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#include "ZapperObject.h"
#include "Config.h"
#include "ZapperScript.h"
using namespace crepe;
ZapperObject::ZapperObject(crepe::GameObject && base)
: GameObject(std::move(base)),
sprite {
.orb_start = add_component<Sprite>(
Asset {"asset/obstacles/zapper/orbAnim.png"},
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 1,
.size = vec2 {0, 1} * SCALE,
.position_offset = {0, 100},
}
),
.orb_end = add_component<Sprite>(
sprite.orb_start.source,
Sprite::Data {
.flip = {true, true},
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 1,
.size = vec2 {0, 1} * SCALE,
.position_offset = {0, -100},
}
),
.glow_start = add_component<Sprite>(
Asset {"asset/obstacles/zapper/regular_zappers/glow.png"},
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = -1,
.size = vec2 {2, 2} * SCALE,
.position_offset = {0, 100},
}
),
.glow_end = add_component<Sprite>(
sprite.glow_start.source,
Sprite::Data {
.flip = {true, true},
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = -1,
.size = vec2 {2, 2} * SCALE,
.position_offset = {0, -100},
}
),
.beam = add_component<Sprite>(
Asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"},
Sprite::Data {
.sorting_in_layer = SORT_IN_LAY_OBSTACLES,
.order_in_layer = 0,
.size = vec2 {200, 50},
.angle_offset = 90,
}
),
},
animator {
.orb_start = add_component<Animator>(
sprite.orb_start, ivec2(62, 42), uvec2(4, 1),
Animator::Data {
.fps = 10,
.looping = true,
}
),
.orb_end = add_component<Animator>(
sprite.orb_end, ivec2(62, 42), uvec2(4, 1), animator.orb_start.data
),
.glow_start = add_component<Animator>(
sprite.glow_start, ivec2(128, 128), uvec2(4, 4),
Animator::Data {
.fps = 30,
.looping = true,
}
),
.glow_end = add_component<Animator>(
sprite.glow_end, ivec2(128, 128), uvec2(4, 4), animator.glow_start.data
),
},
controller(add_component<BehaviorScript>().set_script<ZapperScript>(*this)) {}
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