aboutsummaryrefslogtreecommitdiff
path: root/game/background/AquariumSubScene.cpp
diff options
context:
space:
mode:
authorMax-001 <maxsmits21@kpnmail.nl>2024-12-21 11:19:52 +0100
committerMax-001 <maxsmits21@kpnmail.nl>2024-12-21 11:19:52 +0100
commit999e1b928aa632e80521651f14013c267af604dc (patch)
treedbb30be31d332cbc53dcbb9ab498856c80162e8c /game/background/AquariumSubScene.cpp
parent0ba89eff9283d5f9f59fa763a19f4616f1c66d74 (diff)
Moved file to sub directory
Diffstat (limited to 'game/background/AquariumSubScene.cpp')
-rw-r--r--game/background/AquariumSubScene.cpp129
1 files changed, 129 insertions, 0 deletions
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp
new file mode 100644
index 0000000..40e22b7
--- /dev/null
+++ b/game/background/AquariumSubScene.cpp
@@ -0,0 +1,129 @@
+#include "AquariumSubScene.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+float AquariumSubScene::create(Scene & scn, float begin_x) {
+ this->add_background(scn, 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),
+ });
+ 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),
+ });
+ begin_x += 400;
+
+ this->add_background(scn, begin_x - 200);
+
+ 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),
+ });
+ 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),
+ });
+ begin_x += 400;
+
+ this->add_background(scn, begin_x - 200);
+
+ 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),
+ });
+ 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),
+ });
+ begin_x += 600;
+
+ return 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),
+ });
+ 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),
+ });
+ 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),
+ });
+ 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),
+ });
+ 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),
+ });
+ 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),
+ });
+}