"
#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
@@ -36,6 +37,10 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
}
play_scr.active = false;
end_scr.active = true;
+
+ AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(0);
+ audio.play();
+
return true;
} else if (ev.info.other.metadata.tag == "laser") {
for (Animator & anim : animators) {
@@ -49,6 +54,10 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
}
play_scr.active = false;
end_scr.active = true;
+
+ AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(1);
+ audio.play();
+
return true;
} else if (ev.info.other.metadata.tag == "missile") {
for (Animator & anim : animators) {
@@ -62,6 +71,10 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
}
play_scr.active = false;
end_scr.active = true;
+
+ AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(2);
+ audio.play();
+
return true;
}
@@ -92,6 +105,15 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
emitter.data.emission_rate = 30;
}
}
+
+ AudioSource & audio = this->get_components_by_name<AudioSource>("player").at(
+ 3 + current_jetpack_sound
+ );
+ audio.play();
+ current_jetpack_sound++;
+ if (current_jetpack_sound > 7) {
+ current_jetpack_sound = 0;
+ }
} else if (transform.position.y == 195) {
if (prev_anim != 0) {
for (Animator & anim : animators) {
diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h
index d8eb098..482b40d 100644
--- a/game/player/PlayerScript.h
+++ b/game/player/PlayerScript.h
@@ -13,4 +13,5 @@ private:
private:
int prev_anim = 0;
+ int current_jetpack_sound = 0;
};
diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp
index c1e5e2f..e9e2167 100644
--- a/game/player/PlayerSubScene.cpp
+++ b/game/player/PlayerSubScene.cpp
@@ -1,10 +1,13 @@
#include "PlayerSubScene.h"
+#include "PlayerAudioScript.h"
#include "PlayerEndScript.h"
#include "PlayerScript.h"
#include "../Config.h"
+#include "api/Asset.h"
#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/CircleCollider.h>
#include <crepe/api/GameObject.h>
@@ -150,4 +153,49 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
});
player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false;
+
+ player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_lp.ogg"));
+ player.add_component<AudioSource>(Asset("asset/sfx/dud_zapper_pop.ogg"));
+ player.add_component<AudioSource>(Asset("asset/sfx/dud_fire.ogg"));
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_01.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_02.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_03.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_04.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_05.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_06.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_07.ogg")).volume
+ = 0.1;
+ player.add_component<AudioSource>(Asset("asset/sfx/jetpack_firecracker_lp_08.ogg")).volume
+ = 0.1;
+
+ GameObject player_audio = scn.new_object("player_audio", "player_audio", vec2(0, 0));
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_1.ogg")).volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_1.ogg"))
+ .volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_2.ogg")).volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_2.ogg"))
+ .volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_3.ogg")).volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_3.ogg"))
+ .volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_left_4.ogg")).volume
+ = 3.0;
+ player_audio.add_component<AudioSource>(Asset("asset/sfx/barefoot_step_right_4.ogg"))
+ .volume
+ = 3.0;
+
+ player_audio.add_component<BehaviorScript>().set_script<PlayerAudioScript>().active
+ = false;
}
diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp
index 00dd213..e42adc9 100644
--- a/game/prefab/ZapperPoolScript.cpp
+++ b/game/prefab/ZapperPoolScript.cpp
@@ -17,9 +17,15 @@ void ZapperPoolScript::init() {
});
}
+void ZapperPoolScript::fixed_update(crepe::duration_t) {
+ if (i++ < 80) return;
+ i = 0;
+ queue_event<CreateZapperEvent>();
+}
+
void ZapperPoolScript::spawn_random() {
vec2 pos = this->get_camera_pos();
- logf(Log::DEBUG, "Spawning random zappers at {}", pos);
+ logf(Log::DEBUG, "Spawning random zapper at {}", pos);
}
diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h
index b545fbb..7c4701c 100644
--- a/game/prefab/ZapperPoolScript.h
+++ b/game/prefab/ZapperPoolScript.h
@@ -9,6 +9,9 @@ public:
ZapperPoolScript(ZapperPoolSubScene & pool);
void init();
+ void fixed_update(crepe::duration_t);
+
+ unsigned i = 0;
private:
ZapperPoolSubScene & pool;
diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp
