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-rw-r--r--game/CMakeLists.txt53
-rw-r--r--game/Config.h21
-rw-r--r--game/GameScene.cpp69
-rw-r--r--game/PreviewScene.cpp99
-rw-r--r--game/PreviewScene.h11
-rw-r--r--game/Random.cpp5
-rw-r--r--game/Random.h2
-rw-r--r--game/background/AquariumSubScene.cpp69
-rw-r--r--game/background/AquariumSubScene.h7
-rw-r--r--game/background/CMakeLists.txt9
-rw-r--r--game/coins/CoinScript.cpp20
-rw-r--r--game/coins/CoinSubScene.cpp22
-rw-r--r--game/coins/CoinSystemScript.cpp4
-rw-r--r--game/main.cpp10
-rw-r--r--game/menus/MenusConfig.h3
-rw-r--r--game/menus/mainmenu/ITransitionScript.cpp1
-rw-r--r--game/menus/shop/ShopMenuScene.cpp1
-rw-r--r--game/missile/MissilePool.cpp16
-rw-r--r--game/missile/MissilePool.h11
-rw-r--r--game/missile/MissileScript.cpp105
-rw-r--r--game/missile/MissileScript.h20
-rw-r--r--game/missile/MissileSubScene.cpp101
-rw-r--r--game/missile/MissileSubScene.h12
-rw-r--r--game/missile/SpawnEvent.cpp47
-rw-r--r--game/missile/SpawnEvent.h20
-rw-r--r--game/prefab/CMakeLists.txt6
-rw-r--r--game/prefab/ZapperObject.cpp122
-rw-r--r--game/prefab/ZapperObject.h40
-rw-r--r--game/prefab/ZapperPoolScript.cpp69
-rw-r--r--game/prefab/ZapperPoolScript.h33
-rw-r--r--game/prefab/ZapperPoolSubScene.cpp19
-rw-r--r--game/prefab/ZapperPoolSubScene.h19
-rw-r--r--game/preview/NpcScript.cpp32
-rw-r--r--game/preview/NpcScript.h11
-rw-r--r--game/preview/NpcSubScene.cpp69
-rw-r--r--game/preview/NpcSubScene.h10
-rw-r--r--game/preview/PrevPlayerScript.cpp132
-rw-r--r--game/preview/PrevPlayerScript.h23
-rw-r--r--game/preview/PrevPlayerSubScene.cpp86
-rw-r--r--game/preview/PrevPlayerSubScene.h10
-rw-r--r--game/preview/SmokeSubScene.cpp37
-rw-r--r--game/preview/SmokeSubScene.h10
-rw-r--r--game/scheduler/ObjectsScheduler.cpp43
-rw-r--r--game/scheduler/ObjectsScheduler.h34
-rwxr-xr-xgame/util/scrollgen36
45 files changed, 1507 insertions, 72 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 0955985..ef82339 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -8,6 +8,7 @@ project(game C CXX)
add_subdirectory(../src crepe)
add_executable(main
+ # enemy
enemy/BattleScript.cpp
enemy/EnemyPool.cpp
enemy/EnemyBulletScript.cpp
@@ -15,29 +16,61 @@ add_executable(main
enemy/EnemyBulletPool.cpp
enemy/EnemySubScene.cpp
enemy/EnemyScript.cpp
+
+ #background
background/AquariumSubScene.cpp
background/AquariumScript.cpp
background/BackgroundSubScene.cpp
background/ForestParallaxScript.cpp
background/ForestSubScene.cpp
- GameScene.cpp
background/HallwaySubScene.cpp
+ background/StartSubScene.cpp
background/HallwayScript.cpp
+
+ # mainscenes
+ GameScene.cpp
+ menus/shop/ShopMenuScene.cpp
+ menus/mainmenu/MainMenuScene.cpp
+ PreviewScene.cpp
+ main.cpp
+
+ # missile
+ missile/MissilePool.cpp
+ missile/MissileScript.cpp
+ missile/MissileSubScene.cpp
+ missile/SpawnEvent.cpp
+
+ #scheduling
+ scheduler/ObjectsScheduler.cpp
+
+ # Preview
+ preview/SmokeSubScene.cpp
+ preview/NpcSubScene.cpp
+ preview/NpcScript.cpp
+ preview/PrevPlayerSubScene.cpp
+ preview/PrevPlayerScript.cpp
+
+ # scripts
+ GameScene.cpp
MoveCameraManualyScript.cpp
+ StartGameScript.cpp
+
+ # player
player/PlayerScript.cpp
player/PlayerSubScene.cpp
player/PlayerBulletPool.cpp
player/PlayerBulletScript.cpp
player/PlayerBulletSubScene.cpp
- StartGameScript.cpp
player/PlayerEndScript.cpp
player/PlayerAudioScript.cpp
- background/StartSubScene.cpp
+
+ # workers
workers/WorkersSubScene.cpp
workers/WorkerScript.cpp
workers/PanicFromPlayerScript.cpp
workers/CollisionScript.cpp
- main.cpp
+
+ # menus
menus/BannerSubScene.cpp
menus/ButtonSubScene.cpp
menus/IButtonScript.cpp
@@ -46,22 +79,30 @@ add_executable(main
menus/ButtonNextMainMenuSubScript.cpp
menus/FloatingWindowSubScene.cpp
menus/IFloatingWindowScript.cpp
- menus/shop/ShopMenuScene.cpp
menus/mainmenu/ButtonTransitionPreviewSubScript.cpp
menus/mainmenu/ITransitionScript.cpp
- menus/mainmenu/MainMenuScene.cpp
menus/mainmenu/TransitionStartSubScript.cpp
menus/endgame/EndGameSubScene.cpp
menus/endgame/EndGameSubScript.cpp
+
+ # coins
coins/CoinSubScene.cpp
coins/CoinPoolSubScene.cpp
coins/CoinSystemScript.cpp
coins/CoinScript.cpp
+
+ # hud
hud/HudSubScene.cpp
hud/HudScript.cpp
hud/SpeedScript.cpp
+
+ #random
Random.cpp
)
+add_subdirectory(background)
+add_subdirectory(prefab)
+
target_link_libraries(main PUBLIC crepe)
+target_include_directories(main PRIVATE .)
