#include "api/Animator.h" #include "api/BehaviorScript.h" #include "api/CircleCollider.h" #include "api/Scene.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" #include "types.h" #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace crepe; using namespace std; class ParallaxScript : public Script { public: ParallaxScript(float begin_x, float end_x, std::string unique_bg_name) : begin_x(begin_x), end_x(end_x), name(unique_bg_name) {} void update() { RefVector vec_2 = this->get_components_by_name("forest_bg_2_" + name); RefVector vec_3 = this->get_components_by_name("forest_bg_3_" + name); for (Transform & t : vec_2) { if (t.position.x > end_x - 400) { t.position.x = begin_x - 400; } } for (Transform & t : vec_3) { if (t.position.x > end_x - 400) { t.position.x = begin_x - 400; } } } private: const float begin_x; const float end_x; const std::string name; }; class Background { public: Background(ComponentManager & mgr) { this->start(mgr); this->hallway(mgr, 1, Color::YELLOW); this->forest(mgr, "1"); this->hallway(mgr, 2, Color::MAGENTA); this->aquarium(mgr); this->hallway(mgr, 3, Color::CYAN); this->forest(mgr, "2"); this->hallway(mgr, 4, Color::GREEN); this->aquarium(mgr); } void start(ComponentManager & mgr) { GameObject begin = mgr.new_object("start_begin", "background", vec2(begin_x, 0)); Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; begin.add_component(begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, .size = vec2(0, 800), }); begin_x += 700; GameObject end = mgr.new_object("start_end", "background", vec2(begin_x, 0)); Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; end.add_component(end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, .size = vec2(0, 800), }); begin_x += 100; this->add_lamp_start(end, vec2(-350, -95)); } void add_lamp_start(GameObject & obj, vec2 offset, unsigned int fps = 10) { Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; obj.add_component(lamp_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, }); Asset lamp_glow_asset{"asset/jetpack_joyride/background/start/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component( lamp_glow_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 1, .size = vec2(0, 300), .position_offset = offset - vec2(65, -55), }); obj.add_component(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), Animator::Data{ .fps = fps, .looping = true, }); } void hallway(ComponentManager & mgr, unsigned int sector_num, Color sector_color) { GameObject begin = mgr.new_object("hallway_begin", "background", vec2(begin_x, 0)); Asset begin_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; begin.add_component(begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, .size = vec2(0, 800), }); begin_x += 600; this->add_sector_number_hallway(begin, vec2(-200, 0), sector_num, sector_color); this->add_lamp_hallway(begin, vec2(-70, -120), 11); this->add_lamp_hallway(begin, vec2(30, -120), 9); GameObject middle_1 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; middle_1.add_component(middle_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 2, .size = vec2(0, 800), }); begin_x += 600; GameObject middle_2 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_2{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; middle_2.add_component(middle_asset_2, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 3, .size = vec2(0, 800), }); begin_x += 200; GameObject middle_3 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_3{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; middle_3.add_component(middle_asset_3, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 4, .size = vec2(0, 800), }); begin_x += 400; this->add_lamp_hallway(middle_3, vec2(0, -120)); GameObject middle_4 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_4{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"}; middle_4.add_component(middle_asset_4, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 5, .size = vec2(0, 800), }); begin_x += 600; GameObject end = mgr.new_object("hallway_end", "background", vec2(begin_x, 0)); Asset end_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"}; end.add_component(end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, .size = vec2(0, 800), }); begin_x += 600; } void add_lamp_hallway(GameObject & obj, vec2 offset, unsigned int fps = 10) { Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"}; obj.add_component(lamp_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, }); Asset lamp_glow_asset{"asset/jetpack_joyride/background/hallway/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component( lamp_glow_asset, Sprite::Data{ .sorting_in_layer = 5, .order_in_layer = 1, .size = vec2(0, 