diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 | 
| commit | 794facac7a7a1886bc2e0fea4c19c1106d6b458e (patch) | |
| tree | 9518ed7903cf1b38af293cfd60146376f1016504 | |
| parent | f5d2ef9a5a335509f6ade05470938f0fbbbb74ad (diff) | |
| parent | e7599e648ea24d5e8a27bd9f4f162ef1a7c53d21 (diff) | |
Merge branch 'max/game' of github.com:lonkaars/crepe
| -rw-r--r-- | game/CMakeLists.txt | 12 | ||||
| -rw-r--r-- | game/Config.h | 21 | ||||
| -rw-r--r-- | game/GameScene.cpp | 20 | ||||
| -rw-r--r-- | game/PlayerSubScene.cpp | 32 | ||||
| -rw-r--r-- | game/background/AquariumSubScene.cpp (renamed from game/AquariumSubScene.cpp) | 146 | ||||
| -rw-r--r-- | game/background/AquariumSubScene.h (renamed from game/AquariumSubScene.h) | 0 | ||||
| -rw-r--r-- | game/background/BackgroundSubScene.cpp (renamed from game/BackgroundSubScene.cpp) | 0 | ||||
| -rw-r--r-- | game/background/BackgroundSubScene.h (renamed from game/BackgroundSubScene.h) | 0 | ||||
| -rw-r--r-- | game/background/ForestParallaxScript.cpp (renamed from game/ForestParallaxScript.cpp) | 0 | ||||
| -rw-r--r-- | game/background/ForestParallaxScript.h (renamed from game/ForestParallaxScript.h) | 0 | ||||
| -rw-r--r-- | game/background/ForestSubScene.cpp (renamed from game/ForestSubScene.cpp) | 112 | ||||
| -rw-r--r-- | game/background/ForestSubScene.h (renamed from game/ForestSubScene.h) | 0 | ||||
| -rw-r--r-- | game/background/HallwaySubScene.cpp (renamed from game/HallwaySubScene.cpp) | 75 | ||||
| -rw-r--r-- | game/background/HallwaySubScene.h (renamed from game/HallwaySubScene.h) | 0 | ||||
| -rw-r--r-- | game/background/StartSubScene.cpp (renamed from game/StartSubScene.cpp) | 270 | ||||
| -rw-r--r-- | game/background/StartSubScene.h (renamed from game/StartSubScene.h) | 0 | ||||
| -rw-r--r-- | mwe/events/include/event.h | 2 | ||||
| -rw-r--r-- | src/crepe/system/InputSystem.h | 6 | 
18 files changed, 391 insertions, 305 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index dc55523..937b5e6 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -9,17 +9,17 @@ project(game C CXX)  add_subdirectory(../src crepe)  add_executable(main -	AquariumSubScene.cpp -	BackgroundSubScene.cpp -	ForestParallaxScript.cpp -	ForestSubScene.cpp +	background/AquariumSubScene.cpp +	background/BackgroundSubScene.cpp +	background/ForestParallaxScript.cpp +	background/ForestSubScene.cpp  	GameScene.cpp -	HallwaySubScene.cpp +	background/HallwaySubScene.cpp  	MoveCameraManualyScript.cpp  	PlayerScript.cpp  	PlayerSubScene.cpp  	StartGameScript.cpp -	StartSubScene.cpp +	background/StartSubScene.cpp  	main.cpp  ) diff --git a/game/Config.h b/game/Config.h new file mode 100644 index 0000000..ec753df --- /dev/null +++ b/game/Config.h @@ -0,0 +1,21 @@ +#pragma once + +static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes +static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes +static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes +static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes +static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene +static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene +static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene + +static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene +static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene +static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene +static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene +static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene + +static constexpr int GAME_HEIGHT = 800; // In game units + +static constexpr int VIEWPORT_X = 1100; // In game units +// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished +static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index c280474..91da092 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,9 +1,11 @@  #include "GameScene.h" -#include "BackgroundSubScene.h" +#include "Config.h"  #include "MoveCameraManualyScript.h"  #include "PlayerSubScene.h"  #include "StartGameScript.h" +#include "background/BackgroundSubScene.h" +  #include <cmath>  #include <crepe/api/Animator.h>  #include <crepe/api/Asset.h> @@ -19,7 +21,6 @@  #include <crepe/api/Sprite.h>  #include <crepe/api/Transform.h>  #include <crepe/types.h> -#include <iostream>  using namespace crepe;  using namespace std; @@ -28,7 +29,7 @@ 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.add_component<Camera>(ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),  								 Camera::Data{  									 .bg_color = Color::RED,  								 }); @@ -40,11 +41,24 @@ void GameScene::load_scene() {  	GameObject floor = new_object("floor", "game_world", vec2(0, 325));  	floor.add_component<Rigidbody>(Rigidbody::Data{  		.body_type = Rigidbody::BodyType::STATIC, +		.collision_layer = COLL_LAY_BOT_TOP,  	});  	floor.add_component<BoxCollider>(vec2(INFINITY, 200)); +	GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350)); +	floor_low.add_component<Rigidbody>(Rigidbody::Data{ +		.body_type = Rigidbody::BodyType::STATIC, +		.collision_layer = COLL_LAY_BOT_LOW, +	}); +	floor_low.add_component<BoxCollider>(vec2(INFINITY, 200)); +	GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300)); +	floor_high.add_component<Rigidbody>(Rigidbody::Data{ +		.body_type = Rigidbody::BodyType::STATIC, +		.collision_layer = COLL_LAY_BOT_HIGH, +	});  	GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));  	ceiling.add_component<Rigidbody>(Rigidbody::Data{  		