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Diffstat (limited to 'game/enemy/EnemySubScene.cpp')
-rw-r--r--game/enemy/EnemySubScene.cpp44
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;
}