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-rw-r--r--game/enemy/EnemySubScene.cpp101
1 files changed, 101 insertions, 0 deletions
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp
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+++ b/game/enemy/EnemySubScene.cpp
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+#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;
+}