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#include "api/Animator.h"
#include "api/BehaviorScript.h"
#include "api/CircleCollider.h"
#include "api/Scene.h"
#include "manager/ComponentManager.h"
#include "manager/Mediator.h"
#include "types.h"
#include <crepe/api/Asset.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/LoopManager.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Vector2.h>
#include <iostream>
using namespace crepe;
using namespace std;
class Background {
public:
Background(ComponentManager & mgr) {
this->start(mgr);
this->hallway(mgr, 1, Color::YELLOW);
this->forest(mgr);
this->aquarium(mgr);
this->hallway(mgr, 2, Color::MAGENTA);
}
void start(ComponentManager & mgr) {
GameObject begin = mgr.new_object("start_begin", "background", vec2(begin_x, 0));
Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"};
begin.add_component<Sprite>(begin_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 0,
.size = vec2(0, 800),
});
begin_x += 700;
GameObject end = mgr.new_object("start_end", "background", vec2(begin_x, 0));
Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"};
end.add_component<Sprite>(end_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 1,
.size = vec2(0, 800),
});
begin_x += 100;
this->add_lamp_start(end, vec2(-350, -95));
}
void add_lamp_start(GameObject & obj, vec2 offset, unsigned int fps = 10) {
Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"};
obj.add_component<Sprite>(lamp_asset, Sprite::Data{
.sorting_in_layer = 5,
.order_in_layer = 0,
.size = vec2(0, 100),
.position_offset = offset,
});
Asset lamp_glow_asset{"asset/jetpack_joyride/background/start/alarmGlow_TVOS.png"};
Sprite & lamp_glow_sprite = obj.add_component<Sprite>(
lamp_glow_asset, Sprite::Data{
.sorting_in_layer = 5,
.order_in_layer = 1,
.size = vec2(0, 300),
.position_offset = offset - vec2(65, -55),
});
obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
Animator::Data{
.fps = fps,
.looping = true,
});
}
void hallway(ComponentManager & mgr, unsigned int sector_num, Color sector_color) {
GameObject begin = mgr.new_object("hallway_begin", "background", vec2(begin_x, 0));
Asset begin_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"};
begin.add_component<Sprite>(begin_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 0,
.size = vec2(0, 800),
});
begin_x += 600;
this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color);
this->add_lamp_hallway(begin, vec2(-70, -120), 11);
this->add_lamp_hallway(begin, vec2(30, -120), 9);
GameObject middle_1 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0));
Asset middle_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"};
middle_1.add_component<Sprite>(middle_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 2,
.size = vec2(0, 800),
});
begin_x += 600;
GameObject middle_2 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0));
Asset middle_asset_2{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"};
middle_2.add_component<Sprite>(middle_asset_2, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 3,
.size = vec2(0, 800),
});
begin_x += 200;
GameObject middle_3 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0));
Asset middle_asset_3{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"};
middle_3.add_component<Sprite>(middle_asset_3, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 4,
.size = vec2(0, 800),
});
begin_x += 400;
this->add_lamp_hallway(middle_3, vec2(0, -120));
GameObject middle_4 = mgr.new_object("hallway_middle", "background", vec2(begin_x, 0));
Asset middle_asset_4{"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"};
middle_4.add_component<Sprite>(middle_asset_4, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 5,
.size = vec2(0, 800),
});
begin_x += 600;
GameObject end = mgr.new_object("hallway_end", "background", vec2(begin_x, 0));
Asset end_asset{"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"};
end.add_component<Sprite>(end_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 1,
.size = vec2(0, 800),
});
begin_x += 600;
}
void add_lamp_hallway(GameObject & obj, vec2 offset, unsigned int fps = 10) {
Asset lamp_asset{"asset/jetpack_joyride/background/hallway/alarmLight_TVOS.png"};
