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#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>
using namespace crepe;
using namespace std;
class Scene1 : public Scene {
public:
void load_scene() {
Mediator & m = this->mediator;
ComponentManager & mgr = m.component_manager;
GameObject start_begin = mgr.new_object("start_begin", "background", vec2(0, 0));
Asset start_begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"};
start_begin.add_component<Sprite>(start_begin_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(0, 800),
});
GameObject start_end = mgr.new_object("start_end", "background", vec2(700, 0));
Asset start_end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"};
start_end.add_component<Sprite>(start_end_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 1,
.size = vec2(0, 800),
});
GameObject hallway_begin = mgr.new_object("hallway_begin", "background", vec2(800, 0));
Asset hallway_begin_asset{
"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"};
hallway_begin.add_component<Sprite>(hallway_begin_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(0, 800),
});
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<Rigidbody>(Rigidbody::Data{
.linear_velocity = vec2(1, 0),
});
}
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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