diff --git a/game/Config.h b/game/Config.h
index 7cca586..c698420 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -1,6 +1,17 @@
#pragma once
#include "types.h"
+#include <crepe/api/Config.h>
+
+static const crepe::Config ENGINE_CONFIG {
+ .log {
+ .level = crepe::Log::Level::DEBUG,
+ },
+ .window_settings {
+ .window_title = "Jetpack joyride clone",
+ },
+};
+
static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes
static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes
static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes
@@ -24,11 +35,12 @@ static constexpr int COLL_LAY_BULLET = 9; // Only for GameScene
static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene
static constexpr int COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene
-static constexpr int GAME_HEIGHT = 800; // In game units
+static constexpr float GAME_HEIGHT = 800; // In game units
+static constexpr float HALLWAY_HEIGHT = 475; // In game units
-static constexpr int VIEWPORT_X = 1100; // In game units
+static constexpr float VIEWPORT_X = 1100; // In game units
// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished
-static constexpr int VIEWPORT_Y = 500; // In game units
+static constexpr float VIEWPORT_Y = 500; // In game units
// Font settings
static constexpr const char * FONT = "Jetpackia";
@@ -48,3 +60,6 @@ static constexpr const char * DISTANCE_RUN = "distance_run";
static constexpr const char * PLAYER_NAME = "player";
static constexpr int PLAYER_SPEED = 7500; // In game units
static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units
+
+static constexpr const char* CAMERA_NAME = "camera";
+
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index d4d07ec..a255e17 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -14,9 +14,13 @@
#include "hud/HudSubScene.h"
#include "hud/SpeedScript.h"
#include "menus/endgame/EndGameSubScene.h"
+#include "missile/MissilePool.h"
+#include "missile/SpawnEvent.h"
#include "player/PlayerBulletPool.h"
#include "player/PlayerBulletSubScene.h"
#include "player/PlayerSubScene.h"
+#include "scheduler/ObjectsScheduler.h"
+#include "prefab/ZapperPoolSubScene.h"
#include "workers/WorkersSubScene.h"
#include <cmath>
@@ -41,19 +45,24 @@ using namespace crepe;
using namespace std;
void GameScene::load_scene() {
+ logf(Log::DEBUG, "Loading (main) GameScene...");
+
BackgroundSubScene background(*this);
- GameObject camera = new_object("camera", "camera", vec2(650, 0));
- Camera & camera_cam = camera.add_component<Camera>(
+ GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0));
+ camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
- .bg_color = Color::RED,
+ .bg_color = Color::BLACK,
}
);
camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();
camera.add_component<BehaviorScript>().set_script<CoinSystemScript>();
camera.add_component<BehaviorScript>().set_script<HudScript>();
camera.add_component<BehaviorScript>().set_script<SpeedScript>();
+ camera.add_component<BehaviorScript>().set_script<ObjectsScheduler>();
+ camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
+
camera.add_component<BehaviorScript>().set_script<BattleScript>();
camera.add_component<Rigidbody>(Rigidbody::Data {});
AI & enemy_path_1 = camera.add_component<AI>(400);
@@ -65,6 +74,8 @@ void GameScene::load_scene() {
// camer.add_component<AI>
PlayerSubScene player(*this);
+ MissilePool missile_pool(*this);
+
WorkersSubScene workers(*this);
GameObject floor = new_object("floor", "game_world", vec2(0, 325));
@@ -91,6 +102,8 @@ void GameScene::load_scene() {
});
ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
+ ZapperPoolSubScene {*this};
+
GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
@@ -105,6 +118,7 @@ void GameScene::load_scene() {
enemy_pool.create_enemies(*this);
HudSubScene hud;
hud.create(*this);
+
GameObject background_music = new_object("background_music", "audio", vec2(0, 0));
Asset background_music_asset {"asset/music/level.ogg"};
background_music.add_component<AudioSource>(background_music_asset);
@@ -113,55 +127,6 @@ void GameScene::load_scene() {
Asset boom_audio_asset {"asset/sfx/window_smash.ogg"};
boom_audio.add_component<AudioSource>(boom_audio_asset);
- // zapper, laser and missile (below) for testing purpose only!!!
- GameObject zapper = new_object("zapper", "zapper", vec2(1000, 200));
- Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
- Sprite & zapper_sprite = zapper.add_component<Sprite>(
- zapper_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- zapper.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_ZAPPER,
- });
- zapper.add_component<BoxCollider>(vec2(100, 100));
- GameObject laser = new_object("laser", "laser", vec2(2000, 200));
- Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
- Sprite & laser_sprite = laser.add_component<Sprite>(
- laser_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- laser.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_LASER,
- });
- laser.add_component<BoxCollider>(vec2(100, 100));
- GameObject missile = new_object("missile", "missile", vec2(4000, 200));
- Asset missile_asset {"asset/obstacles/missile/missile.png"};
- Sprite & missile_sprite = missile.add_component<Sprite>(
- missile_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- missile.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_MISSILE,
- });
- missile.add_component<BoxCollider>(vec2(100, 100));
EndGameSubScene endgamewindow;
endgamewindow.create(*this);
}
diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp
new file mode 100644
index 0000000..6cd9e78
--- /dev/null
+++ b/game/PreviewScene.cpp
@@ -0,0 +1,99 @@
+#include "PreviewScene.h"
+
+#include "Config.h"
+#include "background/BackgroundSubScene.h"
+#include "missile/MissilePool.h"
+#include "missile/SpawnEvent.h"
+#include "preview/NpcSubScene.h"
+#include "preview/PrevPlayerSubScene.h"
+#include "preview/SmokeSubScene.h"
+
+#include "missile/MissileSubScene.h"
+
+#include <cmath>
+#include <crepe/api/Animator.h>
+#include <crepe/api/Asset.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+
+#include <crepe/ValueBroker.h>
+#include <crepe/manager/SaveManager.h>
+#include <crepe/types.h>
+#include <iostream>
+
+using namespace crepe;
+using namespace std;
+
+void PreviewScene::load_scene() {
+
+ BackgroundSubScene background(*this);
+
+ GameObject camera = new_object("camera", "camera", vec2(650, 0));
+ camera.add_component<Camera>(
+ ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
+ Camera::Data {
+ .bg_color = Color::RED,
+ }
+ );
+ camera.add_component<Rigidbody>(Rigidbody::Data {});
+ camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
+
+ GameObject floor = new_object("floor", "game_world", vec2(0, 325));
