diff options
Diffstat (limited to 'game')
28 files changed, 1548 insertions, 0 deletions
diff --git a/game/.crepe-root b/game/.crepe-root new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/game/.crepe-root diff --git a/game/.gitignore b/game/.gitignore new file mode 100644 index 0000000..2bd69c0 --- /dev/null +++ b/game/.gitignore @@ -0,0 +1 @@ +asset diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt new file mode 100644 index 0000000..937b5e6 --- /dev/null +++ b/game/CMakeLists.txt @@ -0,0 +1,27 @@ +cmake_minimum_required(VERSION 3.28) + +set(CMAKE_C_STANDARD 11) +set(CMAKE_CXX_STANDARD 20) +set(CMAKE_EXPORT_COMPILE_COMMANDS 1) +set(CMAKE_BUILD_TYPE Debug) + +project(game C CXX) + +add_subdirectory(../src crepe) +add_executable(main + background/AquariumSubScene.cpp + background/BackgroundSubScene.cpp + background/ForestParallaxScript.cpp + background/ForestSubScene.cpp + GameScene.cpp + background/HallwaySubScene.cpp + MoveCameraManualyScript.cpp + PlayerScript.cpp + PlayerSubScene.cpp + StartGameScript.cpp + background/StartSubScene.cpp + main.cpp +) + +target_link_libraries(main PUBLIC crepe) + diff --git a/game/Config.h b/game/Config.h new file mode 100644 index 0000000..ec753df --- /dev/null +++ b/game/Config.h @@ -0,0 +1,21 @@ +#pragma once + +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 +static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes +static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene +static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene +static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene + +static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene +static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene +static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene +static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene +static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene + +static constexpr int GAME_HEIGHT = 800; // In game units + +static constexpr int VIEWPORT_X = 1100; // In game units +// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished +static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp new file mode 100644 index 0000000..2511567 --- /dev/null +++ b/game/GameScene.cpp @@ -0,0 +1,71 @@ +#include "GameScene.h" +#include "Config.h" +#include "MoveCameraManualyScript.h" +#include "PlayerSubScene.h" +#include "StartGameScript.h" + +#include "background/BackgroundSubScene.h" + +#include <cmath> +#include <crepe/api/Animator.h> +#include <crepe/api/Asset.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/types.h> + +using namespace crepe; +using namespace std; + +void GameScene::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<BehaviorScript>().set_script<MoveCameraManualyScript>(); + camera.add_component<Rigidbody>(Rigidbody::Data {}); + + PlayerSubScene player(*this); + + 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 start_game_script = new_object("start_game_script", "script", vec2(0, 0)); + start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); +} + +string GameScene::get_name() const { return "scene1"; } diff --git a/game/GameScene.h b/game/GameScene.h new file mode 100644 index 0000000..16e2919 --- /dev/null +++ b/game/GameScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class GameScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/MoveCameraManualyScript.cpp b/game/MoveCameraManualyScript.cpp new file mode 100644 index 0000000..9d75a75 --- /dev/null +++ b/game/MoveCameraManualyScript.cpp @@ -0,0 +1,23 @@ +#include "MoveCameraManualyScript.h" + +using namespace crepe; +using namespace std; + +void MoveCameraManualyScript::init() { + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->keypressed(ev); + }); +} + +bool MoveCameraManualyScript::keypressed(const KeyPressEvent & event) { + if (event.key == Keycode::RIGHT) { + Transform & cam = this->get_components_by_name<Transform>("camera").front(); + cam.position.x += 100; + return true; + } else if (event.key == Keycode::LEFT) { + Transform & cam = this->get_components_by_name<Transform>("camera").front(); + cam.position.x -= 100; + return true; + } + return false; +} diff --git a/game/MoveCameraManualyScript.h b/game/MoveCameraManualyScript.h new file mode 100644 index 0000000..5a09055 --- /dev/null +++ b/game/MoveCameraManualyScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Script.h> + +class MoveCameraManualyScript : public crepe::Script { +public: + void init(); + +private: + bool keypressed(const crepe::KeyPressEvent & event); +}; diff --git a/game/PlayerScript.cpp b/game/PlayerScript.cpp new file mode 100644 index 0000000..1c388f5 --- /dev/null +++ b/game/PlayerScript.cpp @@ -0,0 +1,11 @@ +#include "PlayerScript.h" + +#include <crepe/api/Rigidbody.h> + +using namespace crepe; +using namespace std; + +void PlayerScript::fixed_update(crepe::duration_t dt) { + Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); + if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); +} diff --git a/game/PlayerScript.h b/game/PlayerScript.h new file mode 100644 index 0000000..84c4f7f --- /dev/null +++ b/game/PlayerScript.