#include "PrevPlayerSubScene.h" #include "../Config.h" #include "PrevPlayerScript.h" #include #include #include #include #include #include #include using namespace crepe; PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) { auto & savemgr = scn.get_save_manager(); ValueBroker player_x = savemgr.get("player_x", 500); ValueBroker player_y = savemgr.get("player_y", -100); GameObject player = scn.new_object("player", "TAG", vec2 {player_x.get(), player_y.get()}, 0, 1); Asset player_body_asset {"asset/barry/defaultBody.png"}; Sprite & player_body_sprite = player.add_component( player_body_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_PLAYER, .order_in_layer = 0, .size = vec2(0, 50), } ); player.add_component( 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( 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( 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( 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( player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), Animator::Data { .fps = 5, .looping = true, } ); player.add_component(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(vec2(50, 50)); player.add_component().set_script(); }