+ floor.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_TOP,
+ });
+ floor.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350));
+ floor_low.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_LOW,
+ });
+ floor_low.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300));
+ floor_high.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_HIGH,
+ });
+ GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));
+ ceiling.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_TOP,
+ });
+ ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1);
+
+ world.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layers = {0},
+ });
+
+ PrevPlayerSubScene player(*this);
+ NpcSubScene npc(*this);
+ SmokeSubScene smoke(*this);
+ MissilePool mpool(*this);
+
+ /*
+
+ for (int i = 0; i < 200; ++i) {
+ int row = i / 10;
+ int col = i % 10;
+ float x = col * 25 + i;
+ float y = row * 25 - 400;
+ GameObject game_coin = this->new_object("coin", "coin", vec2 {x, y}, 0, 1);
+ Coin coin(game_coin, vec2 {0, 0});
+ }
+ */
+}
+
+string PreviewScene::get_name() const { return "preview scene"; }
diff --git a/game/PreviewScene.h b/game/PreviewScene.h
new file mode 100644
index 0000000..afe911e
--- /dev/null
+++ b/game/PreviewScene.h
@@ -0,0 +1,11 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+#include <string>
+
+class PreviewScene : public crepe::Scene {
+public:
+ void load_scene();
+
+ std::string get_name() const;
+};
diff --git a/game/Random.cpp b/game/Random.cpp
index ace6245..821ddc8 100644
--- a/game/Random.cpp
+++ b/game/Random.cpp
@@ -25,3 +25,8 @@ unsigned Random::u(unsigned upper, unsigned lower) {
unsigned x = rand() % range;
return x + lower;
}
+
+bool Random::b() {
+ return rand() % 2;
+}
+
diff --git a/game/Random.h b/game/Random.h
index 8af9669..0f0f79b 100644
--- a/game/Random.h
+++ b/game/Random.h
@@ -6,4 +6,6 @@ public:
static double d(double upper = 1.0, double lower = 0.0);
static int i(int upper, int lower = 0);
static unsigned u(unsigned upper, unsigned lower = 0);
+ static bool b();
+
};
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp
index 99466e3..2a07daf 100644
--- a/game/background/AquariumSubScene.cpp
+++ b/game/background/AquariumSubScene.cpp
@@ -4,6 +4,7 @@
#include <crepe/api/Animator.h>
#include <crepe/api/GameObject.h>
+#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>
@@ -41,6 +42,9 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
begin_x += 400;
this->add_background(scn, begin_x - 200);
+ this->add_bubbles(aquarium_middle_1, vec2(-400, 300), 2, 0.7f);
+ this->add_bubbles(aquarium_middle_1, vec2(-100, 300), 4, 1.0f);
+ this->add_bubbles(aquarium_middle_1, vec2(500, 300), 4, 0.9f);
GameObject aquarium_middle_2
= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));
@@ -55,6 +59,8 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
);
begin_x += 400;
+ this->add_bubbles(aquarium_middle_2, vec2(300, 300), 2, 0.6f);
+
GameObject aquarium_middle_3
= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));
Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
@@ -84,6 +90,8 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
begin_x += 600;
this->add_background(scn, begin_x);
+ this->add_bubbles(aquarium_middle_4, vec2(175, 300), 4, 1.0f);
+ this->add_bubbles(aquarium_middle_4, vec2(200, 300), 4, 0.7f);
GameObject aquarium_end
= scn.new_object("aquarium_end", "background_aqua", vec2(begin_x, 0));
@@ -108,7 +116,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
bg_1_1_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 2,
+ .order_in_layer = 5,
.size = vec2(0, 400),
.position_offset = vec2(-200, 100),
}
@@ -118,7 +126,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
bg_1_2_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 2,
+ .order_in_layer = 5,
.size = vec2(0, 400),
.position_offset = vec2(200, 100),
}
@@ -129,7 +137,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
bg_2_1_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
+ .order_in_layer = 3,
.size = vec2(0, 400),
.position_offset = vec2(200, -50),
}
@@ -139,7 +147,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
bg_2_2_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
+ .order_in_layer = 3,
.size = vec2(0, 400),
.position_offset = vec2(-200, -50),
}
@@ -150,7 +158,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
bg_3_1_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
+ .order_in_layer = 1,
.size = vec2(0, 400),
.position_offset = vec2(200, -200),
}
@@ -160,9 +168,58 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
bg_3_2_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
+ .order_in_layer = 1,
.size = vec2(0, 400),
.position_offset = vec2(-200, -200),
}
);
}
+
+void AquariumSubScene::add_bubbles(
+ GameObject & obj, vec2 offset, int order_in_layer, float scale
+) {
+ Sprite & sprite = obj.add_component<Sprite>(
+ Asset {"asset/background/aquarium/bubble.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = order_in_layer,
+ .size = vec2(0, 12.5),
+ .scale_offset = scale,
+ }
+ );
+ obj.add_component<ParticleEmitter>(
+ sprite,
+ ParticleEmitter::Data {
+ .offset = offset,
+ .max_particles = 20,
+ .emission_rate = 1.2,
+ .min_speed = 50,
+ .max_speed = 100,
+ .min_angle = 265,
+ .max_angle = 275,
+ .force_over_time = vec2(0, -50),
+ }
+ );
+ Sprite & sprite_small = obj.add_component<Sprite>(
+ Asset {"asset/background/aquarium/bubble.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = order_in_layer,
+ .size = vec2(0, 7.5),
+ .scale_offset = scale,
+ }
+ );
+ obj.add_component<ParticleEmitter>(
+ sprite_small,
+ ParticleEmitter::Data {
+ .offset = offset,
+ .max_particles = 20,
+ .emission_rate = 0.8,
+ .min_speed = 50,
+ .max_speed = 100,
+ .min_angle = 265,
+ .max_angle = 275,
+ .force_over_time = vec2(0, -50),
+ }
+ );
+}
diff --git a/game/background/AquariumSubScene.h b/game/background/AquariumSubScene.h
index 2a188bc..9dbb04e 100644
--- a/game/background/AquariumSubScene.h
+++ b/game/background/AquariumSubScene.h
@@ -1,8 +1,11 @@
#pragma once
+#include <crepe/types.h>
+
namespace crepe {
class Scene;
-}
+class GameObject;
+} // namespace crepe
class AquariumSubScene {
public:
@@ -10,4 +13,6 @@ public:
private:
void add_background(crepe::Scene & scn, float begin_x);
+ void
+ add_bubbles(crepe::GameObject & obj, crepe::vec2 offset, int order_in_layer, float scale);
};
diff --git a/game/background/CMakeLists.txt b/game/background/CMakeLists.txt
new file mode 100644
index 0000000..1d705f5
--- /dev/null
+++ b/game/background/CMakeLists.txt
@@ -0,0 +1,9 @@
+target_sources(main PUBLIC
+ AquariumSubScene.cpp
+ BackgroundSubScene.cpp
+ ForestParallaxScript.cpp
+ ForestSubScene.cpp
+ HallwaySubScene.cpp
+ StartSubScene.cpp
+)
+
