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#include <string>
#include "../Config.h"
#include <crepe/api/AI.h>
#include <crepe/api/Animator.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 "PlayerBulletScript.h"
#include "PlayerBulletSubScene.h"
#include "PlayerScript.h"
using namespace crepe;
using namespace std;
int PlayerBulletSubScene::create(Scene & scn, int counter) {
string unique_name = "player_bullet_" + to_string(counter++);
GameObject player_bullet
= scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1);
Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::KINEMATIC,
.linear_velocity = vec2 {300, 0},
.angular_velocity = 150,
.kinematic_collision = false,
.collision_layers = {COLL_LAY_ENEMY},
.collision_layer = COLL_LAY_PLAYER_BULLET,
});
player_bullet_body.active = false;
BoxCollider & player_bullet_collider
= player_bullet.add_component<BoxCollider>(vec2(30, 30));
Asset player_bullet_asset {"asset/other_effects/crepe.png"};
Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>(
player_bullet_asset,
Sprite::Data {
.flip = {true, false},
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 1,
.size = vec2(30, 0),
}
);
player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active
= false;
return counter;
}
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