diff options
Diffstat (limited to 'game/enemy/EnemySubScene.cpp')
| -rw-r--r-- | game/enemy/EnemySubScene.cpp | 41 | 
1 files changed, 41 insertions, 0 deletions
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 607b9a9..edc537f 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -31,6 +31,7 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  		.collision_layer = COLL_LAY_ENEMY,  	}); +	// normal body  	Asset enemy_body_asset {"asset/workers/worker2Body.png"};  	enemy.add_component<BoxCollider>(vec2(50, 50));  	Sprite & enemy_body_sprite = enemy.add_component<Sprite>( @@ -51,7 +52,9 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  			.looping = false,  		}  	); +	enemy_body_sprite.active = false;  	body_animator.pause(); +	body_animator.active = true;  	enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));  	Asset enemy_head_asset {"asset/workers/worker2Head.png"};  	Sprite & enemy_head_sprite = enemy.add_component<Sprite>( @@ -71,6 +74,32 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  			.looping = true,  		}  	); +	// tanky body  +	Asset tank_body_asset {"asset/workers/workerFatBody.png"}; +	enemy.add_component<BoxCollider>(vec2(50, 50)); +	Sprite & tank_body_sprite = enemy.add_component<Sprite>( +		tank_body_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 0, +			.size = vec2(0, 50), +		} +	); +	tank_body_sprite.active = true; +	Animator & tank_animator = enemy.add_component<Animator>( +		tank_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.col = 1, +			.row = 0, +			.looping = false, +		} +	); +	tank_animator.pause(); +	tank_animator.active = true; + +	//jetpack  	enemy.add_component<CircleCollider>(25, vec2(0, -20));  	Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"};  	Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( @@ -91,6 +120,18 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  			.looping = true,  		}  	); +	//gun +	Asset enemy_pistol_asset{"asset/workers/gun.png"}; +	Sprite & enemy_pistol_sprite = enemy.add_component<Sprite>( +		enemy_pistol_asset, +		Sprite::Data { +			.flip = {false, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 2, +			.size = vec2(0, 20), +			.position_offset = vec2(-20, 0), +		} +	);  	enemy.add_component<AudioSource>(Asset("asset/sfx/bike_gun_2.ogg")).volume = 0.1;  	AI & ai_component = enemy.add_component<AI>(3000);  	ai_component.path_follow_on();  |