.body_type = Rigidbody::BodyType::STATIC, +		.collision_layer = COLL_LAY_BOT_TOP,  	});  	ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp index 01a383a..b361a82 100644 --- a/game/PlayerSubScene.cpp +++ b/game/PlayerSubScene.cpp @@ -1,4 +1,5 @@  #include "PlayerSubScene.h" +#include "Config.h"  #include "PlayerScript.h"  #include <crepe/api/Animator.h> @@ -13,25 +14,25 @@ using namespace std;  PlayerSubScene::PlayerSubScene(Scene & scn) {  	GameObject player = scn.new_object("player", "player", vec2(-100, 200));  	Asset player_body_asset{"asset/barry/defaultBody.png"}; -	Sprite & player_body_sprite -		= player.add_component<Sprite>(player_body_asset, Sprite::Data{ -															  .sorting_in_layer = 10, -															  .order_in_layer = 0, -															  .size = vec2(0, 50), -														  }); +	Sprite & player_body_sprite = player.add_component<Sprite>( +		player_body_asset, Sprite::Data{ +							   .sorting_in_layer = SORT_IN_LAY_PLAYER, +							   .order_in_layer = 0, +							   .size = vec2(0, 50), +						   });  	player.add_component<Animator>(player_body_sprite, ivec2(32, 32), uvec2(4, 8),  								   Animator::Data{  									   .fps = 5,  									   .looping = true,  								   });  	Asset player_head_asset{"asset/barry/defaultHead.png"}; -	Sprite & player_head_sprite -		= player.add_component<Sprite>(player_head_asset, Sprite::Data{ -															  .sorting_in_layer = 10, -															  .order_in_layer = 1, -															  .size = vec2(0, 50), -															  .position_offset = vec2(0, -20), -														  }); +	Sprite & player_head_sprite = player.add_component<Sprite>( +		player_head_asset, Sprite::Data{ +							   .sorting_in_layer = SORT_IN_LAY_PLAYER, +							   .order_in_layer = 1, +							   .size = vec2(0, 50), +							   .position_offset = vec2(0, -20), +						   });  	player.add_component<Animator>(player_head_sprite, ivec2(32, 32), uvec2(4, 8),  								   Animator::Data{  									   .fps = 5, @@ -40,7 +41,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  	Asset player_jetpack_asset{"asset/barry/jetpackDefault.png"};  	Sprite & player_jetpack_sprite = player.add_component<Sprite>(  		player_jetpack_asset, Sprite::Data{ -								  .sorting_in_layer = 10, +								  .sorting_in_layer = SORT_IN_LAY_PLAYER,  								  .order_in_layer = 2,  								  .size = vec2(0, 60),  								  .position_offset = vec2(-20, 0), @@ -55,7 +56,8 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  		.gravity_scale = 20,  		.body_type = Rigidbody::BodyType::DYNAMIC,  		.linear_velocity = vec2(100, 0), -		.collision_layer = 10, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_PLAYER,  	});  	player.add_component<BoxCollider>(vec2(50, 50));  	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; diff --git a/game/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp index 40e22b7..579e633 100644 --- a/game/AquariumSubScene.cpp +++ b/game/background/AquariumSubScene.cpp @@ -1,5 +1,7 @@  #include "AquariumSubScene.h" +#include "../Config.h" +  #include <crepe/api/Animator.h>  #include <crepe/api/GameObject.h>  #include <crepe/api/Scene.h> @@ -15,21 +17,23 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	GameObject aquarium_begin  		= scn.new_object("aquarium_begin", "background", vec2(begin_x, 0));  	Asset aquarium_begin_asset{"asset/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), -															   }); +	aquarium_begin.add_component<Sprite>(aquarium_begin_asset, +										 Sprite::Data{ +											 .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +											 .order_in_layer = 0, +											 .size = vec2(0, GAME_HEIGHT), +										 });  	begin_x += 600;  	GameObject aquarium_middle_1  		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));  	Asset aquarium_middle_1_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 2, -																		 .size = vec2(0, 800), -																	 }); +	aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, +											Sprite::Data{ +												.sorting_in_layer = SORT_IN_LAY_BACKGROUND, +												.order_in_layer = 2, +												.size = vec2(0, GAME_HEIGHT), +											});  	begin_x += 400;  	this->add_background(scn, begin_x - 200); @@ -37,21 +41,23 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	GameObject aquarium_middle_2  		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));  	Asset aquarium_middle_2_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 3, -																		 .size = vec2(0, 800), -																	 }); +	aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, +											Sprite::Data{ +												.sorting_in_layer = SORT_IN_LAY_BACKGROUND, +												.order_in_layer = 3, +												.size = vec2(0, GAME_HEIGHT), +											});  	begin_x += 400;  	GameObject aquarium_middle_3  		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));  	Asset aquarium_middle_3_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 4, -																		 .size = vec2(0, 800), -																	 }); +	aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, +											Sprite::Data{ +												.sorting_in_layer = SORT_IN_LAY_BACKGROUND, +												.order_in_layer = 4, +												.size = vec2(0, GAME_HEIGHT), +											});  	begin_x += 400;  	this->add_background(scn, begin_x - 200); @@ -59,22 +65,24 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	GameObject aquarium_middle_4  		