new file mode 100644
index 0000000..1e49aaa
--- /dev/null
+++ b/game/workers/PanicFromPlayerScript.cpp
@@ -0,0 +1,45 @@
+#include "PanicFromPlayerScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+void PanicFromPlayerScript::fixed_update(duration_t dt) {
+ Animator & anim_player = this->get_components_by_name<Animator>("player").front();
+
+ if (anim_player.data.col == 1) {
+ Transform & trans_player = this->get_components_by_name<Transform>("player").back();
+ Transform & trans_worker = this->get_components<Transform>().back();
+
+ float result_x = trans_player.position.x - trans_worker.position.x;
+
+ if (result_x < 100 && result_x > -20) {
+ RefVector<Animator> anim_worker = this->get_components<Animator>();
+ RefVector<Sprite> sprite_worker = this->get_components<Sprite>();
+ Rigidbody & rb_worker = this->get_components<Rigidbody>().back();
+
+ if (anim_worker.front().get().data.col != 1) {
+ anim_worker.front().get().set_anim(1);
+ anim_worker.back().get().set_anim(1);
+
+ anim_worker.front().get().data.fps = 10;
+ anim_worker.back().get().data.fps = 10;
+ }
+
+ if (result_x < 0) {
+ rb_worker.data.linear_velocity.x = 10000 * dt.count();
+ sprite_worker.front().get().data.flip.flip_x = false;
+ sprite_worker.back().get().data.flip.flip_x = false;
+ } else {
+ rb_worker.data.linear_velocity.x = -5000 * dt.count();
+ sprite_worker.front().get().data.flip.flip_x = true;
+ sprite_worker.back().get().data.flip.flip_x = true;
+ }
+ }
+ }
+};
diff --git a/game/workers/PanicFromPlayerScript.h b/game/workers/PanicFromPlayerScript.h
new file mode 100644
index 0000000..d173e89
--- /dev/null
+++ b/game/workers/PanicFromPlayerScript.h
@@ -0,0 +1,8 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class PanicFromPlayerScript : public crepe::Script {
+public:
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp
new file mode 100644
index 0000000..1bcf8d5
--- /dev/null
+++ b/game/workers/WorkerScript.cpp
@@ -0,0 +1,116 @@
+#include "WorkerScript.h"
+
+#include "../Config.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+#include <cstdlib>
+
+using namespace crepe;
+using namespace std;
+
+void WorkerScript::fixed_update(duration_t dt) {
+ RefVector<Rigidbody> rb_workers = this->get_components_by_tag<Rigidbody>("worker");
+ RefVector<Transform> trans_workers = this->get_components_by_tag<Transform>("worker");
+
+ Rigidbody & rb_cam = this->get_components_by_name<Rigidbody>("camera").back();
+ Transform & trans_cam = this->get_components_by_name<Transform>("camera").back();
+
+ int counter = 0;
+ for (Rigidbody & rb_worker : rb_workers) {
+ Transform & trans_worker = trans_workers.at(counter);
+
+ float result_x = rb_cam.data.linear_velocity.x - rb_worker.data.linear_velocity.x;
+
+ if (result_x > 0) {
+ float left_cam_pos_x = trans_cam.position.x - VIEWPORT_X / 2;
+ if (trans_worker.position.x < left_cam_pos_x - 1000) {
+ trans_worker.position.x = left_cam_pos_x + VIEWPORT_X + 1000;
+
+ do {
+ float min_value = -2500 * dt.count();
+ float max_value = 2500 * dt.count();
+ rb_worker.data.linear_velocity.x
+ = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ } while (rb_worker.data.linear_velocity.x < 500 * dt.count()
+ && rb_worker.data.linear_velocity.x > -500 * dt.count());
+
+ RefVector<Sprite> sprite_worker
+ = this->get_components_by_id<Sprite>(trans_worker.game_object_id);
+ RefVector<Animator> animator_worker
+ = this->get_components_by_id<Animator>(trans_worker.game_object_id);
+
+ if (rb_worker.data.linear_velocity.x < 0) {
+ sprite_worker.front().get().data.flip.flip_x = true;
+ sprite_worker.back().get().data.flip.flip_x = true;
+
+ animator_worker.front().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ animator_worker.front().get().set_anim(0);
+ animator_worker.back().get().set_anim(0);
+ } else {
+ sprite_worker.front().get().data.flip.flip_x = false;
+ sprite_worker.back().get().data.flip.flip_x = false;
+
+ animator_worker.front().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ animator_worker.front().get().set_anim(0);
+ animator_worker.back().get().set_anim(0);
+ }
+ }
+ } else {
+ float right_cam_pos_x = trans_cam.position.x + VIEWPORT_X / 2;
+ if (trans_worker.position.x > right_cam_pos_x + 1000) {
+ do {
+ float min_value = -2500 * dt.count();
+ float max_value = 2500 * dt.count();
+ rb_worker.data.linear_velocity.x
+ = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ } while (rb_worker.data.linear_velocity.x < 500 * dt.count()
+ && rb_worker.data.linear_velocity.x > -500 * dt.count());
+
+ RefVector<Sprite> sprite_worker
+ = this->get_components_by_id<Sprite>(trans_worker.game_object_id);
