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#include "PreviewScene.h"
#include "Config.h"
#include "background/BackgroundSubScene.h"
#include "missile/MissilePool.h"
#include "missile/SpawnEvent.h"
#include "preview/NpcSubScene.h"
#include "preview/PrevPlayerSubScene.h"
#include "preview/SmokeSubScene.h"
#include "missile/MissileSubScene.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/ValueBroker.h>
#include <crepe/manager/SaveManager.h>
#include <crepe/types.h>
#include <iostream>
using namespace crepe;
using namespace std;
void PreviewScene::load_scene() {
BackgroundSubScene background(*this);
GameObject camera = new_object("camera", "camera", vec2(650, 0));
camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
.bg_color = Color::RED,
}
);
camera.add_component<Rigidbody>(Rigidbody::Data {});
camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
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 world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1);
world.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::STATIC,
.collision_layers = {0},
});
PrevPlayerSubScene player(*this);
NpcSubScene npc(*this);
SmokeSubScene smoke(*this);
MissilePool mpool(*this);
/*
for (int i = 0; i < 200; ++i) {
int row = i / 10;
int col = i % 10;
float x = col * 25 + i;
float y = row * 25 - 400;
GameObject game_coin = this->new_object("coin", "coin", vec2 {x, y}, 0, 1);
Coin coin(game_coin, vec2 {0, 0});
}
*/
}
string PreviewScene::get_name() const { return "preview scene"; }
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