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-rw-r--r--game/PreviewScene.cpp99
1 files changed, 99 insertions, 0 deletions
diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp
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+++ b/game/PreviewScene.cpp
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+#include "PreviewScene.h"
+
+#include "Config.h"
+#include "background/BackgroundSubScene.h"
+#include "missile/MissilePool.h"
+#include "missile/SpawnEvent.h"
+#include "preview/NpcSubScene.h"
+#include "preview/PrevPlayerSubScene.h"
+#include "preview/SmokeSubScene.h"
+
+#include "missile/MissileSubScene.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/ValueBroker.h>
+#include <crepe/manager/SaveManager.h>
+#include <crepe/types.h>
+#include <iostream>
+
+using namespace crepe;
+using namespace std;
+
+void PreviewScene::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::RED,
+ }
+ );
+ camera.add_component<Rigidbody>(Rigidbody::Data {});
+ camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
+
+ 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 world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1);
+
+ world.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layers = {0},
+ });
+
+ PrevPlayerSubScene player(*this);
+ NpcSubScene npc(*this);
+ SmokeSubScene smoke(*this);
+ MissilePool mpool(*this);
+
+ /*
+
+ for (int i = 0; i < 200; ++i) {
+ int row = i / 10;
+ int col = i % 10;
+ float x = col * 25 + i;
+ float y = row * 25 - 400;
+ GameObject game_coin = this->new_object("coin", "coin", vec2 {x, y}, 0, 1);
+ Coin coin(game_coin, vec2 {0, 0});
+ }
+ */
+}
+
+string PreviewScene::get_name() const { return "preview scene"; }