+ RefVector<Animator> animator_worker
+ = this->get_components_by_id<Animator>(trans_worker.game_object_id);
+
+ if (rb_worker.data.linear_velocity.x < 0) {
+ sprite_worker.front().get().data.flip.flip_x = true;
+ sprite_worker.back().get().data.flip.flip_x = true;
+
+ animator_worker.front().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+
+ animator_worker.front().get().set_anim(0);
+ animator_worker.back().get().set_anim(0);
+ } else {
+ sprite_worker.front().get().data.flip.flip_x = false;
+ sprite_worker.back().get().data.flip.flip_x = false;
+
+ animator_worker.front().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+
+ animator_worker.front().get().set_anim(0);
+ animator_worker.back().get().set_anim(0);
+ }
+ }
+ }
+
+ counter++;
+ }
+}
diff --git a/game/workers/WorkerScript.h b/game/workers/WorkerScript.h
new file mode 100644
index 0000000..ae4a6c7
--- /dev/null
+++ b/game/workers/WorkerScript.h
@@ -0,0 +1,8 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class WorkerScript : public crepe::Script {
+public:
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp
new file mode 100644
index 0000000..e5b4678
--- /dev/null
+++ b/game/workers/WorkersSubScene.cpp
@@ -0,0 +1,414 @@
+#include "WorkersSubScene.h"
+#include "PanicFromPlayerScript.h"
+#include "WorkerScript.h"
+
+#include "../Config.h"
+#include "api/GameObject.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+using namespace crepe;
+using namespace std;
+
+WorkersSubScene::WorkersSubScene(Scene & scn) {
+ this->worker1(scn, 1200, -50);
+ this->worker2(scn, 1300, 20);
+ this->worker3(scn, 1400, -40);
+ this->worker4(scn, 7250, 50);
+ this->worker5(scn, 3400, -20);
+ this->worker6(scn, 2000, 30);
+ this->worker7(scn, 3725, 35);
+ this->worker8(scn, 2200, -15);
+
+ GameObject script = scn.new_object("workers_script");
+ script.add_component<BehaviorScript>().set_script<WorkerScript>();
+}
+
+void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_1 = scn.new_object("worker_1", "worker", vec2(start_x, 200));
+ Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>(
+ Asset {"asset/workers/worker1Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 0,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_1.add_component<Animator>(
+ worker_1_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 1,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_1.add_component<Animator>(
+ worker_1_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_1.add_component<BoxCollider>(vec2(50, 50));
+ worker_1.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ });
+ worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_1_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_2 = scn.new_object("worker_2", "worker", vec2(start_x, 200));
+ Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>(
+ Asset {"asset/workers/worker2Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 2,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_2.add_component<Animator>(
+ worker_2_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 3,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_2.add_component<Animator>(
+ worker_2_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_2.add_component<BoxCollider>(vec2(50, 50));
+ worker_2.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ });
+ worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_2_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_3 = scn.new_object("worker_3", "worker", vec2(start_x, 200));
+ Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>(
+ Asset {"asset/workers/worker1Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 4,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_3.add_component<Animator>(
+ worker_3_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_3.add_component<Animator>(
+ worker_3_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_3.add_component<BoxCollider>(vec2(50, 50));
+ worker_3.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ });
+ worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_3_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_4 = scn.new_object("worker_4", "worker", vec2(start_x, 200));
+ Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>(
+ Asset {"asset/workers/worker2Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 6,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_4.add_component<Animator>(
+ worker_4_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 7,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_4.add_component<Animator>(
+ worker_4_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_4.add_component<BoxCollider>(vec2(50, 50));
