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#include "GameScene.h"
#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "StartGameScript.h"
#include "coins/CoinPoolSubScene.h"
#include "coins/CoinSystemScript.h"
#include "background/BackgroundSubScene.h"
#include "hud/HudScript.h"
#include "hud/HudSubScene.h"
#include "hud/SpeedScript.h"
#include "menus/endgame/EndGameSubScene.h"
#include "player/PlayerSubScene.h"
#include "prefab/ZapperPoolSubScene.h"
#include "workers/WorkersSubScene.h"
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
#include <crepe/api/AudioSource.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() {
logf(Log::DEBUG, "Loading (main) GameScene...");
BackgroundSubScene background(*this);
GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0));
camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
.bg_color = Color::BLACK,
}
);
camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();
camera.add_component<BehaviorScript>().set_script<CoinSystemScript>();
camera.add_component<BehaviorScript>().set_script<HudScript>();
camera.add_component<BehaviorScript>().set_script<SpeedScript>();
camera.add_component<Rigidbody>(Rigidbody::Data {});
PlayerSubScene player(*this);
WorkersSubScene workers(*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));
ZapperPoolSubScene {*this};
GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
//create coin pool
CoinPoolSubScene coin_system;
coin_system.create_coins(*this);
HudSubScene hud;
hud.create(*this);
GameObject background_music = new_object("background_music", "audio", vec2(0, 0));
Asset background_music_asset {"asset/music/level.ogg"};
background_music.add_component<AudioSource>(background_music_asset);
GameObject boom_audio = new_object("boom_audio", "audio", vec2(0, 0));
Asset boom_audio_asset {"asset/sfx/window_smash.ogg"};
boom_audio.add_component<AudioSource>(boom_audio_asset);
EndGameSubScene endgamewindow;
endgamewindow.create(*this);
}
string GameScene::get_name() const { return "scene1"; }
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