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-rw-r--r--game/GameScene.cpp58
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);
}