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-rw-r--r--game/.crepe-root0
-rw-r--r--game/.gitignore1
-rw-r--r--game/CMakeLists.txt27
-rw-r--r--game/Config.h21
-rw-r--r--game/GameScene.cpp71
-rw-r--r--game/GameScene.h11
-rw-r--r--game/MoveCameraManualyScript.cpp23
-rw-r--r--game/MoveCameraManualyScript.h11
-rw-r--r--game/PlayerScript.cpp11
-rw-r--r--game/PlayerScript.h8
-rw-r--r--game/PlayerSubScene.cpp76
-rw-r--r--game/PlayerSubScene.h10
-rw-r--r--game/StartGameScript.cpp61
-rw-r--r--game/StartGameScript.h12
-rw-r--r--game/background/AquariumSubScene.cpp167
-rw-r--r--game/background/AquariumSubScene.h13
-rw-r--r--game/background/BackgroundSubScene.cpp37
-rw-r--r--game/background/BackgroundSubScene.h10
-rw-r--r--game/background/ForestParallaxScript.cpp29
-rw-r--r--game/background/ForestParallaxScript.h15
-rw-r--r--game/background/ForestSubScene.cpp167
-rw-r--r--game/background/ForestSubScene.h15
-rw-r--r--game/background/HallwaySubScene.cpp163
-rw-r--r--game/background/HallwaySubScene.h24
-rw-r--r--game/background/StartSubScene.cpp527
-rw-r--r--game/background/StartSubScene.h20
-rw-r--r--game/main.cpp13
-rw-r--r--game/makefile5
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 .. $@
+