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#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>
using namespace crepe;
using namespace std;
class Background {
public:
Background(ComponentManager & mgr) {
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 = 1,
.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 = 2,
.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 = 1,
.size = vec2(0, 800),
});
GameObject hallway_middle
= mgr.new_object("hallway_middle", "background", vec2(1400, 0));
Asset hallway_middle_asset{
"asset/jetpack_joyride/background/hallway/hallway1FG_2_TVOS.png"};
hallway_middle.add_component<Sprite>(hallway_middle_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 2,
.size = vec2(0, 800),
});
GameObject hallway_end = mgr.new_object("hallway_end", "background", vec2(2000, 0));
Asset hallway_end_asset{
"asset/jetpack_joyride/background/hallway/hallway1FG_1_TVOS.png"};
hallway_end.add_component<Sprite>(hallway_end_asset, Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 1,
.size = vec2(0, 800),
});
GameObject forest_begin = mgr.new_object("forest_begin", "background", vec2(2600, 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 = 0,
.order_in_layer = 2,
.size = vec2(0, 800),
});
GameObject forest_middle
= mgr.new_object("forest_middle", "background", vec2(3400, 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 = 0,
.order_in_layer = 2,
.size = vec2(0, 800),
});
GameObject forest_end = mgr.new_object("forest_end", "background", vec2(4200, 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 = 0,
.order_in_layer = 2,
.size = vec2(0, 800),
});
GameObject forest_background_1
= mgr.new_object("forest_background", "background", vec2(2600, 0));
Asset forest_background_1_asset{
"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"};
forest_background_1.add_component<Sprite>(forest_background_1_asset,
Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(0, 800),
});
GameObject forest_background_2
= mgr.new_object("forest_background", "background", vec2(3400, 0));
Asset forest_background_2_asset{
"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"};
forest_background_2.add_component<Sprite>(forest_background_2_asset,
Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(0, 800),
});
GameObject forest_background_3
= mgr.new_object("forest_background", "background", vec2(4200, 0));
Asset forest_background_3_asset{
"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"};
forest_background_3.add_component<Sprite>(forest_background_3_asset,
Sprite::Data{
.sorting_in_layer = 0,
.order_in_layer = 0,
.size = vec2(0, 800),
});
GameObject aquarium_begin
= mgr.new_object("aquarium_begin", "background", vec2(4800, 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 = 0,
.order_in_layer = 1,
.size = vec2(0, 800),
});
GameObject aquarium_middle
= mgr.new_object("aquarium_middle", "background", vec2(5400, 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 = 0,
.order_in_layer = 1,
.size = vec2(0, 800),
});
GameObject aquarium_end = mgr.new_object("aquarium_end", "background", vec2(6000, 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 = 0,
.order_in_layer = 1,
.size = vec2(0, 800),
});
}
};
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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