diff options
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r-- | game/GameScene.cpp | 58 |
1 files changed, 7 insertions, 51 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index f2471fc..72d8b20 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -14,6 +14,7 @@ #include "missile/SpawnEvent.h" #include "player/PlayerSubScene.h" #include "scheduler/ObjectsScheduler.h" +#include "prefab/ZapperPoolSubScene.h" #include "workers/WorkersSubScene.h" #include <cmath> @@ -37,9 +38,11 @@ using namespace crepe; using namespace std; void GameScene::load_scene() { + logf(Log::DEBUG, "Loading (main) GameScene..."); + BackgroundSubScene background(*this); - GameObject camera = new_object("camera", "camera", vec2(650, 0)); + GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0)); camera.add_component<Camera>( ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), Camera::Data { @@ -85,6 +88,8 @@ void GameScene::load_scene() { }); ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); + ZapperPoolSubScene {*this}; + GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); @@ -94,6 +99,7 @@ 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); @@ -102,56 +108,6 @@ void GameScene::load_scene() { 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); } |