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-rw-r--r--game/GameScene.cpp46
1 files changed, 29 insertions, 17 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index af6fc61..383d96c 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -2,18 +2,26 @@
#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "StartGameScript.h"
+#include "coins/CoinPoolSubScene.h"
+#include "coins/CoinSystemScript.h"
#include "background/BackgroundSubScene.h"
+#include "hud/HudScript.h"
+#include "hud/HudSubScene.h"
+#include "hud/SpeedScript.h"
+#include "menus/endgame/EndGameSubScene.h"
#include "player/PlayerSubScene.h"
#include "player/PlayerBulletPool.h"
#include "player/PlayerBulletSubScene.h"
#include "enemy/EnemyPool.h"
#include "enemy/EnemySubScene.h"
#include "enemy/EnemyBulletPool.h"
-#include "enemy/BattleScript.h"
+#include "enemy/BattleScript.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>
@@ -42,6 +50,10 @@ void GameScene::load_scene() {
}
);
camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();
+ 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 {});
AI& enemy_path_1 = camera.add_component<AI>(400);
enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true);
@@ -52,6 +64,8 @@ void GameScene::load_scene() {
// camer.add_component<AI>
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,
@@ -79,6 +93,20 @@ void GameScene::load_scene() {
GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
+ //create coin pool
+ CoinPoolSubScene coin_system;
+ coin_system.create_coins(*this);
+
+ 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);
+
// zapper, laser and missile (below) for testing purpose only!!!
GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0));
Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
@@ -128,22 +156,6 @@ void GameScene::load_scene() {
.collision_layer = COLL_LAY_MISSILE,
});
missile.add_component<BoxCollider>(vec2(100, 100));
- //Enemy pool
- EnemyPool enemy_pool;
- enemy_pool.create_enemies(*this);
- PlayerBulletPool player_bullet_pool;
- player_bullet_pool.create_bullets(*this);
- //Enemy Bullet pool
- // PlayerBulletSubScene player_bullet;
- // player_bullet.create(*this);
- EnemyBulletPool enemy_bullet_pool;
- enemy_bullet_pool.create_bullets(*this);
- BehaviorScript& script = camera.add_component<BehaviorScript>().set_script<BattleScript>();
-
- // EnemySubScene enemy_sub_scene1;
- // enemy_sub_scene1.create(*this);
- // EnemySubScene enemy_sub_scene2;
- // enemy_sub_scene2.create(*this);
}
string GameScene::get_name() const { return "scene1"; }