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-rw-r--r--game/prefab/ZapperObject.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp
new file mode 100644
index 0000000..2791162
--- /dev/null
+++ b/game/prefab/ZapperObject.cpp
@@ -0,0 +1,84 @@
+#include "Config.h"
+#include "ZapperObject.h"
+#include "ZapperScript.h"
+
+using namespace crepe;
+
+ZapperObject::ZapperObject(crepe::GameObject && base)
+ : GameObject(std::move(base)),
+ sprite {
+ .orb_start = add_component<Sprite>(
+ Asset {"asset/obstacles/zapper/orbAnim.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 1,
+ .size = vec2{0, 1} * SCALE,
+ .position_offset = {0, 100},
+ }
+ ),
+ .orb_end = add_component<Sprite>(
+ sprite.orb_start.source,
+ Sprite::Data {
+ .flip = {true, true},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 1,
+ .size = vec2{0, 1} * SCALE,
+ .position_offset = {0, -100},
+ }
+ ),
+ .glow_start = add_component<Sprite>(
+ Asset {"asset/obstacles/zapper/regular_zappers/glow.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = -1,
+ .size = vec2{2, 2} * SCALE,
+ .position_offset = {0, 100},
+ }
+ ),
+ .glow_end = add_component<Sprite>(
+ sprite.glow_start.source,
+ Sprite::Data {
+ .flip = {true, true},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = -1,
+ .size = vec2{2, 2} * SCALE,
+ .position_offset = {0, -100},
+ }
+ ),
+ .beam = add_component<Sprite>(
+ Asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2{200, 50},
+ .angle_offset = 90,
+ }
+ ),
+ },
+ animator {
+ .orb_start = add_component<Animator>(
+ sprite.orb_start, ivec2(62, 42), uvec2(4, 1),
+ Animator::Data {
+ .fps = 10,
+ .looping = true,
+ }
+ ),
+ .orb_end = add_component<Animator>(
+ sprite.orb_end, ivec2(62, 42), uvec2(4, 1),
+ animator.orb_start.data
+ ),
+ .glow_start = add_component<Animator>(
+ sprite.glow_start, ivec2(128, 128), uvec2(4, 4),
+ Animator::Data {
+ .fps = 30,
+ .looping = true,
+ }
+ ),
+ .glow_end = add_component<Animator>(
+ sprite.glow_end, ivec2(128, 128), uvec2(4, 4),
+ animator.glow_start.data
+ ),
+ },
+ controller(add_component<BehaviorScript>().set_script<ZapperScript>(*this))
+{ }
+