diff options
Diffstat (limited to 'game/enemy/EnemySubScene.cpp')
-rw-r--r-- | game/enemy/EnemySubScene.cpp | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..607b9a9 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,101 @@ +#include <string> + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "../Config.h" +#include "EnemyConfig.h" +#include "EnemyScript.h" +#include "EnemySubScene.h" +using namespace crepe; +using namespace std; +//#TODO add sound +int EnemySubScene::create(Scene & scn, int enemy_counter) { + + string unique_name = "enemy_" + to_string(enemy_counter++); + GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1); + + enemy.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::DYNAMIC, + .max_linear_velocity = 400, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}, + .collision_layer = COLL_LAY_ENEMY, + + }); + Asset enemy_body_asset {"asset/workers/worker2Body.png"}; + enemy.add_component<BoxCollider>(vec2(50, 50)); + Sprite & enemy_body_sprite = enemy.add_component<Sprite>( + enemy_body_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + Animator & body_animator = enemy.add_component<Animator>( + enemy_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .col = 1, + .row = 0, + .looping = false, + } + ); + body_animator.pause(); + 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>( + enemy_head_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + enemy.add_component<Animator>( + enemy_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + enemy.add_component<CircleCollider>(25, vec2(0, -20)); + Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( + enemy_jetpack_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(20, 0), + } + ); + enemy_jetpack_sprite.active = true; + enemy.add_component<Animator>( + enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + 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(); + BehaviorScript & enemy_script + = enemy.add_component<BehaviorScript>().set_script<EnemyScript>(); + enemy_script.active = false; + return enemy_counter; +} |