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-rw-r--r--game/workers/WorkerScript.cpp106
-rw-r--r--game/workers/WorkerScript.h8
-rw-r--r--game/workers/WorkersSubScene.cpp405
-rw-r--r--game/workers/WorkersSubScene.h20
4 files changed, 539 insertions, 0 deletions
diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp
new file mode 100644
index 0000000..d641c6a
--- /dev/null
+++ b/game/workers/WorkerScript.cpp
@@ -0,0 +1,106 @@
+#include "WorkerScript.h"
+
+#include "../Config.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+#include <cstdlib>
+
+using namespace crepe;
+using namespace std;
+
+void WorkerScript::fixed_update(duration_t dt) {
+ RefVector<Rigidbody> rb_workers = this->get_components_by_tag<Rigidbody>("worker");
+ RefVector<Transform> trans_workers = this->get_components_by_tag<Transform>("worker");
+
+ Rigidbody & rb_cam = this->get_components_by_name<Rigidbody>("camera").back();
+ Transform & trans_cam = this->get_components_by_name<Transform>("camera").back();
+
+ int counter = 0;
+ for (Rigidbody & rb_worker : rb_workers) {
+ Transform & trans_worker = trans_workers.at(counter);
+
+ float result_x = rb_cam.data.linear_velocity.x - rb_worker.data.linear_velocity.x;
+
+ if (result_x > 0) {
+ float left_cam_pos_x = trans_cam.position.x - VIEWPORT_X / 2;
+ if (trans_worker.position.x < left_cam_pos_x - 1000) {
+ trans_worker.position.x = left_cam_pos_x + VIEWPORT_X + 1000;
+
+ do {
+ float min_value = -2500 * dt.count();
+ float max_value = 2500 * dt.count();
+ rb_worker.data.linear_velocity.x
+ = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ } while (rb_worker.data.linear_velocity.x < 500 * dt.count()
+ && rb_worker.data.linear_velocity.x > -500 * dt.count());
+
+ RefVector<Sprite> sprite_worker
+ = this->get_components_by_id<Sprite>(trans_worker.game_object_id);
+ RefVector<Animator> animator_worker
+ = this->get_components_by_id<Animator>(trans_worker.game_object_id);
+
+ if (rb_worker.data.linear_velocity.x < 0) {
+ sprite_worker.front().get().data.flip.flip_x = true;
+ sprite_worker.back().get().data.flip.flip_x = true;
+
+ animator_worker.front().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ } else {
+ sprite_worker.front().get().data.flip.flip_x = false;
+ sprite_worker.back().get().data.flip.flip_x = false;
+
+ animator_worker.front().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ }
+ }
+ } else {
+ float right_cam_pos_x = trans_cam.position.x + VIEWPORT_X / 2;
+ if (trans_worker.position.x > right_cam_pos_x + 1000) {
+ do {
+ float min_value = -2500 * dt.count();
+ float max_value = 2500 * dt.count();
+ rb_worker.data.linear_velocity.x
+ = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ } while (rb_worker.data.linear_velocity.x < 500 * dt.count()
+ && rb_worker.data.linear_velocity.x > -500 * dt.count());
+
+ RefVector<Sprite> sprite_worker
+ = this->get_components_by_id<Sprite>(trans_worker.game_object_id);
+ RefVector<Animator> animator_worker
+ = this->get_components_by_id<Animator>(trans_worker.game_object_id);
+
+ if (rb_worker.data.linear_velocity.x < 0) {
+ sprite_worker.front().get().data.flip.flip_x = true;
+ sprite_worker.back().get().data.flip.flip_x = true;
+
+ animator_worker.front().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = -rb_worker.data.linear_velocity.x / 5;
+ } else {
+ sprite_worker.front().get().data.flip.flip_x = false;
+ sprite_worker.back().get().data.flip.flip_x = false;
+
+ animator_worker.front().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ animator_worker.back().get().data.fps
+ = rb_worker.data.linear_velocity.x / 5;
+ }
+ }
+ }
+
+ counter++;
+ }
+}
diff --git a/game/workers/WorkerScript.h b/game/workers/WorkerScript.h
new file mode 100644
index 0000000..ae4a6c7
--- /dev/null
+++ b/game/workers/WorkerScript.h
@@ -0,0 +1,8 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class WorkerScript : public crepe::Script {
+public:
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp
new file mode 100644
index 0000000..94d9848
--- /dev/null
+++ b/game/workers/WorkersSubScene.cpp
@@ -0,0 +1,405 @@
+#include "WorkersSubScene.h"
+#include "WorkerScript.h"
+
+#include "../Config.h"
+#include "api/GameObject.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+using namespace crepe;
+using namespace std;
+
+WorkersSubScene::WorkersSubScene(Scene & scn) {
+ this->worker1(scn, 1200, -50);
+ this->worker2(scn, 1300, 20);
+ this->worker3(scn, 1400, -40);
+ this->worker4(scn, 7250, 50);
+ this->worker5(scn, 3400, -20);
+ this->worker6(scn, 2000, 30);
+ this->worker7(scn, 3725, 35);
+ this->worker8(scn, 2200, -15);
+
+ GameObject script = scn.new_object("workers_script");
+ script.add_component<BehaviorScript>().set_script<WorkerScript>();
+}
+
+void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_1 = scn.new_object("worker_1", "worker", vec2(start_x, 200));
+ Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>(
+ Asset {"asset/workers/worker1Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 0,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_1.add_component<Animator>(
+ worker_1_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 1,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_1.add_component<Animator>(
+ worker_1_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_1.add_component<BoxCollider>(vec2(50, 50));
+ worker_1.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ });
+
+ if (init_speed < 0) {
+ worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_1_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_2 = scn.new_object("worker_2", "worker", vec2(start_x, 200));
+ Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>(
+ Asset {"asset/workers/worker2Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 2,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_2.add_component<Animator>(
+ worker_2_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 3,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_2.add_component<Animator>(
+ worker_2_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_2.add_component<BoxCollider>(vec2(50, 50));