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));  	Asset aquarium_middle_4_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; -	aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, Sprite::Data{ -																		 .sorting_in_layer = 4, -																		 .order_in_layer = 5, -																		 .size = vec2(0, 800), -																	 }); +	aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, +											Sprite::Data{ +												.sorting_in_layer = SORT_IN_LAY_BACKGROUND, +												.order_in_layer = 5, +												.size = vec2(0, GAME_HEIGHT), +											});  	begin_x += 600;  	this->add_background(scn, begin_x);  	GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0));  	Asset aquarium_end_asset{"asset/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), -														   }); +	aquarium_end.add_component<Sprite>(aquarium_end_asset, +									   Sprite::Data{ +										   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +										   .order_in_layer = 1, +										   .size = vec2(0, GAME_HEIGHT), +									   });  	begin_x += 600;  	return begin_x; @@ -83,47 +91,53 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  void AquariumSubScene::add_background(Scene & scn, float begin_x) {  	GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0));  	Asset bg_1_1_asset{"asset/background/aquarium/AquariumBG1_1_TVOS.png"}; -	bg_1.add_component<Sprite>(bg_1_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 2, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, 100), -											 }); +	bg_1.add_component<Sprite>(bg_1_1_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 2, +								   .size = vec2(0, 400), +								   .position_offset = vec2(-200, 100), +							   });  	Asset bg_1_2_asset{"asset/background/aquarium/AquariumBG1_2_TVOS.png"}; -	bg_1.add_component<Sprite>(bg_1_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 2, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, 100), -											 }); +	bg_1.add_component<Sprite>(bg_1_2_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 2, +								   .size = vec2(0, 400), +								   .position_offset = vec2(200, 100), +							   });  	GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0));  	Asset bg_2_1_asset{"asset/background/aquarium/AquariumBG2_1_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, -50), -											 }); +	bg_2.add_component<Sprite>(bg_2_1_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 1, +								   .size = vec2(0, 400), +								   .position_offset = vec2(200, -50), +							   });  	Asset bg_2_2_asset{"asset/background/aquarium/AquariumBG2_2_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, -50), -											 }); +	bg_2.add_component<Sprite>(bg_2_2_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 1, +								   .size = vec2(0, 400), +								   .position_offset = vec2(-200, -50), +							   });  	GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0));  	Asset bg_3_1_asset{"asset/background/aquarium/AquariumBG3_1_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, -200), -											 }); +	bg_3.add_component<Sprite>(bg_3_1_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 0, +								   .size = vec2(0, 400), +								   .position_offset = vec2(200, -200), +							   });  	Asset bg_3_2_asset{"asset/background/aquarium/AquariumBG3_2_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, -200), -											 }); +	bg_3.add_component<Sprite>(bg_3_2_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 0, +								   .size = vec2(0, 400), +								   .position_offset = vec2(-200, -200), +							   });  } diff --git a/game/AquariumSubScene.h b/game/background/AquariumSubScene.h index 2a188bc..2a188bc 100644 --- a/game/AquariumSubScene.h +++ b/game/background/AquariumSubScene.h diff --git a/game/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp index 6fdc598..6fdc598 100644 --- a/game/BackgroundSubScene.cpp +++ b/game/background/BackgroundSubScene.cpp diff --git a/game/BackgroundSubScene.h b/game/background/BackgroundSubScene.h index 06bdac4..06bdac4 100644 --- a/game/BackgroundSubScene.h +++ b/game/background/BackgroundSubScene.h diff --git a/game/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp index 27e30eb..27e30eb 100644 --- a/game/ForestParallaxScript.cpp +++ b/game/background/ForestParallaxScript.cpp diff --git a/game/ForestParallaxScript.h b/game/background/ForestParallaxScript.h index a65a684..a65a684 100644 --- a/game/ForestParallaxScript.h +++ b/game/background/ForestParallaxScript.h diff --git a/game/ForestSubScene.cpp b/game/background/ForestSubScene.cpp index 810ef17..7eac53a 100644 --- a/game/ForestSubScene.cpp +++ b/game/background/ForestSubScene.cpp @@ -1,6 +1,8 @@  #include "ForestSubScene.h"  #include "ForestParallaxScript.h" +#include "../Config.h" +  #include <crepe/api/Animator.h>  #include <crepe/api/BehaviorScript.h>  #include <crepe/api/GameObject.h> @@ -22,9 +24,9 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0));  	Asset begin_asset{"asset/background/forest/forestFG_1_TVOS.png"};  	begin.add_component<Sprite>(begin_asset, Sprite::Data{ -												 .sorting_in_layer = 4, +												 .sorting_in_layer = SORT_IN_LAY_BACKGROUND,  												 .order_in_layer = 0, -												 .size = vec2(0, 800), +												 .size = vec2(0, GAME_HEIGHT),  											 });  	begin_x += 800; @@ -32,22 +34,24 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0));  	Asset