diff --git a/game/coins/CoinScript.cpp b/game/coins/CoinScript.cpp
index 90150b6..514f4de 100644
--- a/game/coins/CoinScript.cpp
+++ b/game/coins/CoinScript.cpp
@@ -5,6 +5,8 @@
#include "../Config.h"
#include "../hud/HudScript.h"
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
#include <crepe/api/CircleCollider.h>
#include <crepe/api/Sprite.h>
@@ -29,6 +31,24 @@ bool CoinScript::on_collision(const CollisionEvent & collisionData) {
.active
= false;
this->amount++;
+
+ AudioSource & audio = this->get_components_by_id<AudioSource>(
+ collisionData.info.other.metadata.game_object_id
+ )
+ .front();
+ audio.play();
+
+ this->get_components_by_name<Sprite>(collisionData.info.other.metadata.name)
+ .back()
+ .get()
+ .active
+ = true;
+ this->get_components_by_name<Animator>(collisionData.info.other.metadata.name)
+ .back()
+ .get()
+ .active
+ = true;
+
return false;
}
diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp
index 2c9feb6..d154819 100644
--- a/game/coins/CoinSubScene.cpp
+++ b/game/coins/CoinSubScene.cpp
@@ -39,6 +39,26 @@ int CoinSubScene::create(Scene & scn, int coin_counter) {
.looping = true,
}
);
- coin.add_component<AudioSource>(Asset {"asset/sfx/coin_pickup_1.ogg"});
+ coin.add_component<AudioSource>(Asset {"asset/sfx/coin_pickup_1.ogg"}).volume = 3;
+
+ Sprite & pick_up = coin.add_component<Sprite>(
+ Asset {"asset/coin/coinCollect1_TVOS.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_COINS,
+ .order_in_layer = 1,
+ .size = size * 2,
+ }
+ );
+ pick_up.active = false;
+ coin.add_component<Animator>(
+ pick_up, ivec2 {64, 64}, uvec2 {5, 1},
+ Animator::Data {
+ .fps = 5,
+ .looping = false,
+ }
+ )
+ .active
+ = false;
+
return coin_counter;
}
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp
index 1634aa9..f9816c9 100644
--- a/game/coins/CoinSystemScript.cpp
+++ b/game/coins/CoinSystemScript.cpp
@@ -209,6 +209,10 @@ void CoinSystemScript::spawn_coins() {
for (Sprite & coin_sprite : coin_sprites) {
// Skip this sprite if it is already active
if (coin_sprite.active) continue;
+ if (coin_sprite.data.order_in_layer == 1) {
+ coin_sprite.active = false;
+ continue;
+ }
// Found an available (inactive) coin sprite
// Retrieve its associated components
diff --git a/game/main.cpp b/game/main.cpp
index 858fad4..14eec99 100644
--- a/game/main.cpp
+++ b/game/main.cpp
@@ -1,18 +1,26 @@
+#include <cstdlib>
+
#include <crepe/api/Engine.h>
#include <crepe/api/Script.h>
+#include "Config.h"
#include "GameScene.h"
+#include "PreviewScene.h"
#include "menus/mainmenu/MainMenuScene.h"
#include "menus/shop/ShopMenuScene.h"
using namespace crepe;
int main() {
- Engine gameloop;
+ srand(time(NULL));
+ Config::get_instance() = ENGINE_CONFIG;
+
+ Engine gameloop;
gameloop.add_scene<MainMenuScene>();
gameloop.add_scene<ShopMenuScene>();
gameloop.add_scene<GameScene>();
+ gameloop.add_scene<PreviewScene>();
return gameloop.main();
}
diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h
index 6ec5689..3e357a5 100644
--- a/game/menus/MenusConfig.h
+++ b/game/menus/MenusConfig.h
@@ -3,10 +3,9 @@
//generic menu config
static constexpr int STARTING_SORTING_IN_LAYER = 7;
-static constexpr const char * CAMERA_NAME = "camera";
//Scene names
static constexpr const char * START_SCENE = "scene1";
-static constexpr const char * PREVIEW_SCENE = "scene1";
+static constexpr const char * PREVIEW_SCENE = "preview scene";
static constexpr const char * SHOP_SCENE = "shopmenu";
static constexpr const char * MAINMENU_SCENE = "mainmenu";
//button config
diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp
index cd929a0..3e51a90 100644
--- a/game/menus/mainmenu/ITransitionScript.cpp
+++ b/game/menus/mainmenu/ITransitionScript.cpp
@@ -2,6 +2,7 @@
#include "MainMenuConfig.h"
#include "../MenusConfig.h"
+#include "../../Config.h"
#include <crepe/api/Camera.h>
#include <crepe/api/Transform.h>
diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp
index 21e3f02..d5b5af3 100644
--- a/game/menus/shop/ShopMenuScene.cpp
+++ b/game/menus/shop/ShopMenuScene.cpp
@@ -4,6 +4,7 @@
#include "../BannerSubScene.h"
#include "../ButtonSubScene.h"
#include "../MenusConfig.h"
+#include "../../Config.h"
#include <crepe/api/Camera.h>
#include <crepe/api/Sprite.h>
diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp
new file mode 100644
index 0000000..e549210
--- /dev/null
+++ b/game/missile/MissilePool.cpp
@@ -0,0 +1,16 @@
+#include "MissilePool.h"
+#include "MissileSubScene.h"
+
+#include <crepe/api/Scene.h>
+
+using namespace std;
+using namespace crepe;
+
+MissilePool::MissilePool(Scene & scn) {
+ int amount = 0;
+ MissileSubScene missile;
+ while (amount < this->MAX_MISSILE_COUNT) {
+ missile.create(scn);
+ amount++;
+ }
+}
diff --git a/game/missile/MissilePool.h b/game/missile/MissilePool.h
new file mode 100644
index 0000000..296701e
--- /dev/null
+++ b/game/missile/MissilePool.h
@@ -0,0 +1,11 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+
+class MissilePool {
+public:
+ MissilePool(crepe::Scene & scn);
+
+private:
+ static constexpr unsigned int MAX_MISSILE_COUNT = 5;
+};
diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp
new file mode 100644
index 0000000..6d0e40e
--- /dev/null
+++ b/game/missile/MissileScript.cpp
@@ -0,0 +1,105 @@
+#include "MissileScript.h"
+#include "../Config.h"
+#include "api/BehaviorScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/types.h>
+
+#include <cmath>
+#include <crepe/api/AI.h>
+#include <crepe/api/KeyCodes.h>
+#include <crepe/api/Sprite.h>
+
+using namespace std;
+using namespace crepe;
+
+void MissileScript::init() {
+ subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
+ return this->on_collision(ev);
+ });
+ this->seeking_disabled = false;
+}
+void MissileScript::kill_missile() {
+ auto animations = this->get_components<Animator>();
+ auto sprites = this->get_components<Sprite>();
+ auto & fly_sound = this->get_components<AudioSource>().front().get();
+ auto & this_script = this->get_components<BehaviorScript>().back().get();
+
+ animations[0].get().active = false;
+ animations[1].get().active = false;
+ animations[2].get().active = true;
+ sprites[0].get().active = false;
+ sprites[1].get().active = false;
+ sprites[2].get().active = true;
+
+ this_script.active = false;
+ this->seeking_disabled = false;
+
+ fly_sound.stop();
+}
+void MissileScript::activate() {
+ auto anim = this->get_components<Animator>();
+ auto sprites = this->get_components<Sprite>();
+
+ anim[0].get().active = true;
+ anim[1].get().active = true;
+ anim[2].get().stop();
+ sprites[0].get().active = true;
+ sprites[1].get().active = true;
+ sprites[2].get().active = false;
+}
+
+bool MissileScript::on_collision(const CollisionEvent & ev) {
+ auto & explosion_sound = this->get_components<AudioSource>().back().get();
