1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
|
#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>
#include <iostream>
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;
return true;
} else if (event.key == Keycode::LEFT) {
Transform & cam = this->get_components_by_name<Transform>("camera").front();
cam.position.x -= 100;
return true;
}
return false;
}
};
class StartGameScript : public Script {
public:
void update() {
Transform & player_transform
= this->get_components_by_name<Transform>("player").front();
// Create hole in wall and activate panic lamp
if (player_transform.position.x > 75 && !this->created_hole) {
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;
this->created_hole = true;
}
// Take jetpack from jetpack stand
if (player_transform.position.x > 275 && !this->took_jetpack) {
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;
this->took_jetpack = true;
}
// Start camera movement, enable player jumping and disable this script
if (player_transform.position.x > 500) {
Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front();
rb.data.linear_velocity = vec2(100, 0);
BehaviorScript & player_script
= this->get_components_by_name<BehaviorScript>("player").front();
player_script.active = true;
BehaviorScript & this_script
= this->get_components_by_name<BehaviorScript>("start_game_script").front();
this_script.active = false;
}
}
private:
bool created_hole = false;
bool took_jetpack = false;
};
class PlayerScript : 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::SPACE) {
Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
rb.add_force_linear(vec2(0, -10));
return true;
}
return false;
}
};
void GameScene::load_scene() {
Background background(*this);
GameObject camera = new_object("camera", "camera", vec2(650, 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(-100, 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 = 10,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = vec2(100, 0),
});
player.add_component<BoxCollider>(vec2(50, 50));
player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
GameObject floor = new_object("floor", "game_world", vec2(0, 325));
floor.add_component<Rigidbody>(Rigidbody::Data{
.body_type = Rigidbody::BodyType::STATIC,
});
floor.add_component<BoxCollider>(vec2(INFINITY, 200));
GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));
ceiling.add_component<Rigidbody>(Rigidbody::Data{
.body_type = Rigidbody::BodyType::STATIC,
});
ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
}
string GameScene::get_name() const { return "scene1"; }
|