#include #include "EnemySubScene.h" #include "EnemyScript.h" #include #include #include #include #include #include #include #include #include #include "../Config.h" using namespace crepe; using namespace std; int EnemySubScene::create(Scene & scn){ vec2 size = {20, 20}; static int enemy_counter = 0; string unique_name = "enemy_" + to_string(enemy_counter++); GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},0,1); enemy.add_component(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::DYNAMIC, // .collision_layers // = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER}, .max_linear_velocity = 400, .collision_layer = COLL_LAY_ENEMY, }); Asset enemy_body_asset {"asset/workers/worker2Body.png"}; enemy.add_component(vec2(50, 50)); Sprite & enemy_body_sprite = enemy.add_component( enemy_body_asset, Sprite::Data { .flip = {true,false}, .sorting_in_layer = SORT_IN_LAY_PLAYER, .order_in_layer = 0, .size = vec2(0, 50), } ); Animator& body_animator = enemy.add_component( enemy_body_sprite, ivec2(32, 32), uvec2(4, 8), Animator::Data { .fps = 5, .col = 3, .row = 1, .looping = false, } ); body_animator.pause(); enemy.add_component(vec2(40, 60), vec2(-20, 0)); Asset enemy_head_asset {"asset/workers/worker2Head.png"}; Sprite & enemy_head_sprite = enemy.add_component( enemy_head_asset, Sprite::Data { .flip = {true,false}, .sorting_in_layer = SORT_IN_LAY_PLAYER, .order_in_layer = 1, .size = vec2(0, 50), .position_offset = vec2(0, -20), } ); enemy.add_component( enemy_head_sprite, ivec2(32, 32), uvec2(4, 8), Animator::Data { .fps = 5, .looping = true, } ); enemy.add_component(25, vec2(0, -20)); Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; Sprite & enemy_jetpack_sprite = enemy.add_component( enemy_jetpack_asset, Sprite::Data { .flip = {true,false}, .sorting_in_layer = SORT_IN_LAY_PLAYER, .order_in_layer = 2, .size = vec2(0, 60), .position_offset = vec2(20, 0), } ); enemy_jetpack_sprite.active = true; enemy.add_component( enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), Animator::Data { .fps = 5, .looping = true, } ); AI& ai_component = enemy.add_component(3000); ai_component.path_follow_on(); BehaviorScript& enemy_script = enemy.add_component().set_script(); enemy_script.active = false; return enemy_counter; }