+
+ this->kill_missile();
+ explosion_sound.play();
+
+ return false;
+}
+
+bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) {
+ return fabs(missile.position.x - player.position.x) <= this->X_RANGE;
+}
+
+void MissileScript::fixed_update(crepe::duration_t dt) {
+ auto & explosion_anim = this->get_components<Animator>().back().get();
+ auto & missile = this->get_component<Transform>();
+ auto & m_ai = this->get_component<AI>();
+
+ const auto & player = this->get_components_by_name<Transform>("player").front().get();
+ const auto & cam = this->get_components_by_name<Transform>("camera").front().get();
+ const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity;
+
+ if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) {
+ this->kill_missile();
+ return;
+ }
+
+ // check if animation is at the end
+ if (explosion_anim.data.row == 7) {
+ this->activate();
+ this->seeking_disabled = false;
+ }
+
+ if (this->seeking_disabled) {
+ m_ai.seek_off();
+ } else {
+ m_ai.seek_target = player.position;
+ m_ai.seek_on();
+
+ if (is_in_x_range(missile, player)) {
+ this->seeking_disabled = true;
+ m_ai.seek_off();
+ }
+ }
+
+ vec2 angle_pos = velocity;
+ float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI);
+
+ missile.rotation = angle;
+ missile.position += velocity * dt.count();
+}
diff --git a/game/missile/MissileScript.h b/game/missile/MissileScript.h
new file mode 100644
index 0000000..a492e18
--- /dev/null
+++ b/game/missile/MissileScript.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+class MissileScript : public crepe::Script {
+private:
+ bool on_collision(const crepe::CollisionEvent & ev);
+
+ bool seeking_disabled;
+
+ // will be used to calculate when ai will be stopped
+ static constexpr int X_RANGE = 90;
+ bool is_in_x_range(const crepe::Transform & missile, const crepe::Transform & player);
+ void kill_missile();
+ void activate();
+
+public:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp
new file mode 100644
index 0000000..db49f88
--- /dev/null
+++ b/game/missile/MissileSubScene.cpp
@@ -0,0 +1,101 @@
+#include "MissileSubScene.h"
+#include "../Config.h"
+#include "../missile/MissileScript.h"
+
+#include <crepe/api/AI.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/types.h>
+#include <random>
+
+using namespace crepe;
+
+void MissileSubScene::create(crepe::Scene & scn) {
+ std::random_device rd;
+ std::mt19937 gen(rd());
+
+ GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1);
+
+ Asset missle_ss {"asset/obstacles/missile/missile.png"};
+ Asset missle_thruster_ss {"asset/obstacles/missile/missileEffects.png"};
+ Asset missile_explosion_ss {"asset/obstacles/missile/missileExplosion.png"};
+ Asset explosion_sound {"asset/sfx/rocket_explode_1.ogg"};
+ Asset missile_fire {"asset/sfx/missile_launch.ogg"};
+
+ missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false;
+
+ auto & sound = missle.add_component<AudioSource>(missile_fire);
+ sound.volume = 0.1;
+ auto & sound2 = missle.add_component<AudioSource>(explosion_sound);
+ sound2.volume = 0.1;
+
+ // sprites
+ auto & missle_sprite = missle.add_component<Sprite>(
+ missle_ss,
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .size = {0, 35},
+ }
+ );
+
+ auto & missle_thruster_sprite = missle.add_component<Sprite>(
+ missle_thruster_ss,
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .size = {0, 35},
+ .position_offset = {-20, 0},
+ }
+ );
+
+ auto & missile_explosion_sprite = missle.add_component<Sprite>(
+ missile_explosion_ss,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .size = {0, 50},
+ }
+ );
+
+ // Animations
+ missle.add_component<Animator>(
+ missle_sprite, ivec2 {32, 32}, uvec2 {4, 1},
+ Animator::Data {
+ .looping = true,
+ }
+ );
+
+ missle.add_component<Animator>(
+ missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2},
+ Animator::Data {
+ .looping = true,
+ }
+ );
+
+ auto & explosion_anim = missle.add_component<Animator>(
+ missile_explosion_sprite, ivec2 {64, 64}, uvec2 {8, 1},
+ Animator::Data {
+ .fps = 10,
+ }
+ );
+
+ missile_explosion_sprite.active = false;
+ explosion_anim.active = false;
+
+ std::uniform_int_distribution<> dist(140, 200);
+ missle.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .max_linear_velocity = static_cast<float>(dist(gen)),
+ .kinematic_collision = false,
+ .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_MISSILE,
+ });
+
+ missle.add_component<CircleCollider>(3);
+
+ auto & missle_ai = missle.add_component<AI>(1000);
+}
diff --git a/game/missile/MissileSubScene.h b/game/missile/MissileSubScene.h
new file mode 100644
index 0000000..9ea422a
--- /dev/null
+++ b/game/missile/MissileSubScene.h
@@ -0,0 +1,12 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class MissileSubScene {
+public:
+ MissileSubScene() = default;
+
+ void create(crepe::Scene & scn);
+};
diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp
new file mode 100644
index 0000000..03a9b8c
--- /dev/null
+++ b/game/missile/SpawnEvent.cpp
@@ -0,0 +1,47 @@
+#include "SpawnEvent.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+
+#include <cstdlib>
+#include <random>
+
+using namespace crepe;
+
+void MissileSpawnEventHandler::init() {
+ subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool {
+ return this->on_event(ev);
+ });
+}
+
+std::random_device rd;
+std::mt19937 gen(rd());
+
+bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
+ auto missile_sprites = this->get_components_by_name<Sprite>("missile");
+ auto missile_transforms = this->get_components_by_name<Transform>("missile");
+ auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile");
+ auto missile_audiosources = this->get_components_by_name<AudioSource>("missile");
+ auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get();
+
+ for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) {
+ auto & script = missile_behaviorscripts[i].get();
+ if (script.active) continue;
+ script.active = true;
+
+ missile_audiosources[i * 2].get().play();
+
+ auto & transform = missile_transforms[i].get();
+ transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET;
+ std::uniform_int_distribution<> dist(this->MIN_RANGE, this->MAX_RANGE);
+ transform.position.y = dist(gen);
+
+ break;
+ }
+
+ return false;
+}
diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h
new file mode 100644
index 0000000..ce301fd
--- /dev/null
+++ b/game/missile/SpawnEvent.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+
+#include "../Config.h"
+
+struct MissileSpawnEvent : public crepe::Event {};
+
+class MissileSpawnEventHandler : public crepe::Script {
+private:
+ static constexpr int MISSILE_OFFSET = VIEWPORT_X / 1.8;
+ static constexpr int RANGE = GAME_HEIGHT / 4;
