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#include "GameScene.h"
#include "Background.h"
#include "api/Animator.h"
#include "api/Asset.h"
#include "api/BoxCollider.h"
#include "api/Transform.h"
#include <cmath>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/Event.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>
using namespace crepe;
using namespace std;
class MoveCameraScript : public Script {
public:
void init() {
subscribe<KeyPressEvent>(
[this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
}
private:
bool keypressed(const KeyPressEvent & event) {
if (event.key == Keycode::RIGHT) {
Transform & cam = this->get_components_by_name<Transform>("camera").front();
cam.position.x += 100;
} else if (event.key == Keycode::LEFT) {
Transform & cam = this->get_components_by_name<Transform>("camera").front();
cam.position.x -= 100;
}
return true;
}
};
class StartGame : public Script {
public:
void update() {
Transform & player_transform
= this->get_components_by_name<Transform>("player").front();
if (player_transform.position.x == -310) {
Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back();
lamp_sprite.active = true;
Sprite & hole_sprite = this->get_components_by_name<Sprite>("start_hole").front();
hole_sprite.active = true;
}
if (player_transform.position.x == -100) {
Animator & jetpack_stand_anim
= this->get_components_by_name<Animator>("start_begin").back();
jetpack_stand_anim.next_anim();
Sprite & jetpack_sprite = this->get_components_by_name<Sprite>("player").back();
jetpack_sprite.active = true;
}
if (player_transform.position.x == 150) {
Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front();
rb.data.linear_velocity = vec2(100, 0);
}
}
};
void GameScene::load_scene() {
Background background(*this);
GameObject camera = new_object("camera", "camera", vec2(250, 0));
camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800),
Camera::Data{
.bg_color = Color::RED,
});
camera.add_component<BehaviorScript>().set_script<MoveCameraScript>();
camera.add_component<Rigidbody>(Rigidbody::Data{
.linear_velocity = vec2(0, 0),
});
GameObject player = new_object("player", "player", vec2(-500, 200));
Asset player_body_asset{"asset/jetpack_joyride/barry/defaultBody.png"};
Sprite & player_body_sprite
= player.add_component<Sprite>(player_body_asset, Sprite::Data{
.sorting_in_layer = 10,
.order_in_layer = 0,
.size = vec2(0, 50),
});
player.add_component<Animator>(player_body_sprite, ivec2(32, 32), uvec2(4, 8),
Animator::Data{
.fps = 5,
.looping = true,
});
Asset player_head_asset{"asset/jetpack_joyride/barry/defaultHead.png"};
Sprite & player_head_sprite
= player.add_component<Sprite>(player_head_asset, Sprite::Data{
.sorting_in_layer = 10,
.order_in_layer = 1,
.size = vec2(0, 50),
.position_offset = vec2(0, -20),
});
player.add_component<Animator>(player_head_sprite, ivec2(32, 32), uvec2(4, 8),
Animator::Data{
.fps = 5,
.looping = true,
});
Asset player_jetpack_asset{"asset/jetpack_joyride/barry/jetpackDefault.png"};
Sprite & player_jetpack_sprite = player.add_component<Sprite>(
player_jetpack_asset, Sprite::Data{
.sorting_in_layer = 10,
.order_in_layer = 2,
.size = vec2(0, 60),
.position_offset = vec2(-20, 0),
});
player_jetpack_sprite.active = false;
player.add_component<Animator>(player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4),
Animator::Data{
.fps = 5,
.looping = true,
});
player.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 1,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = vec2(100, 0),
});
player.add_component<BoxCollider>(vec2(50, 50));
GameObject game_world = new_object("game_world", "game_world", vec2(0, 325));
game_world.add_component<Rigidbody>(Rigidbody::Data{
.body_type = Rigidbody::BodyType::STATIC,
});
game_world.add_component<BoxCollider>(vec2(INFINITY, 200));
GameObject start_game_scritp = new_object("start_game_script", "script", vec2(0, 0));
start_game_scritp.add_component<BehaviorScript>().set_script<StartGame>();
}
string GameScene::get_name() const { return "scene1"; }
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