diff options
Diffstat (limited to 'game/enemy/EnemySubScene.cpp')
-rw-r--r-- | game/enemy/EnemySubScene.cpp | 44 |
1 files changed, 35 insertions, 9 deletions
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 4a567b9..5618829 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -1,6 +1,7 @@ #include <string> #include "EnemySubScene.h" +#include "EnemyScript.h" #include <crepe/api/GameObject.h> #include <crepe/api/Scene.h> #include <crepe/api/BoxCollider.h> @@ -9,37 +10,56 @@ #include <crepe/api/BehaviorScript.h> #include <crepe/api/Animator.h> #include <crepe/api/Sprite.h> + +#include <crepe/api/AI.h> #include "../Config.h" using namespace crepe; using namespace std; int EnemySubScene::create(Scene & scn){ vec2 size = {20, 20}; - static int coin_counter = 0; - string unique_name = "enemy_" + to_string(coin_counter++); - GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{650,0},0,1); + static int enemy_counter = 0; + string unique_name = "enemy_" + to_string(enemy_counter++); + GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},0,1); + enemy.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, + .body_type = Rigidbody::BodyType::DYNAMIC, // .collision_layers // = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER}, - .collision_layer = COLL_LAY_PLAYER, + .max_linear_velocity = 400, + .collision_layer = COLL_LAY_ENEMY, + }); - Asset enemy_body_asset {"asset/worker/worker1body.png"}; + 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_PLAYER, .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 = 3, + .row = 1, + + .looping = false, + } + ); + body_animator.pause(); enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); - Asset enemy_head_asset {"asset/workers/worker1Head.png"}; + 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_PLAYER, .order_in_layer = 1, .size = vec2(0, 50), @@ -58,13 +78,14 @@ int EnemySubScene::create(Scene & scn){ Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( enemy_jetpack_asset, Sprite::Data { + .flip = {true,false}, .sorting_in_layer = SORT_IN_LAY_PLAYER, .order_in_layer = 2, .size = vec2(0, 60), - .position_offset = vec2(-20, 0), + .position_offset = vec2(20, 0), } ); - enemy_jetpack_sprite.active = false; + enemy_jetpack_sprite.active = true; enemy.add_component<Animator>( enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), Animator::Data { @@ -72,5 +93,10 @@ int EnemySubScene::create(Scene & scn){ .looping = true, } ); - return coin_counter; + + 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; } |