300), .position_offset = offset - vec2(65, -30), }); obj.add_component(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), Animator::Data{ .fps = fps, .looping = true, }); } void add_sector_number_hallway(GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color) { Asset sector_text_asset{ "asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"}; obj.add_component(sector_text_asset, Sprite::Data{ .color = sector_color, .sorting_in_layer = 5, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, }); Asset sector_num_asset{ "asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"}; Sprite & sector_num_sprite = obj.add_component( sector_num_asset, Sprite::Data{ .color = sector_color, .sorting_in_layer = 5, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset + vec2(200, 0), }); Animator & sector_num_anim = obj.add_component( sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{}); int column = (sector_num - 1) / 4; int row = (sector_num - 1) % 4; sector_num_anim.set_anim(column); for (int i = 0; i < row; i++) { sector_num_anim.next_anim(); } sector_num_anim.pause(); } void forest(ComponentManager & mgr, std::string unique_bg_name) { GameObject script = mgr.new_object("forest_script", "background"); script.add_component().set_script( begin_x - 400, begin_x + 3000 + 400, unique_bg_name); this->add_background_forest(mgr, begin_x, unique_bg_name); GameObject begin = mgr.new_object("forest_begin", "background", vec2(begin_x, 0)); Asset begin_asset{"asset/jetpack_joyride/background/forest/forestFG_1_TVOS.png"}; begin.add_component(begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, .size = vec2(0, 800), }); begin_x += 800; this->add_background_forest(mgr, begin_x, unique_bg_name); GameObject middle_1 = mgr.new_object("forest_middle", "background", vec2(begin_x, 0)); Asset middle_1_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; middle_1.add_component(middle_1_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 2, .size = vec2(0, 800), }); begin_x += 800; this->add_background_forest(mgr, begin_x, unique_bg_name); GameObject middle_2 = mgr.new_object("forest_middle", "background", vec2(begin_x, 0)); Asset middle_2_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; middle_2.add_component(middle_2_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 3, .size = vec2(0, 800), }); begin_x += 800; this->add_background_forest(mgr, begin_x, unique_bg_name); GameObject end = mgr.new_object("forest_end", "background", vec2(begin_x, 0)); Asset end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_TVOS.png"}; end.add_component(end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, .size = vec2(0, 800), }); begin_x += 600; this->add_background_forest(mgr, begin_x + 200, unique_bg_name); } void add_background_forest(ComponentManager & mgr, float begin_x, std::string name) { GameObject bg_1 = mgr.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); Asset bg_1_asset{"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"}; bg_1.add_component(bg_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 2, .size = vec2(0, 800), }); GameObject bg_2 = mgr.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); Asset bg_2_1_asset{"asset/jetpack_joyride/background/forest/forestBG2_1_TVOS.png"}; bg_2.add_component(bg_2_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(200, 0), }); Asset bg_2_2_asset{"asset/jetpack_joyride/background/forest/forestBG2_2_TVOS.png"}; bg_2.add_component(bg_2_2_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(-200, 0), }); GameObject bg_3 = mgr.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); Asset bg_3_1_asset{"asset/jetpack_joyride/background/forest/forestBG3_1_TVOS.png"}; bg_3.add_component(bg_3_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 0, .size = vec2(0, 200), .position_offset = vec2(300, 0), }); Asset bg_3_2_asset{"asset/jetpack_joyride/background/forest/forestBG3_2_TVOS.png"}; bg_3.add_component(bg_3_2_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 0, .size = vec2(0, 200), .position_offset = vec2(100, 0), }); Asset bg_3_3_asset{"asset/jetpack_joyride/background/forest/forestBG3_3_TVOS.png"}; bg_3.add_component(bg_3_3_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 0, .size = vec2(0, 200), .position_offset = vec2(-100, 0), }); Asset bg_3_4_asset{"asset/jetpack_joyride/background/forest/forestBG3_4_TVOS.png"}; bg_3.add_component(bg_3_4_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 0, .size = vec2(0, 200), .position_offset = vec2(-300, 0), }); bg_2.add_component(Rigidbody::Data{ .linear_velocity = vec2(0.3, 0), }); bg_3.add_component(Rigidbody::Data{ .linear_velocity = vec2(0.4, 0), }); } void aquarium(ComponentManager & mgr) { this->add_background_aquarium(mgr, begin_x); GameObject aquarium_begin = mgr.new_object("aquarium_begin", "background", vec2(begin_x, 0)); Asset aquarium_begin_asset{ "asset/jetpack_joyride/background/aquarium/glassTubeFG_1_TVOS.png"}; aquarium_begin.add_component(aquarium_begin_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 0, .size = vec2(0, 800), }); begin_x += 600; GameObject aquarium_middle_1 = mgr.