+ static constexpr int MIN_RANGE = -RANGE;
+ static constexpr int MAX_RANGE = RANGE;
+
+public:
+ void init();
+ bool on_event(const MissileSpawnEvent & ev);
+};
diff --git a/game/prefab/CMakeLists.txt b/game/prefab/CMakeLists.txt
new file mode 100644
index 0000000..6c36ef2
--- /dev/null
+++ b/game/prefab/CMakeLists.txt
@@ -0,0 +1,6 @@
+target_sources(main PUBLIC
+ ZapperObject.cpp
+ ZapperPoolSubScene.cpp
+ ZapperPoolScript.cpp
+)
+
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp
new file mode 100644
index 0000000..0a290e0
--- /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;
+}
+
diff --git a/game/prefab/ZapperObject.h b/game/prefab/ZapperObject.h
new file mode 100644
index 0000000..42edc51
--- /dev/null
+++ b/game/prefab/ZapperObject.h
@@ -0,0 +1,40 @@
+#pragma once
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
+
+class ZapperObject : public crepe::GameObject {
+public:
+ ZapperObject(crepe::GameObject &&);
+
+public:
+ bool active = true;
+
+ struct {
+ crepe::Sprite & orb_start;
+ crepe::Sprite & orb_end;
+ crepe::Sprite & glow_start;
+ crepe::Sprite & glow_end;
+ crepe::Sprite & beam;
+ } sprite;
+
+ struct {
+ crepe::Animator & orb_start;
+ crepe::Animator & orb_end;
+ crepe::Animator & glow_start;
+ crepe::Animator & glow_end;
+ } animator;
+
+ crepe::Rigidbody & body;
+ crepe::BoxCollider & collider;
+
+private:
+ static constexpr float SCALE = 0.8;
+
+public:
+ void place(const crepe::vec2 & position, float rotation, float length);
+ void set_active(bool active);
+};
diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp
new file mode 100644
index 0000000..b9b2a76
--- /dev/null
+++ b/game/prefab/ZapperPoolScript.cpp
@@ -0,0 +1,69 @@
+#include <crepe/api/Camera.h>
+
+#include "../Config.h"
+#include "../Random.h"
+
+#include "ZapperPoolScript.h"
+#include "ZapperPoolSubScene.h"
+#include "util/OptionalRef.h"
+
+using namespace crepe;
+using namespace std;
+
+ZapperPoolScript::ZapperPoolScript(std::vector<ZapperObject> && pool) : pool(pool) {}
+
+void ZapperPoolScript::init() {
+ subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) {
+ this->spawn_random();
+ return true;
+ });
+
+ camera_transform = get_components_by_name<Transform>(CAMERA_NAME).back();
+ camera_camera = get_components_by_name<Camera>(CAMERA_NAME).back();
+}
+
+void ZapperPoolScript::fixed_update(crepe::duration_t) {
+ float threshold = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN;
+ for (ZapperObject & zapper : this->pool) {
+ if (!zapper.active) continue;
+
+ if (zapper.transform.position.x < threshold)
+ zapper.set_active(false);
+ }
+}
+
+void ZapperPoolScript::spawn_random() {
+ OptionalRef<ZapperObject> zapper = this->get_next_zapper();
+ if (!zapper) return; // pool exhausted
+
+ vec2 pos = {
+ .x = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN,
+ .y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT,
+ };
+
+ bool horizontal = Random::b();
+ float rotation, length;
+
+ if (horizontal) {
+ rotation = 90;
+ length = Random::f(400, 200);
+ } else {
+ rotation = 0;
+ length = Random::f(200, 50);
+ if (abs(pos.y) + length / 2 > HALLWAY_HEIGHT / 2) {
+ // TODO: fix offset
+ }
+ }
+
+ zapper->place(pos, rotation, length);
+ zapper->set_active(true);
+}
+
+OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() {
+ for (ZapperObject & zapper : this->pool) {
+ if (zapper.active) continue;
+ return zapper;
+ }
+ return {};
+}
+
diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h
new file mode 100644
index 0000000..6aee8b2
--- /dev/null
+++ b/game/prefab/ZapperPoolScript.h
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+#include "ZapperObject.h"
+#include "util/OptionalRef.h"
+
+class ZapperPoolSubScene;
+
+class ZapperPoolScript : public crepe::Script {
+public:
+ ZapperPoolScript(std::vector<ZapperObject> && pool);
+
+ void init();
+ void fixed_update(crepe::duration_t);
+
+ unsigned i = 0;
+
+private:
+ std::vector<ZapperObject> pool;
+
+private:
+ crepe::OptionalRef<crepe::Transform> camera_transform;
+ crepe::OptionalRef<crepe::Camera> camera_camera;
+ crepe::OptionalRef<ZapperObject> get_next_zapper();
+
+private:
+ void spawn_random();
+
+private:
+ static constexpr float OFFSCREEN_MARGIN = 40;
+};
+
diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp
new file mode 100644
index 0000000..e341090
--- /dev/null
+++ b/game/prefab/ZapperPoolSubScene.cpp
@@ -0,0 +1,19 @@
+#include <crepe/api/BehaviorScript.h>
+
+#include "ZapperPoolSubScene.h"
+#include "ZapperPoolScript.h"
+
+using namespace crepe;
+using namespace std;
+
+ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene)
+ : controller { scene.new_object("controller") } {
+
+ Log::logf(Log::DEBUG, "Building zapper pool...");
+ vector<ZapperObject> pool;
+ for (size_t i = 0; i < this->POOL_SIZE; i++)
+ pool.emplace_back(scene.new_object("zapper", "zapper"));
+ BehaviorScript & behavior = this->controller.add_component<BehaviorScript>();
+ behavior.set_script<ZapperPoolScript>(std::move(pool));
+}
+
diff --git a/game/prefab/ZapperPoolSubScene.h b/game/prefab/ZapperPoolSubScene.h
new file mode 100644
index 0000000..f930e22
--- /dev/null
+++ b/game/prefab/ZapperPoolSubScene.h
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Event.h>
+#include <crepe/util/OptionalRef.h>
+
+class CreateZapperEvent : public crepe::Event {};
+
+class ZapperPoolSubScene {
+public:
+ ZapperPoolSubScene(crepe::Scene & scene);
+
+private:
+ crepe::GameObject controller;
+
+private:
+ static constexpr size_t POOL_SIZE = 4;
+};
diff --git a/game/preview/NpcScript.cpp b/game/preview/NpcScript.cpp
new file mode 100644
index 0000000..c4148f2
--- /dev/null
+++ b/game/preview/NpcScript.cpp
@@ -0,0 +1,32 @@
+#include "NpcScript.h"
+
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace std;
+using namespace crepe;
+
+void NpcScript::init() {}
+void NpcScript::fixed_update(duration_t dt) {
+ auto & rb = this->get_component<Rigidbody>();
+ auto & npc = this->get_component<Sprite>();
+ auto & transform = this->get_component<Transform>();
+
+ if (transform.position.x < -990) {
+ rb.data.linear_velocity.x *= -1;
+ }
+ if (transform.position.x > 990) {
+ rb.data.linear_velocity.x *= -1;
+ }
+
+ if (rb.data.linear_velocity.x < 0) {
+ npc.data.flip = {true, false};
+ } else {
+ npc.data.flip = {false, false};
+ }
+
+ auto & savemgr = this->get_save_manager();
+ savemgr.set("npc_x", transform.position.x);
+ savemgr.set("npc_y", transform.position.y);
+}
diff --git a/game/preview/NpcScript.h b/game/preview/NpcScript.h
new file mode 100644
index 0000000..8d856fd
--- /dev/null
+++ b/game/preview/NpcScript.h
@@ -0,0 +1,11 @@
+
+#include <crepe/api/Script.h>
+
+class NpcScript : public crepe::Script {
+
+private:
