#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"; }