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-rw-r--r--src/example/GameScene.cpp130
1 files changed, 130 insertions, 0 deletions
diff --git a/src/example/GameScene.cpp b/src/example/GameScene.cpp
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+++ b/src/example/GameScene.cpp
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+#include "GameScene.h"
+#include "Background.h"
+#include "Player.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/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+#include <iostream>
+
+using namespace crepe;
+using namespace std;
+
+class MoveCameraScript : public Script {
+public:
+ void init() {
+ subscribe<KeyPressEvent>(
+ [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
+ }
+
+private:
+ bool 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;
+ }
+};
+
+class StartGameScript : public Script {
+public:
+ void update() {
+ 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;
+ }
+
+ 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;
+ }
+ }
+
+private:
+ bool created_hole = false;
+ bool took_jetpack = false;
+};
+
+void GameScene::load_scene() {
+ Background background(*this);
+
+ GameObject camera = new_object("camera", "camera", vec2(650, 0));
+ camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800),
+ Camera::Data{
+ .bg_color = Color::RED,
+ });
+ camera.add_component<BehaviorScript>().set_script<MoveCameraScript>();
+ camera.add_component<Rigidbody>(Rigidbody::Data{});
+
+ Player player(*this);
+
+ GameObject floor = new_object("floor", "game_world", vec2(0, 325));
+ floor.add_component<Rigidbody>(Rigidbody::Data{
+ .body_type = Rigidbody::BodyType::STATIC,
+ });
+ floor.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));
+ ceiling.add_component<Rigidbody>(Rigidbody::Data{
+ .body_type = Rigidbody::BodyType::STATIC,
+ });
+ 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"; }