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#include <crepe/api/Transform.h>
#include "Config.h"
#include "ZapperObject.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, 50) * SCALE,
}
),
.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, 50) * SCALE,
}
),
.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(128, 128) * SCALE,
}
),
.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(128, 128) * SCALE,
}
),
.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(0, 40 * SCALE),
.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(16, 1),
Animator::Data {
.fps = 30,
.looping = true,
}
),
.glow_end = add_component<Animator>(
sprite.glow_end, ivec2(128, 128), uvec2(16, 1), animator.glow_start.data
),
},
body {add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
.kinematic_collision = false,
.collision_layer = COLL_LAY_ZAPPER,
})},
collider {add_component<BoxCollider>(vec2(0, 0))} {
this->set_active(false);
}
void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) {
this->transform.position = position;
this->transform.rotation = rotation;
vec2 offset = vec2(0, 1) * length / 2;
this->sprite.orb_start.data.position_offset = offset;
this->sprite.glow_start.data.position_offset = offset;
this->sprite.orb_end.data.position_offset = -offset;
this->sprite.glow_end.data.position_offset = -offset;
this->sprite.beam.data.size.x = length;
this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE;
}
void ZapperObject::set_active(bool active) {
this->sprite.orb_start.active = active;
this->sprite.orb_end.active = active;
this->sprite.glow_start.active = active;
this->sprite.glow_end.active = active;
this->sprite.beam.active = active;
this->animator.orb_start.active = active;
this->animator.orb_end.active = active;
this->animator.glow_start.active = active;
this->animator.glow_end.active = active;
this->body.active = active;
this->collider.active = active;
this->active = active;
}
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