+
+public:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+};
diff --git a/game/preview/NpcSubScene.cpp b/game/preview/NpcSubScene.cpp
new file mode 100644
index 0000000..bd6cfb2
--- /dev/null
+++ b/game/preview/NpcSubScene.cpp
@@ -0,0 +1,69 @@
+
+
+#include "NpcSubScene.h"
+
+#include "../Config.h"
+#include "NpcScript.h"
+
+#include <crepe/ValueBroker.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace crepe;
+
+NpcSubScene::NpcSubScene(Scene & scn) {
+ auto & savemgr = scn.get_save_manager();
+ ValueBroker npc_x = savemgr.get<float>("npc_x", 500);
+ ValueBroker npc_y = savemgr.get<float>("npc_y", 0);
+
+ GameObject npc = scn.new_object("npc", "npc_tag", vec2 {npc_x.get(), npc_y.get()}, 0, 1);
+ Asset npc_body {"asset/workers/worker1Body.png"};
+ Asset npc_head {"asset/workers/worker1Head.png"};
+
+ auto & npc_body_sprite = npc.add_component<Sprite>(
+ npc_body,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .size = {0, 50},
+ }
+ );
+ auto & npc_head_sprite = npc.add_component<Sprite>(
+ npc_head,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .size = {0, 50},
+ .position_offset = {0, -20},
+ }
+ );
+
+ npc.add_component<Animator>(
+ npc_body_sprite, ivec2 {32, 32}, uvec2 {4, 8},
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ npc.add_component<Animator>(
+ npc_head_sprite, ivec2 {32, 32}, uvec2 {4, 8},
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ npc.add_component<BoxCollider>(vec2 {50, 50});
+
+ npc.add_component<Rigidbody>(Rigidbody::Data {
+ .mass = 10,
+ .gravity_scale = 1,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {-50, 0},
+ //.max_linear_velocity = 40,
+ .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER},
+ .collision_layer = COLL_LAY_PLAYER,
+ });
+
+ npc.add_component<BehaviorScript>().set_script<NpcScript>();
+}
diff --git a/game/preview/NpcSubScene.h b/game/preview/NpcSubScene.h
new file mode 100644
index 0000000..a226195
--- /dev/null
+++ b/game/preview/NpcSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class NpcSubScene {
+public:
+ NpcSubScene(crepe::Scene & scn);
+};
diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp
new file mode 100644
index 0000000..2657b8d
--- /dev/null
+++ b/game/preview/PrevPlayerScript.cpp
@@ -0,0 +1,132 @@
+#include "PrevPlayerScript.h"
+
+#include "../missile/SpawnEvent.h"
+#include "api/Transform.h"
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/Camera.h>
+#include <crepe/manager/SaveManager.h>
+#include <iostream>
+#include <ostream>
+
+using namespace crepe;
+
+bool PrevPlayerScript::key_pressed(const KeyPressEvent & ev) {
+ switch (ev.key) {
+ case Keycode::A:
+ this->get_component<Rigidbody>().data.linear_velocity.x = -move_speed;
+ this->body->data.flip = {true, false};
+ this->head->data.flip = {true, false};
+ break;
+ case Keycode::D:
+ this->get_component<Rigidbody>().data.linear_velocity.x = move_speed;
+ this->body->data.flip = {false, false};
+ this->head->data.flip = {false, false};
+ break;
+
+ case Keycode::SPACE:
+ this->get_component<Rigidbody>().data.linear_velocity.y = -move_speed;
+ break;
+ case Keycode::D0:
+ this->body_anim->set_anim(0);
+ this->head_anim->set_anim(0);
+ break;
+ case Keycode::D1:
+ this->body_anim->set_anim(1);
+ this->head_anim->set_anim(1);
+ break;
+ case Keycode::D2:
+ this->body_anim->set_anim(2);
+ this->head_anim->set_anim(2);
+ break;
+ case Keycode::D3:
+ this->body_anim->set_anim(3);
+ this->head_anim->set_anim(3);
+ break;
+ case Keycode::D4:
+ this->body_anim->set_anim(4);
+ this->head_anim->set_anim(4);
+ break;
+ case Keycode::D5:
+ this->body_anim->set_anim(5);
+ this->head_anim->set_anim(5);
+ break;
+ case Keycode::D6:
+ this->body_anim->set_anim(6);
+ this->head_anim->set_anim(6);
+ break;
+ case Keycode::D7:
+ this->body_anim->set_anim(7);
+ this->head_anim->set_anim(7);
+ break;
+ case Keycode::LEFT:
+ this->head->data.angle_offset -= 1;
+ break;
+ case Keycode::RIGHT:
+ this->head->data.angle_offset += 1;
+ break;
+ case Keycode::UP:
+ this->head->data.scale_offset += 0.1;
+ break;
+ case Keycode::DOWN:
+ this->head->data.scale_offset -= 0.1;
+ break;
+ case Keycode::P:
+ this->get_component<AudioSource>().play();
+ break;
+ case Keycode::Q:
+ this->get_components_by_name<Camera>("camera").front().get().data.zoom -= 0.01;
+ break;
+ case Keycode::E:
+ this->get_components_by_name<Camera>("camera").front().get().data.zoom += 0.01;
+ break;
+ case Keycode::J:
+ this->get_components_by_name<Transform>("camera").front().get().position.x
+ -= move_speed;
+ break;
+ case Keycode::K:
+ this->get_components_by_name<Transform>("camera").front().get().position.y
+ -= move_speed;
+ break;
+ case Keycode::L:
+ this->get_components_by_name<Transform>("camera").front().get().position.x
+ += move_speed;
+ break;
+ case Keycode::I:
+ this->get_components_by_name<Transform>("camera").front().get().position.y
+ += move_speed;
+ break;
+ case Keycode::M:
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ break;
+ //todo
+ case Keycode::PAGE_UP:
+ case Keycode::PAGE_DOWN:
+ case Keycode::HOME:
+ break;
+ default:
+ break;
+ }
+ return false;
+}
+
+void PrevPlayerScript::init() {
+ auto animations = this->get_components<Animator>();
+ body_anim = animations[0];
+ head_anim = animations[1];
+
+ auto sprites = this->get_components<Sprite>();
+ body = sprites[0];
+ head = sprites[1];
+
+ subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ return this->key_pressed(ev);
+ });
+};
+
+void PrevPlayerScript::fixed_update(crepe::duration_t dt) {
+ auto & savemgr = this->get_save_manager();
+ const auto & pos = this->get_component<Transform>().position;
+
+ savemgr.set("player_x", pos.x);
+ savemgr.set("player_y", pos.y);
+};
diff --git a/game/preview/PrevPlayerScript.h b/game/preview/PrevPlayerScript.h
new file mode 100644
index 0000000..cc3184e
--- /dev/null
+++ b/game/preview/PrevPlayerScript.h
@@ -0,0 +1,23 @@
+
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+#include <crepe/util/OptionalRef.h>
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+
+class PrevPlayerScript : public crepe::Script {
+private:
+ crepe::OptionalRef<crepe::Animator> head_anim;
+ crepe::OptionalRef<crepe::Animator> body_anim;
+ crepe::OptionalRef<crepe::Sprite> head;
+ crepe::OptionalRef<crepe::Sprite> body;
+
+private:
+ float move_speed = 100;
+
+private:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+ bool key_pressed(const crepe::KeyPressEvent & ev);
+};
diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp
new file mode 100644
index 0000000..b59a0af
--- /dev/null
+++ b/game/preview/PrevPlayerSubScene.cpp
@@ -0,0 +1,86 @@
+
+#include "PrevPlayerSubScene.h"
+
+#include "../Config.h"