+ worker_4.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_HIGH},
+ });
+ worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_4_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_5 = scn.new_object("worker_5", "worker", vec2(start_x, 200));
+ Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>(
+ Asset {"asset/workers/workerFatBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 8,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_5.add_component<Animator>(
+ worker_5_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 9,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_5.add_component<Animator>(
+ worker_5_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_5.add_component<BoxCollider>(vec2(50, 50));
+ worker_5.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_HIGH},
+ });
+ worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_5_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_6 = scn.new_object("worker_6", "worker", vec2(start_x, 200));
+ Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>(
+ Asset {"asset/workers/workerFatBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 10,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_6.add_component<Animator>(
+ worker_6_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 11,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_6.add_component<Animator>(
+ worker_6_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_6.add_component<BoxCollider>(vec2(50, 50));
+ worker_6.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_LOW},
+ });
+ worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_6_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_7 = scn.new_object("worker_7", "worker", vec2(start_x, 200));
+ Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>(
+ Asset {"asset/workers/workerTallBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 12,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_7.add_component<Animator>(
+ worker_7_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 13,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_7.add_component<Animator>(
+ worker_7_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_7.add_component<BoxCollider>(vec2(50, 50));
+ worker_7.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_LOW},
+ });
+ worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_7_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_8 = scn.new_object("worker_8", "worker", vec2(start_x, 200));
+ Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>(
+ Asset {"asset/workers/workerTallBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 14,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_8.add_component<Animator>(
+ worker_8_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 15,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_8.add_component<Animator>(
+ worker_8_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_8.add_component<BoxCollider>(vec2(50, 50));
+ worker_8.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_LOW},
+ });
+ worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+
+ if (init_speed < 0) {
+ worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_8_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
diff --git a/game/workers/WorkersSubScene.h b/game/workers/WorkersSubScene.h
new file mode 100644
index 0000000..6692d87
--- /dev/null
+++ b/game/workers/WorkersSubScene.h
@@ -0,0 +1,20 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class WorkersSubScene {
+public:
+ WorkersSubScene(crepe::Scene & scn);
+
+private:
+ void worker1(crepe::Scene & scn, float start_x, float init_speed);
+ void worker2(crepe::Scene & scn, float start_x, float init_speed);
+ void worker3(crepe::Scene & scn, float start_x, float init_speed);
+ void worker4(crepe::Scene & scn, float start_x, float init_speed);
+ void worker5(crepe::Scene & scn, float start_x, float init_speed);
+ void worker6(crepe::Scene & scn, float start_x, float init_speed);
+ void worker7(crepe::Scene & scn, float start_x, float init_speed);
+ void worker8(crepe::Scene & scn, float start_x, float init_speed);
+};
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
index d4e8b9f..3c2232f 100644
--- a/src/crepe/system/AudioSystem.cpp
+++ b/src/crepe/system/AudioSystem.cpp
@@ -36,6 +36,8 @@ void AudioSystem::diff_update(AudioSource & component, Sound & resource) {
if (component.oneshot_play) {
component.voice = context.play(resource);
+ context.set_loop(component.voice, component.loop);
+ context.set_volume(component.voice, component.volume);
component.oneshot_play = false;
}
if (component.oneshot_stop) {