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#include "Config.h"
#include "PlayerObject.h"
#include "PlayerScript.h"
using namespace crepe;
PlayerObject::PlayerObject(crepe::GameObject && base)
: GameObject(std::move(base)),
sprite {
.body = add_component<Sprite>(
Asset {"asset/barry/defaultBody.png"},
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_PLAYER,
.order_in_layer = 0,
.size = vec2(0, 50),
}
),
.head = add_component<Sprite>(
Asset {"asset/barry/defaultHead.png"},
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_PLAYER,
.order_in_layer = 1,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
}
),
.jetpack = add_component<Sprite>(
Asset {"asset/barry/jetpackDefault.png"},
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_PLAYER,
.order_in_layer = 2,
.size = vec2(0, 60),
.position_offset = vec2(-20, 0),
}
)
},
animator {
.body = add_component<Animator>(
sprite.body, ivec2(32, 32), uvec2(4, 8),
Animator::Data {
.fps = 5,
.looping = true,
}
),
.head = add_component<Animator>(
sprite.head, ivec2(32, 32), uvec2(4, 8),
Animator::Data {
.fps = 5,
.looping = true,
}
),
.jetpack = add_component<Animator>(
sprite.jetpack, ivec2(32, 44), uvec2(4, 4),
Animator::Data {
.fps = 5,
.looping = true,
}
),
},
body(add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 20,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = vec2(100, 0),
.collision_layers = {COLL_LAY_BOT_TOP},
.collision_layer = COLL_LAY_PLAYER,
})),
collider(add_component<BoxCollider>(vec2(50, 50))),
controller(add_component<BehaviorScript>().set_script<PlayerScript>(*this)) {
sprite.jetpack.active = false;
controller.active = false;
}
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