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..43f9b33 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,101 @@ +#include <string> + +#include "EnemySubScene.h" +#include "EnemyScript.h" +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#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 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, +		.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_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/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), +			.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_PLAYER, +			.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, +		} +	); +	 +	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; +} |