middle_1_asset{"asset/background/forest/forestFG_3_TVOS.png"}; -	middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 2, -													   .size = vec2(0, 800), -												   }); +	middle_1.add_component<Sprite>(middle_1_asset, +								   Sprite::Data{ +									   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +									   .order_in_layer = 2, +									   .size = vec2(0, GAME_HEIGHT), +								   });  	begin_x += 800;  	this->add_background(scn, begin_x, unique_bg_name);  	GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0));  	Asset middle_2_asset{"asset/background/forest/forestFG_3_TVOS.png"}; -	middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{ -													   .sorting_in_layer = 4, -													   .order_in_layer = 3, -													   .size = vec2(0, 800), -												   }); +	middle_2.add_component<Sprite>(middle_2_asset, +								   Sprite::Data{ +									   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +									   .order_in_layer = 3, +									   .size = vec2(0, GAME_HEIGHT), +								   });  	begin_x += 800;  	this->add_background(scn, begin_x, unique_bg_name); @@ -55,9 +59,9 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0));  	Asset end_asset{"asset/background/forest/forestFG_2_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{ -											 .sorting_in_layer = 4, +											 .sorting_in_layer = SORT_IN_LAY_BACKGROUND,  											 .order_in_layer = 1, -											 .size = vec2(0, 800), +											 .size = vec2(0, GAME_HEIGHT),  										 });  	begin_x += 600; @@ -71,56 +75,62 @@ void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name  		= scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0));  	Asset bg_1_asset{"asset/background/forest/forestBG1_1_TVOS.png"};  	bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{ -											   .sorting_in_layer = 3, +											   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,  											   .order_in_layer = 2,  											   .size = vec2(0, 800),  										   });  	GameObject bg_2  		= scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0));  	Asset bg_2_1_asset{"asset/background/forest/forestBG2_1_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(200, 0), -											 }); +	bg_2.add_component<Sprite>(bg_2_1_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 1, +								   .size = vec2(0, 400), +								   .position_offset = vec2(200, 0), +							   });  	Asset bg_2_2_asset{"asset/background/forest/forestBG2_2_TVOS.png"}; -	bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 1, -												 .size = vec2(0, 400), -												 .position_offset = vec2(-200, 0), -											 }); +	bg_2.add_component<Sprite>(bg_2_2_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 1, +								   .size = vec2(0, 400), +								   .position_offset = vec2(-200, 0), +							   });  	GameObject bg_3  		= scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0));  	Asset bg_3_1_asset{"asset/background/forest/forestBG3_1_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(300, 0), -											 }); +	bg_3.add_component<Sprite>(bg_3_1_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 0, +								   .size = vec2(0, 200), +								   .position_offset = vec2(300, 0), +							   });  	Asset bg_3_2_asset{"asset/background/forest/forestBG3_2_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(100, 0), -											 }); +	bg_3.add_component<Sprite>(bg_3_2_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 0, +								   .size = vec2(0, 200), +								   .position_offset = vec2(100, 0), +							   });  	Asset bg_3_3_asset{"asset/background/forest/forestBG3_3_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_3_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(-100, 0), -											 }); +	bg_3.add_component<Sprite>(bg_3_3_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 0, +								   .size = vec2(0, 200), +								   .position_offset = vec2(-100, 0), +							   });  	Asset bg_3_4_asset{"asset/background/forest/forestBG3_4_TVOS.png"}; -	bg_3.add_component<Sprite>(bg_3_4_asset, Sprite::Data{ -												 .sorting_in_layer = 3, -												 .order_in_layer = 0, -												 .size = vec2(0, 200), -												 .position_offset = vec2(-300, 0), -											 }); +	bg_3.add_component<Sprite>(bg_3_4_asset, +							   Sprite::Data{ +								   .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, +								   .order_in_layer = 0, +								   .size = vec2(0, 200), +								   .position_offset = vec2(-300, 0), +							   });  	bg_2.add_component<Rigidbody>(Rigidbody::Data{  		.linear_velocity = vec2(30, 0), diff --git a/game/ForestSubScene.h b/game/background/ForestSubScene.h index 0a04001..0a04001 100644 --- a/game/ForestSubScene.h +++ b/game/background/ForestSubScene.h diff --git a/game/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp index 486b8c6..2aa9bab 100644 --- a/game/HallwaySubScene.cpp +++ b/game/background/HallwaySubScene.cpp @@ -1,5 +1,7 @@  #include "HallwaySubScene.h" +#include "../Config.h" +  #include <crepe/api/Animator.h>  #include <crepe/api/Color.h>  #include <crepe/api/GameObject.h> @@ -14,9 +16,9 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0));  	Asset begin_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"};  	begin.add_component<Sprite>(begin_asset, Sprite::Data{ -												 .sorting_in_layer = 4, +												 .sorting_in_layer = SORT_IN_LAY_BACKGROUND,  												 .order_in_layer = 0, -												 .size = vec2(0, 