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-rw-r--r--game/GameScene.cpp152
1 files changed, 152 insertions, 0 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
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+++ b/game/GameScene.cpp
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+#include "GameScene.h"
+#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 "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>
+#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/types.h>
+
+using namespace crepe;
+using namespace std;
+
+void GameScene::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::BLACK,
+ }
+ );
+ 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 {});
+
+ 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,
+ .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 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, 200));
+ Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
+ Sprite & zapper_sprite = zapper.add_component<Sprite>(
+ zapper_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2(100, 100),
+ }
+ );
+ zapper.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_ZAPPER,
+ });
+ zapper.add_component<BoxCollider>(vec2(100, 100));
+ GameObject laser = new_object("laser", "laser", vec2(2000, 200));
+ Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
+ Sprite & laser_sprite = laser.add_component<Sprite>(
+ laser_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2(100, 100),
+ }
+ );
+ laser.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_LASER,
+ });
+ laser.add_component<BoxCollider>(vec2(100, 100));
+ GameObject missile = new_object("missile", "missile", vec2(4000, 200));
+ Asset missile_asset {"asset/obstacles/missile/missile.png"};
+ Sprite & missile_sprite = missile.add_component<Sprite>(
+ missile_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2(100, 100),
+ }
+ );
+ missile.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_MISSILE,
+ });
+ missile.add_component<BoxCollider>(vec2(100, 100));
+
+ EndGameSubScene endgamewindow;
+ endgamewindow.create(*this);
+}
+
+string GameScene::get_name() const { return "scene1"; }