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_1_asset{ "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_1.add_component(aquarium_middle_1_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 2, .size = vec2(0, 800), }); begin_x += 400; this->add_background_aquarium(mgr, begin_x - 200); GameObject aquarium_middle_2 = mgr.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_2_asset{ "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_2.add_component(aquarium_middle_2_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 3, .size = vec2(0, 800), }); begin_x += 400; GameObject aquarium_middle_3 = mgr.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_3_asset{ "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_3.add_component(aquarium_middle_3_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 4, .size = vec2(0, 800), }); begin_x += 400; this->add_background_aquarium(mgr, begin_x - 200); GameObject aquarium_middle_4 = mgr.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_4_asset{ "asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_4.add_component(aquarium_middle_4_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 5, .size = vec2(0, 800), }); begin_x += 600; this->add_background_aquarium(mgr, begin_x); GameObject aquarium_end = mgr.new_object("aquarium_end", "background", vec2(begin_x, 0)); Asset aquarium_end_asset{ "asset/jetpack_joyride/background/aquarium/glassTubeFG_2_TVOS.png"}; aquarium_end.add_component(aquarium_end_asset, Sprite::Data{ .sorting_in_layer = 4, .order_in_layer = 1, .size = vec2(0, 800), }); begin_x += 600; } void add_background_aquarium(ComponentManager & mgr, float begin_x) { GameObject bg_1 = mgr.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); Asset bg_1_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_1_TVOS.png"}; bg_1.add_component(bg_1_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 2, .size = vec2(0, 400), .position_offset = vec2(-200, 100), }); Asset bg_1_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG1_2_TVOS.png"}; bg_1.add_component(bg_1_2_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 2, .size = vec2(0, 400), .position_offset = vec2(200, 100), }); GameObject bg_2 = mgr.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); Asset bg_2_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_1_TVOS.png"}; bg_2.add_component(bg_2_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(200, -50), }); Asset bg_2_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG2_2_TVOS.png"}; bg_2.add_component(bg_2_2_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(-200, -50), }); GameObject bg_3 = mgr.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); Asset bg_3_1_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_1_TVOS.png"}; bg_3.add_component(bg_3_1_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 0, .size = vec2(0, 400), .position_offset = vec2(200, -200), }); Asset bg_3_2_asset{"asset/jetpack_joyride/background/aquarium/AquariumBG3_2_TVOS.png"}; bg_3.add_component(bg_3_2_asset, Sprite::Data{ .sorting_in_layer = 3, .order_in_layer = 0, .size = vec2(0, 400), .position_offset = vec2(-200, -200), }); } private: float begin_x = 0; }; class MoveCameraScript : public Script { public: void init() { subscribe( [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); }); } private: bool keypressed(const KeyPressEvent & event) { if (event.key == Keycode::RIGHT) { Transform & cam = this->get_components_by_name("camera").front(); cam.position.x += 100; } else if (event.key == Keycode::LEFT) { Transform & cam = this->get_components_by_name("camera").front(); cam.position.x -= 100; } return true; } }; class Scene1 : public Scene { public: void load_scene() { Mediator & m = this->mediator; ComponentManager & mgr = m.component_manager; Background background(mgr); GameObject camera = mgr.new_object("camera", "camera", vec2(600, 0)); camera.add_component(ivec2(1700, 720), vec2(2000, 800), Camera::Data{ .bg_color = Color::RED, }); camera.add_component().set_script(); camera.add_component(Rigidbody::Data{ .linear_velocity = vec2(2.5, 0), }); } string get_name() const { return "scene1"; } }; int main(int argc, char * argv[]) { LoopManager gameloop; gameloop.add_scene(); gameloop.start(); return 0; }