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#include "GameScene.h"
#include "BackgroundSubScene.h"
#include "PlayerSubScene.h"
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
#include <crepe/api/Event.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
#include <iostream>
using namespace crepe;
using namespace std;
class MoveCameraManualyScript : 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;
RefVector<Rigidbody> frags_rg
= this->get_components_by_tag<Rigidbody>("wall_fragment");
RefVector<Sprite> frags_sprite
= this->get_components_by_tag<Sprite>("wall_fragment");
for (Rigidbody & frag_rg : frags_rg) {
frag_rg.active = true;
}
for (Sprite & frag_sprite : frags_sprite) {
frag_sprite.active = true;
}
RefVector<ParticleEmitter> smoke_emitters
= this->get_components_by_name<ParticleEmitter>("smoke_particles");
for (ParticleEmitter & emitter : smoke_emitters) {
emitter.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;
};
void GameScene::load_scene() {
BackgroundSubScene 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<MoveCameraManualyScript>();
camera.add_component<Rigidbody>(Rigidbody::Data{});
PlayerSubScene player(*this);
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"; }
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