+ worker_2.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ });
+
+ if (init_speed < 0) {
+ worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_2_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_3 = scn.new_object("worker_3", "worker", vec2(start_x, 200));
+ Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>(
+ Asset {"asset/workers/worker1Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 4,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_3.add_component<Animator>(
+ worker_3_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_3.add_component<Animator>(
+ worker_3_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_3.add_component<BoxCollider>(vec2(50, 50));
+ worker_3.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ });
+
+ if (init_speed < 0) {
+ worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_3_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_4 = scn.new_object("worker_4", "worker", vec2(start_x, 200));
+ Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>(
+ Asset {"asset/workers/worker2Body.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 6,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_4.add_component<Animator>(
+ worker_4_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 7,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_4.add_component<Animator>(
+ worker_4_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_4.add_component<BoxCollider>(vec2(50, 50));
+ worker_4.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_HIGH},
+ });
+
+ if (init_speed < 0) {
+ worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_4_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_5 = scn.new_object("worker_5", "worker", vec2(start_x, 200));
+ Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>(
+ Asset {"asset/workers/workerFatBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 8,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_5.add_component<Animator>(
+ worker_5_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 9,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_5.add_component<Animator>(
+ worker_5_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_5.add_component<BoxCollider>(vec2(50, 50));
+ worker_5.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_HIGH},
+ });
+
+ if (init_speed < 0) {
+ worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_5_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_6 = scn.new_object("worker_6", "worker", vec2(start_x, 200));
+ Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>(
+ Asset {"asset/workers/workerFatBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 10,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_6.add_component<Animator>(
+ worker_6_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 11,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_6.add_component<Animator>(
+ worker_6_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_6.add_component<BoxCollider>(vec2(50, 50));
+ worker_6.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_LOW},
+ });
+
+ if (init_speed < 0) {
+ worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_6_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_7 = scn.new_object("worker_7", "worker", vec2(start_x, 200));
+ Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>(
+ Asset {"asset/workers/workerTallBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 12,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_7.add_component<Animator>(
+ worker_7_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>(
+ Asset {"asset/workers/worker1Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 13,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_7.add_component<Animator>(
+ worker_7_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_7.add_component<BoxCollider>(vec2(50, 50));
+ worker_7.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_LOW},
+ });
+
+ if (init_speed < 0) {
+ worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_7_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
+
+void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_speed) {
+ GameObject worker_8 = scn.new_object("worker_8", "worker", vec2(start_x, 200));
+ Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>(
+ Asset {"asset/workers/workerTallBody.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 14,
+ .size = vec2(0, 50),
+ }
+ );
+ worker_8.add_component<Animator>(
+ worker_8_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>(
+ Asset {"asset/workers/worker2Head.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_WORKERS,
+ .order_in_layer = 15,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ worker_8.add_component<Animator>(
+ worker_8_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = static_cast<unsigned int>(abs(init_speed) / 5),
+ .looping = true,
+ }
+ );
+ worker_8.add_component<BoxCollider>(vec2(50, 50));
+ worker_8.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(init_speed, 0),
+ .collision_layers = {COLL_LAY_BOT_LOW},
+ });
+
+ if (init_speed < 0) {
+ worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false};
+ worker_8_head_sprite.data.flip = Sprite::FlipSettings {true, false};
+ }
+}
diff --git a/game/workers/WorkersSubScene.h b/game/workers/WorkersSubScene.h
new file mode 100644
index 0000000..6692d87
--- /dev/null
+++ b/game/workers/WorkersSubScene.h
@@ -0,0 +1,20 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class WorkersSubScene {
+public:
+ WorkersSubScene(crepe::Scene & scn);
+
+private:
+ void worker1(crepe::Scene & scn, float start_x, float init_speed);
+ void worker2(crepe::Scene & scn, float start_x, float init_speed);
+ void worker3(crepe::Scene & scn, float start_x, float init_speed);
+ void worker4(crepe::Scene & scn, float start_x, float init_speed);
+ void worker5(crepe::Scene & scn, float start_x, float init_speed);
+ void worker6(crepe::Scene & scn, float start_x, float init_speed);
+ void worker7(crepe::Scene & scn, float start_x, float init_speed);
+ void worker8(crepe::Scene & scn, float start_x, float init_speed);
+};