1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
|
#include <string>
#include <crepe/api/AI.h>
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/CircleCollider.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
#include "../Config.h"
#include "EnemyConfig.h"
#include "EnemyScript.h"
#include "EnemySubScene.h"
using namespace crepe;
using namespace std;
//#TODO add sound
int EnemySubScene::create(Scene & scn, int enemy_counter) {
string unique_name = "enemy_" + to_string(enemy_counter++);
GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1);
enemy.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::DYNAMIC,
.max_linear_velocity = 400,
.collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET},
.collision_layer = COLL_LAY_ENEMY,
});
// normal body
Asset enemy_body_asset {"asset/workers/worker2Body.png"};
enemy.add_component<BoxCollider>(vec2(50, 50));
Sprite & enemy_body_sprite = enemy.add_component<Sprite>(
enemy_body_asset,
Sprite::Data {
.flip = {true, false},
.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 0,
.size = vec2(0, 50),
}
);
Animator & body_animator = enemy.add_component<Animator>(
enemy_body_sprite, ivec2(32, 32), uvec2(4, 8),
Animator::Data {
.fps = 5,
.col = 1,
.row = 0,
.looping = false,
}
);
enemy_body_sprite.active = false;
body_animator.pause();
body_animator.active = true;
enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));
Asset enemy_head_asset {"asset/workers/worker2Head.png"};
Sprite & enemy_head_sprite = enemy.add_component<Sprite>(
enemy_head_asset,
Sprite::Data {
.flip = {true, false},
.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 1,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
}
);
enemy.add_component<Animator>(
enemy_head_sprite, ivec2(32, 32), uvec2(4, 8),
Animator::Data {
.fps = 5,
.looping = true,
}
);
// tanky body
Asset tank_body_asset {"asset/workers/workerFatBody.png"};
enemy.add_component<BoxCollider>(vec2(50, 50));
Sprite & tank_body_sprite = enemy.add_component<Sprite>(
tank_body_asset,
Sprite::Data {
.flip = {true, false},
.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 0,
.size = vec2(0, 50),
}
);
tank_body_sprite.active = true;
Animator & tank_animator = enemy.add_component<Animator>(
tank_body_sprite, ivec2(32, 32), uvec2(4, 8),
Animator::Data {
.fps = 5,
.col = 1,
.row = 0,
.looping = false,
}
);
tank_animator.pause();
tank_animator.active = true;
//jetpack
enemy.add_component<CircleCollider>(25, vec2(0, -20));
Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"};
Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>(
enemy_jetpack_asset,
Sprite::Data {
.flip = {true, false},
.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 2,
.size = vec2(0, 60),
.position_offset = vec2(20, 0),
}
);
enemy_jetpack_sprite.active = true;
enemy.add_component<Animator>(
enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4),
Animator::Data {
.fps = 5,
.looping = true,
}
);
//gun
Asset enemy_pistol_asset{"asset/workers/gun.png"};
Sprite & enemy_pistol_sprite = enemy.add_component<Sprite>(
enemy_pistol_asset,
Sprite::Data {
.flip = {false, false},
.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
.order_in_layer = 2,
.size = vec2(0, 20),
.position_offset = vec2(-20, 0),
}
);
enemy.add_component<AudioSource>(Asset("asset/sfx/bike_gun_2.ogg")).volume = 0.1;
AI & ai_component = enemy.add_component<AI>(3000);
ai_component.path_follow_on();
BehaviorScript & enemy_script
= enemy.add_component<BehaviorScript>().set_script<EnemyScript>();
enemy_script.active = false;
return enemy_counter;
}
|