800), +												 .size = vec2(0, GAME_HEIGHT),  											 });  	begin_x += 600; @@ -26,48 +28,52 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  	GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));  	Asset middle_asset{"asset/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), -												 }); +	middle_1.add_component<Sprite>(middle_asset, +								   Sprite::Data{ +									   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +									   .order_in_layer = 2, +									   .size = vec2(0, GAME_HEIGHT), +								   });  	begin_x += 600;  	GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));  	Asset middle_asset_2{"asset/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), -												   }); +	middle_2.add_component<Sprite>(middle_asset_2, +								   Sprite::Data{ +									   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +									   .order_in_layer = 3, +									   .size = vec2(0, GAME_HEIGHT), +								   });  	begin_x += 200;  	GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));  	Asset middle_asset_3{"asset/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), -												   }); +	middle_3.add_component<Sprite>(middle_asset_3, +								   Sprite::Data{ +									   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +									   .order_in_layer = 4, +									   .size = vec2(0, GAME_HEIGHT), +								   });  	begin_x += 400;  	this->add_lamp(middle_3, vec2(0, -120));  	GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));  	Asset middle_asset_4{"asset/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), -												   }); +	middle_4.add_component<Sprite>(middle_asset_4, +								   Sprite::Data{ +									   .sorting_in_layer = SORT_IN_LAY_BACKGROUND, +									   .order_in_layer = 5, +									   .size = vec2(0, GAME_HEIGHT), +								   });  	begin_x += 600;  	GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0));  	Asset end_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{ -											 .sorting_in_layer = 4, +											 .sorting_in_layer = SORT_IN_LAY_BACKGROUND,  											 .order_in_layer = 1, -											 .size = vec2(0, 800), +											 .size = vec2(0, GAME_HEIGHT),  										 });  	begin_x += 600; @@ -77,7 +83,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu  void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {  	Asset lamp_asset{"asset/background/hallway/alarmLight_TVOS.png"};  	obj.add_component<Sprite>(lamp_asset, Sprite::Data{ -											  .sorting_in_layer = 5, +											  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  											  .order_in_layer = 0,  											  .size = vec2(0, 100),  											  .position_offset = offset, @@ -85,7 +91,7 @@ void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps)  	Asset lamp_glow_asset{"asset/background/hallway/alarmGlow_TVOS.png"};  	Sprite & lamp_glow_sprite = obj.add_component<Sprite>(  		lamp_glow_asset, Sprite::Data{ -							 .sorting_in_layer = 5, +							 .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  							 .order_in_layer = 1,  							 .size = vec2(0, 300),  							 .position_offset = offset - vec2(65, -30), @@ -100,18 +106,19 @@ void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps)  void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num,  										Color sector_color) {  	Asset sector_text_asset{"asset/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, -												 }); +	obj.add_component<Sprite>(sector_text_asset, +							  Sprite::Data{ +								  .color = sector_color, +								  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +								  .order_in_layer = 0, +								  .size = vec2(0, 100), +								  .position_offset = offset, +							  });  	Asset sector_num_asset{"asset/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, +							  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  							  .order_in_layer = 0,  							  .size = vec2(0, 100),  							  .position_offset = offset + vec2(200, 0), diff --git a/game/HallwaySubScene.h b/game/background/HallwaySubScene.h index acc9329..acc9329 100644 --- a/game/HallwaySubScene.h +++ b/game/background/HallwaySubScene.h diff --git a/game/StartSubScene.cpp b/game/background/StartSubScene.cpp index 5d810c2..a918c05 100644 --- a/game/StartSubScene.cpp +++ b/game/background/StartSubScene.cpp @@ -1,5 +1,7 @@  #include "StartSubScene.h" +#include "../Config.h" +  #include <crepe/api/Animator.h>  #include <crepe/api/CircleCollider.h>  #include <crepe/api/Color.h> @@ -18,17 +20,18 @@ float StartSubScene::create(Scene & scn, float begin_x) {  	GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0));  	Asset begin_asset{"asset/background/start/titleFG_1_TVOS.png"};  	begin.add_component<Sprite>(begin_asset, Sprite::Data{ -												 .sorting_in_layer = 4, +												 .sorting_in_layer = SORT_IN_LAY_BACKGROUND,  												 .order_in_layer = 0, -												 .size = vec2(0, 800), +												 .size = vec2(0, GAME_HEIGHT),  											 });  	GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140));  	Asset hole_asset{"asset/background/start/titleWallHole.png"}; -	Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{ -																	  .sorting_in_layer = 4, -																	  .order_in_layer = 1, -																	  .size = vec2(0, 200), -																  }); +	Sprite & hole_sprite = hole.add_component<Sprite>( +		hole_asset, Sprite::Data{ +						.sorting_in_layer = SORT_IN_LAY_BACKGROUND, +						