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#include <string>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/CircleCollider.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/AI.h>
#include "../Config.h"
#include "EnemySubScene.h"
#include "EnemyScript.h"
#include "EnemyConfig.h"
using namespace crepe;
using namespace std;
//#TODO add sound
int EnemySubScene::create(Scene & scn){
vec2 size = {20, 20};
static int enemy_counter = 0;
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,
});
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 = 3,
.row = 1,
.looping = false,
}
);
body_animator.pause();
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,
}
);
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,
}
);
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;
}
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