#include "Player.h" #include #include #include #include #include using namespace crepe; using namespace std; class PlayerScript : public Script { public: void update() { Rigidbody & rb = this->get_components_by_name("player").front(); if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); } }; Player::Player(Scene & scn) { GameObject player = scn.new_object("player", "player", vec2(-100, 200)); Asset player_body_asset{"asset/jetpack_joyride/barry/defaultBody.png"}; Sprite & player_body_sprite = player.add_component(player_body_asset, Sprite::Data{ .sorting_in_layer = 10, .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/jetpack_joyride/barry/defaultHead.png"}; Sprite & player_head_sprite = player.add_component(player_head_asset, Sprite::Data{ .sorting_in_layer = 10, .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/jetpack_joyride/barry/jetpackDefault.png"}; Sprite & player_jetpack_sprite = player.add_component( player_jetpack_asset, Sprite::Data{ .sorting_in_layer = 10, .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 = 10, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = vec2(100, 0), }); player.add_component(vec2(50, 50)); player.add_component().set_script().active = false; }