.order_in_layer = 1, +						.size = vec2(0, 200), +					});  	hole_sprite.active = false;  	begin_x += 700; @@ -39,9 +42,9 @@ float StartSubScene::create(Scene & scn, float begin_x) {  	GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0));  	Asset end_asset{"asset/background/start/titleFG_2_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{ -											 .sorting_in_layer = 4, +											 .sorting_in_layer = SORT_IN_LAY_BACKGROUND,  											 .order_in_layer = 1, -											 .size = vec2(0, 800), +											 .size = vec2(0, GAME_HEIGHT),  										 });  	begin_x += 100; @@ -53,7 +56,7 @@ float StartSubScene::create(Scene & scn, float begin_x) {  void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {  	Asset lamp_asset{"asset/background/start/alarmLight_TVOS.png"};  	obj.add_component<Sprite>(lamp_asset, Sprite::Data{ -											  .sorting_in_layer = 5, +											  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  											  .order_in_layer = 0,  											  .size = vec2(0, 100),  											  .position_offset = offset, @@ -61,7 +64,7 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {  	Asset lamp_glow_asset{"asset/background/start/alarmGlow_TVOS.png"};  	Sprite & lamp_glow_sprite = obj.add_component<Sprite>(  		lamp_glow_asset, Sprite::Data{ -							 .sorting_in_layer = 5, +							 .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  							 .order_in_layer = 1,  							 .size = vec2(0, 300),  							 .position_offset = offset - vec2(65, -55), @@ -77,7 +80,7 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {  void StartSubScene::add_table(GameObject & obj, vec2 offset) {  	Asset table_asset{"asset/background/start/table.png"};  	obj.add_component<Sprite>(table_asset, Sprite::Data{ -											   .sorting_in_layer = 5, +											   .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  											   .order_in_layer = 0,  											   .size = vec2(0, 100),  											   .position_offset = offset, @@ -85,7 +88,7 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) {  	Asset gramophone_asset{"asset/background/start/gramophone_TVOS.png"};  	Sprite & gramophone_sprite = obj.add_component<Sprite>(  		gramophone_asset, Sprite::Data{ -							  .sorting_in_layer = 5, +							  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  							  .order_in_layer = 1,  							  .size = vec2(0, 100),  							  .position_offset = offset + vec2(0, -50), @@ -100,36 +103,38 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) {  void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) {  	Asset light_asset{"asset/background/start/title_light_TVOS.png"};  	obj.add_component<Sprite>(light_asset, Sprite::Data{ -											   .sorting_in_layer = 5, +											   .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,  											   .order_in_layer = 0,  											   .size = vec2(0, 200),  											   .position_offset = offset,  										   });  	Asset light_glow_asset{"asset/background/start/lightEffect2.png"}; -	obj.add_component<Sprite>(light_glow_asset, Sprite::Data{ -													.sorting_in_layer = 5, -													.order_in_layer = 1, -													.size = vec2(0, 100), -													.position_offset = offset + vec2(0, 75), -												}); +	obj.add_component<Sprite>(light_glow_asset, +							  Sprite::Data{ +								  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +								  .order_in_layer = 1, +								  .size = vec2(0, 100), +								  .position_offset = offset + vec2(0, 75), +							  });  	Asset light_effect_asset{"asset/background/start/lightEffect.png"}; -	obj.add_component<Sprite>(light_effect_asset, Sprite::Data{ -													  .sorting_in_layer = 5, -													  .order_in_layer = 0, -													  .size = vec2(0, 100), -													  .position_offset = offset + vec2(0, 350), -												  }); +	obj.add_component<Sprite>(light_effect_asset, +							  Sprite::Data{ +								  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +								  .order_in_layer = 0, +								  .size = vec2(0, 100), +								  .position_offset = offset + vec2(0, 350), +							  });  }  void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) {  	Asset jetpack_stand_asset{"asset/background/start/JetpackStand.png"}; -	Sprite & jetpeck_stand_sprite -		= obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{ -															 .sorting_in_layer = 5, -															 .order_in_layer = 1, -															 .size = vec2(0, 70), -															 .position_offset = offset, -														 }); +	Sprite & jetpeck_stand_sprite = obj.add_component<Sprite>( +		jetpack_stand_asset, Sprite::Data{ +								 .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +								 .order_in_layer = 1, +								 .size = vec2(0, 70), +								 .position_offset = offset, +							 });  	obj.add_component<Animator>(jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1),  								Animator::Data{  									.fps = 10, @@ -137,23 +142,24 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse  								})  		.pause();  	Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"}; -	obj.add_component<Sprite>(do_not_steal, Sprite::Data{ -												.sorting_in_layer = 5, -												.order_in_layer = 1, -												.size = vec2(0, 100), -												.position_offset = offset + vec2(-75, -25), -											}); +	obj.add_component<Sprite>(do_not_steal, +							  Sprite::Data{ +								  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +								  .order_in_layer = 1, +								  .size = vec2(0, 100), +								  .position_offset = offset + vec2(-75, -25), +							  });  }  void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200));  	Asset frag_1_asset{"asset/background/start/StartWall_frag1.png"}; -	Sprite & frag_1_sprite -		= frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_1_sprite = frag_1.add_component<Sprite>( +		frag_1_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_1_sprite.active = false;  	Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 10, @@ -162,19 +168,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 500,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_1_rb.active = false;  	frag_1.add_component<CircleCollider>(25);  	GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180));  	Asset frag_2_asset{"asset/background/start/StartWall_frag2.png"}; -	Sprite & frag_2_sprite -		= frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_2_sprite = frag_2.add_component<Sprite>( +		frag_2_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_2_sprite.active = false;  	Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 20, @@ -183,19 +190,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 400,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_2_rb.active = false;  	frag_2.add_component<CircleCollider>(55);  	GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170));  	Asset frag_3_asset{"asset/background/start/StartWall_frag3.png"}; -	Sprite & frag_3_sprite -		= frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_3_sprite = frag_3.add_component<Sprite>( +		frag_3_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_3_sprite.active = false;  	Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 30, @@ -204,19 +212,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 300,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_3_rb.active = false;  	frag_3.add_component<CircleCollider>(35);  	GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160));  	Asset frag_4_asset{"asset/background/start/StartWall_frag4.png"}; -	Sprite & frag_4_sprite -		= frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_4_sprite = frag_4.add_component<Sprite>( +		frag_4_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_4_sprite.active = false;  	Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 40, @@ -225,19 +234,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 200,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_4_rb.active = false;  	frag_4.add_component<CircleCollider>(60);  	GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150));  	Asset frag_5_asset{"asset/background/start/StartWall_frag5.png"}; -	Sprite & frag_5_sprite -		= frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_5_sprite = frag_5.add_component<Sprite>( +		frag_5_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_5_sprite.active = false;  	Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 50, @@ -246,19 +256,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 100,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_5_rb.active = false;  	frag_5.add_component<CircleCollider>(5);  	GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140));  	Asset frag_6_asset{"asset/background/start/StartWall_frag6.png"}; -	Sprite & frag_6_sprite -		= frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_6_sprite = frag_6.add_component<Sprite>( +		frag_6_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_6_sprite.active = false;  	Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 30, @@ -267,19 +278,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 100,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_6_rb.active = false;  	frag_6.add_component<CircleCollider>(30);  	GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130));  	Asset frag_7_asset{"asset/background/start/StartWall_frag7.png"}; -	Sprite & frag_7_sprite -		= frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_7_sprite = frag_7.add_component<Sprite>( +		frag_7_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_7_sprite.active = false;  	Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 20, @@ -288,19 +300,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 800,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_7_rb.active = false;  	frag_7.add_component<CircleCollider>(45);  	GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120));  	Asset frag_8_asset{"asset/background/start/StartWall_frag8.png"}; -	Sprite & frag_8_sprite -		= frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_8_sprite = frag_8.add_component<Sprite>( +		frag_8_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_8_sprite.active = false;  	Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 30, @@ -309,19 +322,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 500,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_8_rb.active = false;  	frag_8.add_component<CircleCollider>(25);  	GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110));  	Asset frag_9_asset{"asset/background/start/StartWall_frag9.png"}; -	Sprite & frag_9_sprite -		= frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ -														 .sorting_in_layer = 5, -														 .order_in_layer = 5, -														 .size = vec2(0, 50), -													 }); +	Sprite & frag_9_sprite = frag_9.add_component<Sprite>( +		frag_9_asset, Sprite::Data{ +						  .