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PlayerScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp new file mode 100644 index 0000000..00b7810 --- /dev/null +++ b/game/PlayerSubScene.cpp @@ -0,0 +1,76 @@ +#include "PlayerSubScene.h" +#include "Config.h" +#include "PlayerScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +PlayerSubScene::PlayerSubScene(Scene & scn) { + GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + 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<PlayerScript>().active = false; +} diff --git a/game/PlayerSubScene.h b/game/PlayerSubScene.h new file mode 100644 index 0000000..bf94c32 --- /dev/null +++ b/game/PlayerSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerSubScene { +public: + PlayerSubScene(crepe::Scene & scn); +}; diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp new file mode 100644 index 0000000..50ba86c --- /dev/null +++ b/game/StartGameScript.cpp @@ -0,0 +1,61 @@ +#include "StartGameScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +void StartGameScript::fixed_update(crepe::duration_t dt) { + Transform & player_transform = this->get_components_by_name<Transform>("player").front(); + + // Create hole in wall and activate panic lamp + if (player_transform.position.x > 75 && !this->created_hole) { + Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back(); + lamp_sprite.active = true; + Sprite & hole_sprite = this->get_components_by_name<Sprite>("start_hole").front(); + hole_sprite.active = true; + + RefVector<Rigidbody> frags_rg + = this->get_components_by_tag<Rigidbody>("wall_fragment"); + RefVector<Sprite> frags_sprite = this->get_components_by_tag<Sprite>("wall_fragment"); + for (Rigidbody & frag_rg : frags_rg) { + frag_rg.active = true; + } + for (Sprite & frag_sprite : frags_sprite) { + frag_sprite.active = true; + } + + RefVector<ParticleEmitter> smoke_emitters + = this->get_components_by_name<ParticleEmitter>("smoke_particles"); + for (ParticleEmitter & emitter : smoke_emitters) { + emitter.active = true; + } + + this->created_hole = true; + } + + // Take jetpack from jetpack stand + if (player_transform.position.x > 275 && !this->took_jetpack) { + Animator & jetpack_stand_anim + = this->get_components_by_name<Animator>("start_begin").back(); + jetpack_stand_anim.next_anim(); + Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back(); + jetpack_sprite.active = true; + + this->took_jetpack = true; + } + + // Start camera movement, enable player jumping and disable this script + if (player_transform.position.x > 500) { + Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); + rb.data.linear_velocity = vec2(100, 0); + BehaviorScript & player_script + = this->get_components_by_name<BehaviorScript>("player").front(); + player_script.active = true; + BehaviorScript & this_script + = this->get_components_by_name<BehaviorScript>("start_game_script").front(); + this_script.active = false; + } +} diff --git a/game/StartGameScript.h b/game/StartGameScript.h new file mode 100644 index 0000000..ad62e1a --- /dev/null +++ b/game/StartGameScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +class StartGameScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); + +private: + bool created_hole = false; + bool took_jetpack = false; +}; diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp new file mode 100644 index 0000000..8d5202a --- /dev/null +++ b/game/background/AquariumSubScene.cpp @@ -0,0 +1,167 @@ +#include "AquariumSubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +float AquariumSubScene::create(Scene & scn, float begin_x) { + this->add_background(scn, begin_x); + + GameObject aquarium_begin + = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); + Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; + aquarium_begin.add_component<Sprite>( + aquarium_begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + GameObject aquarium_middle_1 + = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + Asset aquarium_middle_1_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; + aquarium_middle_1.add_component<Sprite>( + aquarium_middle_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_background(scn, begin_x - 200); + + GameObject aquarium_middle_2 + = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + Asset aquarium_middle_2_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; + aquarium_middle_2.add_component<Sprite>( + aquarium_middle_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + GameObject aquarium_middle_3 + = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; + aquarium_middle_3.add_component<Sprite>( + aquarium_middle_3_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_background(scn, begin_x - 200); + + GameObject aquarium_middle_4 + = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + Asset aquarium_middle_4_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; + aquarium_middle_4.add_component<Sprite>( + aquarium_middle_4_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + this->add_background(scn, begin_x); + + GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); + Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; + aquarium_end.add_component<Sprite>( + aquarium_end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + return begin_x; +} + +void AquariumSubScene::add_background(Scene & scn, float begin_x) { + GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); + Asset bg_1_1_asset {"asset/background/aquarium/AquariumBG1_1_TVOS.png"}; + bg_1.add_component<Sprite>( + bg_1_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 400), + .position_offset = vec2(-200, 100), + } + ); + Asset bg_1_2_asset {"asset/background/aquarium/AquariumBG1_2_TVOS.png"}; + bg_1.add_component<Sprite>( + bg_1_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 400), + .position_offset = vec2(200, 100), + } + ); + GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); + Asset bg_2_1_asset {"asset/background/aquarium/AquariumBG2_1_TVOS.png"}; + bg_2.add_component<Sprite>( + bg_2_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(200, -50), + } + ); + Asset bg_2_2_asset {"asset/background/aquarium/AquariumBG2_2_TVOS.png"}; + bg_2.add_component<Sprite>( + bg_2_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(-200, -50), + } + ); + GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); + Asset bg_3_1_asset {"asset/background/aquarium/AquariumBG3_1_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 400), + .position_offset = vec2(200, -200), + } + ); + Asset bg_3_2_asset {"asset/background/aquarium/AquariumBG3_2_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 400), + .position_offset = vec2(-200, -200), + } + ); +} diff --git a/game/background/AquariumSubScene.h b/game/background/AquariumSubScene.h new file mode 100644 index 0000000..2a188bc --- /dev/null +++ b/game/background/AquariumSubScene.h @@ -0,0 +1,13 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class AquariumSubScene { +public: + float create(crepe::Scene & scn, float begin_x); + +private: + void add_background(crepe::Scene & scn, float begin_x); +}; diff --git a/game/background/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp new file mode 100644 index 0000000..6fdc598 --- /dev/null +++ b/game/background/BackgroundSubScene.cpp @@ -0,0 +1,37 @@ +#include "BackgroundSubScene.h" +#include "AquariumSubScene.h" +#include "ForestSubScene.h" +#include "HallwaySubScene.h" +#include "StartSubScene.h" + +#include <crepe/api/Color.h> + +using namespace crepe; +using namespace std; + +BackgroundSubScene::BackgroundSubScene(Scene & scn) { + StartSubScene start; + HallwaySubScene hallway; + ForestSubScene forest; + AquariumSubScene aquarium; + + float begin_x = 400; + + begin_x = start.create(scn, begin_x); + + begin_x = hallway.create(scn, begin_x, 1, Color::YELLOW); + + begin_x = forest.create(scn, begin_x, "1"); + + begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA); + + begin_x = aquarium.create(scn, begin_x); + + begin_x = hallway.create(scn, begin_x, 3, Color::CYAN); + + begin_x = forest.create(scn, begin_x, "2"); + + begin_x = hallway.create(scn, begin_x, 4, Color::GREEN); + + begin_x = aquarium.create(scn, begin_x); +} diff --git a/game/background/BackgroundSubScene.h b/game/background/BackgroundSubScene.h new file mode 100644 index 0000000..06bdac4 --- /dev/null +++ b/game/background/BackgroundSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class BackgroundSubScene { +public: + BackgroundSubScene(crepe::Scene & scn); +}; diff --git a/game/background/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp new file mode 100644 index 0000000..c72f85d --- /dev/null +++ b/game/background/ForestParallaxScript.cpp @@ -0,0 +1,29 @@ +#include "ForestParallaxScript.h" + +using namespace crepe; +using namespace std; + +ForestParallaxScript::ForestParallaxScript( + float begin_x, float end_x, std::string unique_bg_name +) + : begin_x(begin_x), + end_x(end_x), + name(unique_bg_name) {} + +void ForestParallaxScript::fixed_update(crepe::duration_t dt) { + RefVector<Transform> vec_2 + = this->get_components_by_name<Transform>("forest_bg_2_" + name); + RefVector<Transform> vec_3 + = this->get_components_by_name<Transform>("forest_bg_3_" + name); + + for (Transform & t : vec_2) { + if (t.position.x > end_x - 400) { + t.position.x = begin_x - 400; + } + } + for (Transform & t : vec_3) { + if (t.position.x > end_x - 400) { + t.position.x = begin_x - 400; + } + } +} diff --git a/game/background/ForestParallaxScript.h b/game/background/ForestParallaxScript.h new file mode 100644 index 0000000..a65a684 --- /dev/null +++ b/game/background/ForestParallaxScript.h @@ -0,0 +1,15 @@ +#pragma once + +#include <crepe/api/Script.h> + +class ForestParallaxScript : public crepe::Script { +public: + ForestParallaxScript(float begin_x, float end_x, std::string unique_bg_name); + + void fixed_update(crepe::duration_t dt); + +private: + const float begin_x; + const float end_x; + const std::string name; +}; diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp new file mode 100644 index 0000000..a807a36 --- /dev/null +++ b/game/background/ForestSubScene.cpp @@ -0,0 +1,167 @@ +#include "ForestSubScene.h" +#include "ForestParallaxScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) { + GameObject script = scn.new_object("forest_script", "background"); + script.add_component<BehaviorScript>().set_script<ForestParallaxScript>( + begin_x - 400, begin_x + 3000 + 400, unique_bg_name + ); + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0)); + Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 800; + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); + Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"}; + middle_1.add_component<Sprite>( + middle_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 800; + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); + Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"}; + middle_2.add_component<Sprite>( + middle_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 800; + + this->add_background(scn, begin_x, unique_bg_name); + + GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0)); + Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"}; + end.add_component<Sprite>( + end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + this->add_background(scn, begin_x + 200, unique_bg_name); + + return begin_x; +} + +void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) { + GameObject bg_1 + = scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_1_asset {"asset/background/forest/forestBG1_1_TVOS.png"}; + bg_1.add_component<Sprite>( + bg_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 800), + } + ); + GameObject bg_2 + = scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_2_1_asset {"asset/background/forest/forestBG2_1_TVOS.png"}; + bg_2.add_component<Sprite>( + bg_2_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(200, 0), + } + ); + Asset bg_2_2_asset {"asset/background/forest/forestBG2_2_TVOS.png"}; + bg_2.add_component<Sprite>( + bg_2_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(-200, 0), + } + ); + GameObject bg_3 + = scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_3_1_asset {"asset/background/forest/forestBG3_1_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(300, 0), + } + ); + Asset bg_3_2_asset {"asset/background/forest/forestBG3_2_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(100, 0), + } + ); + Asset bg_3_3_asset {"asset/background/forest/forestBG3_3_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_3_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(-100, 0), + } + ); + Asset bg_3_4_asset {"asset/background/forest/forestBG3_4_TVOS.png"}; + bg_3.add_component<Sprite>( + bg_3_4_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(-300, 0), + } + ); + + bg_2.add_component<Rigidbody>(Rigidbody::Data { + .linear_velocity = vec2(30, 0), + }); + bg_3.add_component<Rigidbody>(Rigidbody::Data { + .linear_velocity = vec2(40, 0), + }); +} diff --git a/game/background/ForestSubScene.h b/game/background/ForestSubScene.h new file mode 100644 index 0000000..0a04001 --- /dev/null +++ b/game/background/ForestSubScene.h @@ -0,0 +1,15 @@ +#pragma once + +#include <string> + +namespace crepe { +class Scene; +} + +class ForestSubScene { +public: + float create(crepe::Scene & scn, float begin_x, std::string unique_bg_name); + +private: + void add_background(crepe::Scene & scn, float begin_x, std::string name); +}; diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp new file mode 100644 index 0000000..4d96c94 --- /dev/null +++ b/game/background/HallwaySubScene.cpp @@ -0,0 +1,163 @@ +#include "HallwaySubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +float HallwaySubScene::create( + Scene & scn, float begin_x, unsigned int sector_num, Color sector_color +) { + GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); + Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); + this->add_lamp(begin, vec2(330, -120), 11); + this->add_lamp(begin, vec2(430, -120), 9); + + GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_1.add_component<Sprite>( + middle_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_2.add_component<Sprite>( + middle_asset_2, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 200; + + GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_3.add_component<Sprite>( + middle_asset_3, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 400; + + this->add_lamp(middle_3, vec2(0, -120)); + + GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); + Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_4.add_component<Sprite>( + middle_asset_4, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); + Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"}; + end.add_component<Sprite>( + end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 600; + + return begin_x; +} + +void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { + Asset lamp_asset {"asset/background/hallway/alarmLight_TVOS.png"}; + obj.add_component<Sprite>( + lamp_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset lamp_glow_asset {"asset/background/hallway/alarmGlow_TVOS.png"}; + Sprite & lamp_glow_sprite = obj.add_component<Sprite>( + lamp_glow_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -30), + } + ); + obj.add_component<Animator>( + lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data { + .fps = fps, + .looping = true, + } + ); +} + +void HallwaySubScene::add_sector_number( + GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color +) { + Asset sector_text_asset {"asset/background/hallway/sectorText_TVOS.png"}; + obj.add_component<Sprite>( + sector_text_asset, + Sprite::Data { + .color = sector_color, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset sector_num_asset {"asset/background/hallway/sectorNumbers_TVOS.png"}; + Sprite & sector_num_sprite = obj.add_component<Sprite>( + sector_num_asset, + Sprite::Data { + .color = sector_color, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(200, 0), + } + ); + Animator & sector_num_anim = obj.add_component<Animator>( + sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data {} + ); + int column = (sector_num - 1) / 4; + int row = (sector_num - 1) % 4; + sector_num_anim.set_anim(column); + for (int i = 0; i < row; i++) { + sector_num_anim.next_anim(); + } + sector_num_anim.pause(); +} diff --git a/game/background/HallwaySubScene.h b/game/background/HallwaySubScene.h new file mode 100644 index 0000000..c38b4a9 --- /dev/null +++ b/game/background/HallwaySubScene.h @@ -0,0 +1,24 @@ +#pragma once + +#include <crepe/types.h> + +namespace crepe { +class Scene; +class GameObject; +class Color; +} // namespace crepe + +class HallwaySubScene { +public: + float create( + crepe::Scene & scn, float begin_x, unsigned int sector_num, crepe::Color sector_color + ); + +private: + void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); + + void add_sector_number( + crepe::GameObject & obj, crepe::vec2 offset, unsigned int sector_num, + crepe::Color sector_color + ); +}; diff --git a/game/background/StartSubScene.cpp b/game/background/StartSubScene.cpp new file mode 100644 index 0000000..d68287b --- /dev/null +++ b/game/background/StartSubScene.cpp @@ -0,0 +1,527 @@ +#include "StartSubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +float StartSubScene::create(Scene & scn, float begin_x) { + this->create_wall_fragments(scn, begin_x - 300); + + GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); + Asset begin_asset {"asset/background/start/titleFG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); + GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); + Asset hole_asset {"asset/background/start/titleWallHole.png"}; + Sprite & hole_sprite = hole.add_component<Sprite>( + hole_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 200), + } + ); + hole_sprite.active = false; + begin_x += 700; + + this->add_table(begin, vec2(-150, 150)); + this->add_light(begin, vec2(-125, -150)); + this->add_jetpack_stand(begin, vec2(-125, 200)); + + GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); + Asset end_asset {"asset/background/start/titleFG_2_TVOS.png"}; + end.add_component<Sprite>( + end_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); + begin_x += 100; + + this->add_lamp(end, vec2(-350, -95)); + + return begin_x; +} + +void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { + Asset lamp_asset {"asset/background/start/alarmLight_TVOS.png"}; + obj.add_component<Sprite>( + lamp_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset lamp_glow_asset {"asset/background/start/alarmGlow_TVOS.png"}; + Sprite & lamp_glow_sprite = obj.add_component<Sprite>( + lamp_glow_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -55), + } + ); + lamp_glow_sprite.active = false; + obj.add_component<Animator>( + lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data { + .fps = fps, + .looping = true, + } + ); +} + +void StartSubScene::add_table(GameObject & obj, vec2 offset) { + Asset table_asset {"asset/background/start/table.png"}; + obj.add_component<Sprite>( + table_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset gramophone_asset {"asset/background/start/gramophone_TVOS.png"}; + Sprite & gramophone_sprite = obj.add_component<Sprite>( + gramophone_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, -50), + } + ); + obj.add_component<Animator>( + gramophone_sprite, ivec2(64, 128), uvec2(2, 1), + Animator::Data { + .fps = 10, + .looping = true, + } + ); +} + +void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { + Asset light_asset {"asset/background/start/title_light_TVOS.png"}; + obj.add_component<Sprite>( + light_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = offset, + } + ); + Asset light_glow_asset {"asset/background/start/lightEffect2.png"}; + obj.add_component<Sprite>( + light_glow_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, 75), + } + ); + Asset light_effect_asset {"asset/background/start/lightEffect.png"}; + obj.add_component<Sprite>( + light_effect_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, 350), + } + ); +} + +void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { + Asset jetpack_stand_asset {"asset/background/start/JetpackStand.png"}; + Sprite & jetpeck_stand_sprite = obj.add_component<Sprite>( + jetpack_stand_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 70), + .position_offset = offset, + } + ); + obj.add_component<Animator>( + jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1), + Animator::Data { + .fps = 10, + .looping = true, + } + ) + .pause(); + Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"}; + obj.add_component<Sprite>( + do_not_steal, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(-75, -25), + } + ); +} + +void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { + GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); + Asset frag_1_asset {"asset/background/start/StartWall_frag1.png"}; + Sprite & frag_1_sprite = frag_1.add_component<Sprite>( + frag_1_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_1_sprite.active = false; + Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 10, + .linear_velocity = vec2(400, 400), + .linear_velocity_coefficient = vec2(0.5, 0.6), + .angular_velocity = 500, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_1_rb.active = false; + frag_1.add_component<CircleCollider>(25); + + GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); + Asset frag_2_asset {"asset/background/start/StartWall_frag2.png"}; + Sprite & frag_2_sprite = frag_2.add_component<Sprite>( + frag_2_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_2_sprite.active = false; + Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .linear_velocity = vec2(400, 400), + .linear_velocity_coefficient = vec2(0.35, 0.4), + .angular_velocity = 400, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_2_rb.active = false; + frag_2.add_component<CircleCollider>(55); + + GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); + Asset frag_3_asset {"asset/background/start/StartWall_frag3.png"}; + Sprite & frag_3_sprite = frag_3.add_component<Sprite>( + frag_3_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_3_sprite.active = false; + Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 30, + .linear_velocity = vec2(400, 400), + .linear_velocity_coefficient = vec2(0.3, 0.3), + .angular_velocity = 300, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_3_rb.active = false; + frag_3.add_component<CircleCollider>(35); + + GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); + Asset frag_4_asset {"asset/background/start/StartWall_frag4.png"}; + Sprite & frag_4_sprite = frag_4.add_component<Sprite>( + frag_4_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_4_sprite.active = false; + Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 40, + .linear_velocity = vec2(700, 400), + .linear_velocity_coefficient = vec2(0.2, 0.2), + .angular_velocity = 200, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_4_rb.active = false; + frag_4.add_component<CircleCollider>(60); + + GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); + Asset frag_5_asset {"asset/background/start/StartWall_frag5.png"}; + Sprite & frag_5_sprite = frag_5.add_component<Sprite>( + frag_5_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_5_sprite.active = false; + Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 50, + .linear_velocity = vec2(600, 800), + .linear_velocity_coefficient = vec2(0.25, 0.15), + .angular_velocity = 100, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_5_rb.active = false; + frag_5.add_component<CircleCollider>(5); + + GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); + Asset frag_6_asset {"asset/background/start/StartWall_frag6.png"}; + Sprite & frag_6_sprite = frag_6.add_component<Sprite>( + frag_6_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_6_sprite.active = false; + Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 30, + .linear_velocity = vec2(300, 800), + .linear_velocity_coefficient = vec2(0.35, 0.25), + .angular_velocity = 100, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_6_rb.active = false; + frag_6.add_component<CircleCollider>(30); + + GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); + Asset frag_7_asset {"asset/background/start/StartWall_frag7.png"}; + Sprite & frag_7_sprite = frag_7.add_component<Sprite>( + frag_7_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_7_sprite.active = false; + Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .linear_velocity = vec2(400, 500), + .linear_velocity_coefficient = vec2(0.45, 0.6), + .angular_velocity = 800, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_7_rb.active = false; + frag_7.add_component<CircleCollider>(45); + + GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); + Asset frag_8_asset {"asset/background/start/StartWall_frag8.png"}; + Sprite & frag_8_sprite = frag_8.add_component<Sprite>( + frag_8_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_8_sprite.active = false; + Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 30, + .linear_velocity = vec2(400, 400), + .linear_velocity_coefficient = vec2(0.5, 0.6), + .angular_velocity = 500, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_8_rb.active = false; + frag_8.add_component<CircleCollider>(25); + + GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); + Asset frag_9_asset {"asset/background/start/StartWall_frag9.png"}; + Sprite & frag_9_sprite = frag_9.add_component<Sprite>( + frag_9_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_9_sprite.active = false; + Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 40, + .linear_velocity = vec2(200, 400), + .linear_velocity_coefficient = vec2(0.5, 0.25), + .angular_velocity = 500, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_9_rb.active = false; + frag_9.add_component<CircleCollider>(15); + + GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); + Asset frag_10_asset {"asset/background/start/StartWall_frag10.png"}; + Sprite & frag_10_sprite = frag_10.add_component<Sprite>( + frag_10_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_10_sprite.active = false; + Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 50, + .linear_velocity = vec2(400, 900), + .linear_velocity_coefficient = vec2(0.35, 0.4), + .angular_velocity = 300, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_10_rb.active = false; + frag_10.add_component<CircleCollider>(60); + + GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 70)); + Asset frag_11_asset {"asset/background/start/StartWall_frag11.png"}; + Sprite & frag_11_sprite = frag_11.add_component<Sprite>( + frag_11_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_11_sprite.active = false; + Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 60, + .linear_velocity = vec2(600, 800), + .linear_velocity_coefficient = vec2(0.3, 0.3), + .angular_velocity = 200, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_11_rb.active = false; + frag_11.add_component<CircleCollider>(5); + + GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); + Asset frag_12_asset {"asset/background/start/StartWall_frag12.png"}; + Sprite & frag_12_sprite = frag_12.add_component<Sprite>( + frag_12_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + } + ); + frag_12_sprite.active = false; + Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 70, + .linear_velocity = vec2(500, 800), + .linear_velocity_coefficient = vec2(0.25, 0.15), + .angular_velocity = 100, + .angular_velocity_coefficient = 0.55, + .elasticity_coefficient = 0.5, + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_WALL_FRAGS, + }); + frag_12_rb.active = false; + frag_12.add_component<CircleCollider>(50); + + GameObject smoke_particles_1 + = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); + Asset smoke_asset_1 {"asset/particles/smoke.png"}; + Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( + smoke_asset_1, + Sprite::Data { + .color = Color(255, 255, 255, 50), + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + } + ); + ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>( + smoke_sprite_1, + ParticleEmitter::Data { + .emission_rate = 20, + .min_speed = 40, + .max_speed = 100, + .min_angle = -30, + .max_angle = 10, + .end_lifespan = 4, + } + ); + emitter_1.active = false; + + GameObject smoke_particles_2 + = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); + Asset smoke_asset_2 {"asset/particles/smoke.png"}; + Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( + smoke_asset_2, + Sprite::Data { + .color = Color(255, 255, 255, 50), + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .order_in_layer = 0, + .size = vec2(0, 70), + } + ); + ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>( + smoke_sprite_2, + ParticleEmitter::Data { + .emission_rate = 30, + .min_speed = 40, + .max_speed = 100, + .min_angle = -45, + .max_angle = 5, + .end_lifespan = 3, + } + ); + emitter_2.active = false; +} diff --git a/game/background/StartSubScene.h b/game/background/StartSubScene.h new file mode 100644 index 0000000..c83e3d5 --- /dev/null +++ b/game/background/StartSubScene.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/types.h> + +namespace crepe { +class Scene; +class GameObject; +} // namespace crepe + +class StartSubScene { +public: + float create(crepe::Scene & scn, float begin_x); + +private: + void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10); + void add_table(crepe::GameObject & obj, crepe::vec2 offset); + void add_light(crepe::GameObject & obj, crepe::vec2 offset); + void add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset); + void create_wall_fragments(crepe::Scene & scn, float begin_x); +}; diff --git a/game/main.cpp b/game/main.cpp new file mode 100644 index 0000000..325b66d --- /dev/null +++ b/game/main.cpp @@ -0,0 +1,13 @@ +#include <crepe/api/Engine.h> +#include <crepe/api/Script.h> + +#include "GameScene.h" + +using namespace crepe; + +int main() { + Engine gameloop; + gameloop.add_scene<GameScene>(); + + return gameloop.main(); +} diff --git a/game/makefile b/game/makefile new file mode 100644 index 0000000..3fedf7f --- /dev/null +++ b/game/makefile @@ -0,0 +1,5 @@ +.PHONY: FORCE + +format: FORCE + $(MAKE) -C .. $@ + |