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#include "GameScene.h"
#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "StartGameScript.h"
#include "background/BackgroundSubScene.h"
#include "player/PlayerSubScene.h"
#include "player/PlayerBulletPool.h"
#include "player/PlayerBulletSubScene.h"
#include "enemy/EnemyPool.h"
#include "enemy/EnemySubScene.h"
#include "enemy/EnemyBulletPool.h"
#include "enemy/BattleScript.h"
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.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/AI.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() {
BackgroundSubScene background(*this);
GameObject camera = new_object("camera", "camera", vec2(650, 0));
Camera& camera_cam = camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
.bg_color = Color::RED,
}
);
camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();
camera.add_component<Rigidbody>(Rigidbody::Data {});
AI& enemy_path_1 = camera.add_component<AI>(400);
enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true);
AI& enemy_path_2 = camera.add_component<AI>(400);
enemy_path_2.make_oval_path(100, 100, {0, 0}, 1.5708, true);
AI& enemy_path_3 = camera.add_component<AI>(400);
enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true);
// camer.add_component<AI>
PlayerSubScene player(*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));
GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
// zapper, laser and missile (below) for testing purpose only!!!
GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0));
Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
Sprite & zapper_sprite = zapper.add_component<Sprite>(
zapper_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 0,
.size = vec2(100, 100),
}
);
zapper.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
.kinematic_collision = false,
.collision_layer = COLL_LAY_ZAPPER,
});
zapper.add_component<BoxCollider>(vec2(100, 100));
GameObject laser = new_object("laser", "laser", vec2(2000, 0));
Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
Sprite & laser_sprite = laser.add_component<Sprite>(
laser_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 0,
.size = vec2(100, 100),
}
);
laser.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
.kinematic_collision = false,
.collision_layer = COLL_LAY_LASER,
});
laser.add_component<BoxCollider>(vec2(100, 100));
GameObject missile = new_object("missile", "missile", vec2(4000, 0));
Asset missile_asset {"asset/obstacles/missile/missile.png"};
Sprite & missile_sprite = missile.add_component<Sprite>(
missile_asset,
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 0,
.size = vec2(100, 100),
}
);
missile.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
.kinematic_collision = false,
.collision_layer = COLL_LAY_MISSILE,
});
missile.add_component<BoxCollider>(vec2(100, 100));
//Enemy pool
EnemyPool enemy_pool;
enemy_pool.create_enemies(*this);
PlayerBulletPool player_bullet_pool;
player_bullet_pool.create_bullets(*this);
//Enemy Bullet pool
// PlayerBulletSubScene player_bullet;
// player_bullet.create(*this);
EnemyBulletPool enemy_bullet_pool;
enemy_bullet_pool.create_bullets(*this);
BehaviorScript& script = camera.add_component<BehaviorScript>().set_script<BattleScript>();
// EnemySubScene enemy_sub_scene1;
// enemy_sub_scene1.create(*this);
// EnemySubScene enemy_sub_scene2;
// enemy_sub_scene2.create(*this);
}
string GameScene::get_name() const { return "scene1"; }
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