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-rw-r--r--game/player/PlayerBulletSubScene.cpp54
1 files changed, 54 insertions, 0 deletions
diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp
new file mode 100644
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+++ b/game/player/PlayerBulletSubScene.cpp
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+#include <iostream>
+#include <string>
+
+#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"
+
+
+#include "PlayerBulletSubScene.h"
+#include "PlayerScript.h"
+#include "PlayerBulletScript.h"
+using namespace crepe;
+using namespace std;
+int PlayerBulletSubScene::create(Scene & scn){
+ vec2 size = {20, 20};
+ static int counter = 0;
+ string unique_name = "player_bullet_" + to_string(counter++);
+ GameObject player_bullet = scn.new_object(unique_name.c_str(),"player_bullet",vec2{0,-850},0,1);
+
+ Rigidbody& player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .linear_velocity = vec2{300,0},
+ .angular_velocity = 150,
+ .kinematic_collision = false,
+ .collision_layers = {COLL_LAY_ENEMY},
+
+ .collision_layer = COLL_LAY_PLAYER_BULLET,
+
+
+ });
+ player_bullet_body.active = false;
+ BoxCollider& player_bullet_collider = player_bullet.add_component<BoxCollider>(vec2(60, 40));
+ //player_bullet_collider.active = false;
+ Asset player_bullet_asset {"asset/other_effects/crepe.png"};
+ Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>(
+ player_bullet_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(30,0),
+ }
+ );
+ player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active = false;
+ return counter;
+}