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#include "StartGameScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Sprite.h>
using namespace crepe;
using namespace std;
void StartGameScript::fixed_update(crepe::duration_t dt) {
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;
}
}
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