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						  .order_in_layer = 5, +						  .size = vec2(0, 50), +					  });  	frag_9_sprite.active = false;  	Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 40, @@ -330,19 +344,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 500,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_9_rb.active = false;  	frag_9.add_component<CircleCollider>(15);  	GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100));  	Asset frag_10_asset{"asset/background/start/StartWall_frag10.png"}; -	Sprite & frag_10_sprite -		= frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ -														   .sorting_in_layer = 5, -														   .order_in_layer = 5, -														   .size = vec2(0, 50), -													   }); +	Sprite & frag_10_sprite = frag_10.add_component<Sprite>( +		frag_10_asset, Sprite::Data{ +						   .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						   .order_in_layer = 5, +						   .size = vec2(0, 50), +					   });  	frag_10_sprite.active = false;  	Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 50, @@ -351,19 +366,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 300,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_10_rb.active = false;  	frag_10.add_component<CircleCollider>(60); -	GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); +	GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 70));  	Asset frag_11_asset{"asset/background/start/StartWall_frag11.png"}; -	Sprite & frag_11_sprite -		= frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ -														   .sorting_in_layer = 5, -														   .order_in_layer = 5, -														   .size = vec2(0, 50), -													   }); +	Sprite & frag_11_sprite = frag_11.add_component<Sprite>( +		frag_11_asset, Sprite::Data{ +						   .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						   .order_in_layer = 5, +						   .size = vec2(0, 50), +					   });  	frag_11_sprite.active = false;  	Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 60, @@ -372,19 +388,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 200,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_11_rb.active = false;  	frag_11.add_component<CircleCollider>(5);  	GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80));  	Asset frag_12_asset{"asset/background/start/StartWall_frag12.png"}; -	Sprite & frag_12_sprite -		= frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ -														   .sorting_in_layer = 5, -														   .order_in_layer = 5, -														   .size = vec2(0, 50), -													   }); +	Sprite & frag_12_sprite = frag_12.add_component<Sprite>( +		frag_12_asset, Sprite::Data{ +						   .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, +						   .order_in_layer = 5, +						   .size = vec2(0, 50), +					   });  	frag_12_sprite.active = false;  	Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data{  		.gravity_scale = 70, @@ -393,7 +410,8 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  		.angular_velocity = 100,  		.angular_velocity_coefficient = 0.55,  		.elasticity_coefficient = 0.5, -		.collision_layer = 5, +		.collision_layers = {COLL_LAY_BOT_TOP}, +		.collision_layer = COLL_LAY_WALL_FRAGS,  	});  	frag_12_rb.active = false;  	frag_12.add_component<CircleCollider>(50); @@ -404,7 +422,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>(  		smoke_asset_1, Sprite::Data{  						   .color = Color(255, 255, 255, 50), -						   .sorting_in_layer = 15, +						   .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,  						   .order_in_layer = 0,  						   .size = vec2(0, 100),  					   }); @@ -425,7 +443,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>(  		smoke_asset_2, Sprite::Data{  						   .color = Color(255, 255, 255, 50), -						   .sorting_in_layer = 15, +						   .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,  						   .order_in_layer = 0,  						   .size = vec2(0, 70),  					   }); diff --git a/game/StartSubScene.h b/game/background/StartSubScene.h index c83e3d5..c83e3d5 100644 --- a/game/StartSubScene.h +++ b/game/background/StartSubScene.h diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h index ee1bf52..e1b220b 100644 --- a/mwe/events/include/event.h +++ b/mwe/events/include/event.h @@ -148,7 +148,7 @@ private:  };  class ShutDownEvent : public Event {  public: -	ShutDownEvent() : Event("ShutDownEvent") {}; +	ShutDownEvent() : Event("ShutDownEvent"){};  	REGISTER_EVENT_TYPE(ShutDownEvent) diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h index 45b238b..2cb80e5 100644 --- a/src/crepe/system/InputSystem.h +++ b/src/crepe/system/InputSystem.h @@ -23,7 +23,7 @@ public:  	/**  	 * \param metadata Metadata of the button pressed  	 */ -	ButtonPressEvent(const Metadata & metadata) : metadata(metadata) {}; +	ButtonPressEvent(const Metadata & metadata) : metadata(metadata){};  };  //! Event triggered when the mouse enters a button  class ButtonEnterEvent : public Event { @@ -33,7 +33,7 @@ public:  	/**  	 * \param metadata Metadata of the button pressed  	 */ -	ButtonEnterEvent(const Metadata & metadata) : metadata(metadata) {}; +	ButtonEnterEvent(const Metadata & metadata) : metadata(metadata){};  };  //! Event triggered when the mouse leaves a button  class ButtonExitEvent : public Event { @@ -43,7 +43,7 @@ public:  	/**  	 * \param metadata Metadata of the button pressed  	 */ -	ButtonExitEvent(const Metadata & metadata) : metadata(metadata) {}; +	ButtonExitEvent(const Metadata & metadata) : metadata(metadata){};  };  /** |