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#include "PlayerEndScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/CircleCollider.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/types.h>
using namespace crepe;
using namespace std;
void PlayerEndScript::init() {
Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front();
rb_player.data.elasticity_coefficient = 0.7;
subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
return this->on_collision(ev);
});
}
bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
if (ev.info.other.metadata.name == "floor") {
Transform & transform_player
= this->get_components_by_name<Transform>("player").front();
RefVector<Animator> anim_player = this->get_components_by_name<Animator>("player");
Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front();
Rigidbody & rb_camera = this->get_components_by_name<Rigidbody>("camera").front();
if (jump == 0) {
int random_number = rand() % 4;
for (Animator & anim : anim_player) {
anim.active = false;
anim.set_anim(6);
for (int i = 0; i < random_number; i++) {
anim.next_anim();
}
}
} else if (jump == 1) {
for (Animator & anim : anim_player) {
anim.next_anim();
}
}
if (jump == 0) {
rb_player.data.angular_velocity = 320;
rb_player.data.angular_velocity_coefficient = 0.7;
jump++;
} else if (jump == 1) {
jump++;
} else if (jump == 2) {
rb_player.data.angular_velocity = 0;
rb_player.data.elasticity_coefficient = 0;
rb_player.data.linear_velocity = vec2(100, 0);
rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5);
rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5);
for (Animator & anim : anim_player) {
anim.active = false;
anim.set_anim(7);
}
if (transform_player.rotation > 0 && transform_player.rotation < 90) {
// Do not call next_anim()
} else if (transform_player.rotation > 90 && transform_player.rotation < 180) {
for (Animator & anim : anim_player) {
anim.next_anim();
}
} else if (transform_player.rotation > 180 && transform_player.rotation < 270) {
for (Animator & anim : anim_player) {
anim.next_anim();
anim.next_anim();
}
} else {
for (Animator & anim : anim_player) {
anim.next_anim();
anim.next_anim();
anim.next_anim();
}
}
jump++;
}
return true;
}
return false;
}
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