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-rw-r--r--game/prefab/ZapperObject.cpp122
1 files changed, 122 insertions, 0 deletions
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp
new file mode 100644
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--- /dev/null
+++ b/game/prefab/ZapperObject.cpp
@@ -0,0 +1,122 @@
+#include <crepe/api/Transform.h>
+
+#include "Config.h"
+#include "ZapperObject.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, 50) * SCALE,
+ }
+ ),
+ .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, 50) * SCALE,
+ }
+ ),
+ .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(128, 128) * SCALE,
+ }
+ ),
+ .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(128, 128) * SCALE,
+ }
+ ),
+ .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(0, 40 * SCALE),
+ .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(16, 1),
+ Animator::Data {
+ .fps = 30,
+ .looping = true,
+ }
+ ),
+ .glow_end = add_component<Animator>(
+ sprite.glow_end, ivec2(128, 128), uvec2(16, 1), animator.glow_start.data
+ ),
+ },
+ body {add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_ZAPPER,
+ })},
+ collider {add_component<BoxCollider>(vec2(0, 0))} {
+ this->set_active(false);
+ Log::logf(Log::DEBUG, "Creating zapper");
+}
+
+void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) {
+ Log::logf(Log::DEBUG, "Placing zapper [position = {}, rotation = {}, length = {}]", position, rotation, length);
+
+ this->transform.position = position;
+ this->transform.rotation = rotation;
+
+ vec2 offset = vec2(0, 1) * length / 2;
+
+ this->sprite.orb_start.data.position_offset = offset;
+ this->sprite.glow_start.data.position_offset = offset;
+ this->sprite.orb_end.data.position_offset = -offset;
+ this->sprite.glow_end.data.position_offset = -offset;
+
+ this->sprite.beam.data.size.x = length;
+
+ this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE;
+}
+
+void ZapperObject::set_active(bool active) {
+ this->sprite.orb_start.active = active;
+ this->sprite.orb_end.active = active;
+ this->sprite.glow_start.active = active;
+ this->sprite.glow_end.active = active;
+ this->sprite.beam.active = active;
+
+ this->animator.orb_start.active = active;
+ this->animator.orb_end.active = active;
+ this->animator.glow_start.active = active;
+ this->animator.glow_end.active = active;
+
+ this->body.active = active;
+ this->collider.active = active;
+
+ this->active = active;
+}
+