+#include "PrevPlayerScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+#include <crepe/ValueBroker.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace crepe;
+
+PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) {
+ auto & savemgr = scn.get_save_manager();
+
+ ValueBroker player_x = savemgr.get<float>("player_x", 500);
+ ValueBroker player_y = savemgr.get<float>("player_y", -100);
+
+ GameObject player
+ = scn.new_object("player", "TAG", vec2 {player_x.get(), player_y.get()}, 0, 1);
+ Asset player_body_asset {"asset/barry/defaultBody.png"};
+ Sprite & player_body_sprite = player.add_component<Sprite>(
+ player_body_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 0,
+ .size = vec2(0, 50),
+ }
+ );
+ player.add_component<Animator>(
+ player_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ Asset player_head_asset {"asset/barry/defaultHead.png"};
+ Sprite & player_head_sprite = player.add_component<Sprite>(
+ player_head_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ player.add_component<Animator>(
+ player_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"};
+ Sprite & player_jetpack_sprite = player.add_component<Sprite>(
+ player_jetpack_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 2,
+ .size = vec2(0, 60),
+ .position_offset = vec2(-20, 0),
+ }
+ );
+ player_jetpack_sprite.active = false;
+ player.add_component<Animator>(
+ player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ player.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2(100, 0),
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_PLAYER,
+ });
+ player.add_component<BoxCollider>(vec2(50, 50));
+ player.add_component<BehaviorScript>().set_script<PrevPlayerScript>();
+}
diff --git a/game/preview/PrevPlayerSubScene.h b/game/preview/PrevPlayerSubScene.h
new file mode 100644
index 0000000..a61f341
--- /dev/null
+++ b/game/preview/PrevPlayerSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class PrevPlayerSubScene {
+public:
+ PrevPlayerSubScene(crepe::Scene & scn);
+};
diff --git a/game/preview/SmokeSubScene.cpp b/game/preview/SmokeSubScene.cpp
new file mode 100644
index 0000000..e363f95
--- /dev/null
+++ b/game/preview/SmokeSubScene.cpp
@@ -0,0 +1,37 @@
+
+#include "SmokeSubScene.h"
+
+#include "../Config.h"
+
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+using namespace crepe;
+
+SmokeSubScene::SmokeSubScene(Scene & scn) {
+ GameObject smoke = scn.new_object("smoke_particle", "TAG", vec2 {500, -210}, 0, 1);
+
+ Asset smoke_ss {"asset/particles/smoke.png"};
+
+ auto & smoke_sprite = smoke.add_component<Sprite>(
+ smoke_ss,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
+ .size = {0, 30},
+ }
+ );
+
+ smoke.add_component<ParticleEmitter>(
+ smoke_sprite,
+ ParticleEmitter::Data {
+ .offset = {0, -60},
+ .max_particles = 10,
+ .emission_rate = 25,
+ .min_angle = 60,
+ .max_angle = 120,
+ .begin_lifespan = 1,
+ .end_lifespan = 2,
+ }
+ );
+}
diff --git a/game/preview/SmokeSubScene.h b/game/preview/SmokeSubScene.h
new file mode 100644
index 0000000..93d8a2d
--- /dev/null
+++ b/game/preview/SmokeSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class SmokeSubScene {
+public:
+ SmokeSubScene(crepe::Scene & scn);
+};
diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp
new file mode 100644
index 0000000..21465e3
--- /dev/null
+++ b/game/scheduler/ObjectsScheduler.cpp
@@ -0,0 +1,43 @@
+
+
+#include "ObjectsScheduler.h"
+
+#include "../Random.h"
+#include "../missile/SpawnEvent.h"
+#include "api/Transform.h"
+#include "prefab/ZapperPoolSubScene.h"
+#include <iostream>
+
+using namespace crepe;
+void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
+void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
+void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
+void ObjectsScheduler::preset_3() {}
+void ObjectsScheduler::preset_4() {}
+void ObjectsScheduler::boss_fight_1() { std::cout << "Boss fight" << std::endl; }
+
+void ObjectsScheduler::init() {
+ this->obstacles.push_back([this]() { preset_0(); });
+ this->obstacles.push_back([this]() { preset_1(); });
+ this->obstacles.push_back([this]() { preset_2(); });
+
+ this->obstacles.push_back([this]() { boss_fight_1(); });
+
+ // subscribe to battlewonevent
+}
+
+void ObjectsScheduler::fixed_update(duration_t dt) {
+ int pos_x
+ = (int) this->get_components_by_name<Transform>("camera").front().get().position.x;
+
+ int boss_check = (pos_x - this->start_offset) / this->boss_fight_interval;
+ if (boss_check > this->last_boss_check) {
+ this->obstacles[2]();
+ this->last_boss_check = boss_check;
+ }
+ int obstacle_check = (pos_x - this->start_offset) / this->obstacle_interval;
+ if (obstacle_check > this->last_obstacle_check) {
+ this->obstacles[Random::i(this->obstacles.size() - 1, 0)]();
+ this->last_obstacle_check = obstacle_check;
+ }
+}
diff --git a/game/scheduler/ObjectsScheduler.h b/game/scheduler/ObjectsScheduler.h
new file mode 100644
index 0000000..7bc9337
--- /dev/null
+++ b/game/scheduler/ObjectsScheduler.h
@@ -0,0 +1,34 @@
+#pragma once
+
+
+
+#include "api/Script.h"
+#include <functional>
+#include <vector>
+
+
+class ObjectsScheduler : public crepe::Script {
+
+private:
+ std::vector<std::function<void()>> obstacles;
+
+ int last_boss_check = 0;
+ int last_obstacle_check = 0;
+
+ int boss_fight_interval = 2500;
+ int obstacle_interval = 300;
+ int start_offset = 1300;
+
+
+ void preset_0();
+ void preset_1();
+ void preset_2();
+ void preset_3();
+ void preset_4();
+ void boss_fight_1();
+
+public:
+ void init();
+ void fixed_update(crepe::duration_t dt);
+
+};
diff --git a/game/util/scrollgen b/game/util/scrollgen
new file mode 100755
index 0000000..0389107
--- /dev/null
+++ b/game/util/scrollgen
@@ -0,0 +1,36 @@
+#!/bin/sh
+INPUT="$1"
+FRAMES="$2"
+
+die() {
+ echo "$@"
+ exit 1
+}
+check_command() {
+ cmd="$1"
+ command -v "$cmd" > /dev/null || die "command '$cmd' not found"
+}
+
+check_command magick
+check_command identify
+[ "$#" -eq 2 ] || die "usage: $0 <input image> <frame count>"
+[ -e "$INPUT" ] || die "file not found: $INPUT"
+[ "$FRAMES" -gt 0 ] || die "invalid frame count: $FRAMES"
+
+tile_width=$(identify -format "%w" "$INPUT")
+tile_height=$(identify -format "%h" "$INPUT")
+
+OUTPUT="$INPUT.scroll.png"
+magick -size "${tile_width}x$(( $tile_height * $FRAMES ))" 'xc:#ff00ff00' "$OUTPUT"
+
+for i in $(seq 0 $(( $FRAMES - 1 ))); do
+ offset_x=$(( $tile_width * $i / $FRAMES ))
+ offset_y=$(( i * $tile_height ))
+
+ magick "$OUTPUT" "$INPUT" -geometry "+${offset_x}+${offset_y}" -composite "$OUTPUT"
+ magick "$OUTPUT" "$INPUT" -geometry "+$(( $offset_x - $tile_width ))+${offset_y}" -composite "$OUTPUT"
+ echo "+${offset_x}+${offset_y}"
+done
+
+# magick -size ${total_width}x${sprite_height} xc:none canvas.png
+