diff options
Diffstat (limited to 'src/example/Start.cpp')
-rw-r--r-- | src/example/Start.cpp | 246 |
1 files changed, 246 insertions, 0 deletions
diff --git a/src/example/Start.cpp b/src/example/Start.cpp index 846c34f..f710a3a 100644 --- a/src/example/Start.cpp +++ b/src/example/Start.cpp @@ -1,5 +1,7 @@ #include "Start.h" #include "api/Asset.h" +#include "api/CircleCollider.h" +#include "api/Rigidbody.h" #include "types.h" #include <crepe/api/Animator.h> @@ -11,6 +13,8 @@ using namespace crepe; using namespace std; float Start::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/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; begin.add_component<Sprite>(begin_asset, Sprite::Data{ @@ -140,3 +144,245 @@ void Start::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { .position_offset = offset + vec2(-75, -25), }); } + +void Start::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/jetpack_joyride/background/start/StartWall_frag1.png"}; + Sprite & frag_1_sprite + = frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag2.png"}; + Sprite & frag_2_sprite + = frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag3.png"}; + Sprite & frag_3_sprite + = frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag4.png"}; + Sprite & frag_4_sprite + = frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag5.png"}; + Sprite & frag_5_sprite + = frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag6.png"}; + Sprite & frag_6_sprite + = frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag7.png"}; + Sprite & frag_7_sprite + = frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag8.png"}; + Sprite & frag_8_sprite + = frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag9.png"}; + Sprite & frag_9_sprite + = frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag10.png"}; + Sprite & frag_10_sprite + = frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + frag_10_rb.active = false; + frag_10.add_component<CircleCollider>(60); + + GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); + Asset frag_11_asset{"asset/jetpack_joyride/background/start/StartWall_frag11.png"}; + Sprite & frag_11_sprite + = frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + 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/jetpack_joyride/background/start/StartWall_frag12.png"}; + Sprite & frag_12_sprite + = frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ + .sorting_in_layer = 5, + .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, + .elastisity_coefficient = 0.5, + }); + frag_12_rb.active = false; + frag_12.add_component<CircleCollider>(50); +} |