obj.add_component<Sprite>(lamp_asset, Sprite::Data{
.sorting_in_layer = 5,
.order_in_layer = 0,
.size = vec2(0, 100),
.position_offset = offset,
});
Asset lamp_glow_asset{"asset/jetpack_joyride/background/hallway/alarmGlow_TVOS.png"};
Sprite & lamp_glow_sprite = obj.add_component<Sprite>(
lamp_glow_asset, Sprite::Data{
.sorting_in_layer = 5,
.order_in_layer = 1,
.size = vec2(0, 300),
.position_offset = offset - vec2(65, -30),
});
obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
Animator::Data{
.fps = fps,
.looping = true,
});
}
void add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num,
Color sector_color) {
Asset sector_text_asset{
"asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"};
obj.add_component<Sprite>(sector_text_asset, Sprite::Data{
.color = sector_color,
.sorting_in_layer = 5,
.order_in_layer = 0,
.size = vec2(0, 100),
.position_offset = offset,
});
Asset sector_num_asset{
"asset/jetpack_joyride/background/hallway/sectorNumbers_TVOS.png"};
Sprite & sector_num_sprite = obj.add_component<Sprite>(
sector_num_asset, Sprite::Data{
.color = sector_color,
.sorting_in_layer = 5,
.order_in_layer = 0,
.size = vec2(0, 100),
.position_offset = offset + vec2(200, 0),
});
Animator & sector_num_anim = obj.add_component<Animator>(
sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{});
int column = (sector_num - 1) / 4;
int row = (sector_num - 1) % 4;
sector_num_anim.set_anim(column);
for (int i = 0; i < row; i++) {
sector_num_anim.next_anim();
}
sector_num_anim.pause();
}
void forest(ComponentManager & mgr) {
GameObject forest_begin
= mgr.new_object("forest_begin", "background", vec2(begin_x, 0));
Asset forest_begin_asset{
"asset/jetpack_joyride/background/forest/forestFG_1_TVOS.png"};
forest_begin.add_component<Sprite>(forest_begin_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 0,
.size = vec2(0, 800),
});
begin_x += 800;
GameObject forest_middle
= mgr.new_object("forest_middle", "background", vec2(begin_x, 0));
Asset forest_middle_asset{
"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"};
forest_middle.add_component<Sprite>(forest_middle_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 2,
.size = vec2(0, 800),
});
begin_x += 800;
GameObject forest_end = mgr.new_object("forest_end", "background", vec2(begin_x, 0));
Asset forest_end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_TVOS.png"};
forest_end.add_component<Sprite>(forest_end_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 1,
.size = vec2(0, 800),
});
begin_x += 600;
}
void aquarium(ComponentManager & mgr) {
GameObject aquarium_begin
= mgr.new_object("aquarium_begin", "background", vec2(begin_x, 0));
Asset aquarium_begin_asset{
"asset/jetpack_joyride/background/aquarium/glassTubeFG_1_TVOS.png"};
aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 0,
.size = vec2(0, 800),
});
begin_x += 600;
GameObject aquarium_middle
= mgr.new_object("aquarium_middle", "background", vec2(begin_x, 0));
Asset aquarium_middle_asset{
"asset/jetpack_joyride/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle.add_component<Sprite>(aquarium_middle_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 2,
.size = vec2(0, 800),
});
begin_x += 600;
GameObject aquarium_end
= mgr.new_object("aquarium_end", "background", vec2(begin_x, 0));
Asset aquarium_end_asset{
"asset/jetpack_joyride/background/aquarium/glassTubeFG_2_TVOS.png"};
aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 1,
.size = vec2(0, 800),
});
begin_x += 600;
}
private:
float begin_x = 0;
};
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 Scene1 : public Scene {
public:
void load_scene() {
Mediator & m = this->mediator;
ComponentManager & mgr = m.component_manager;
Background background(mgr);
GameObject camera = mgr.new_object("camera", "camera", vec2(600, 0));
camera.add_component<Camera>(ivec2(1700, 720), vec2(2000, 800),
Camera::Data{
.bg_color = Color::RED,
});
camera.add_component<BehaviorScript>().set_script<MoveCameraScript>();
}
string get_name() const { return "scene1"; }
};
int main(int argc, char * argv[]) {
LoopManager gameloop;
gameloop.add_scene<Scene1>();
gameloop.start();
return 0;
}
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