diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 |
commit | 794facac7a7a1886bc2e0fea4c19c1106d6b458e (patch) | |
tree | 9518ed7903cf1b38af293cfd60146376f1016504 /game/background/AquariumSubScene.cpp | |
parent | f5d2ef9a5a335509f6ade05470938f0fbbbb74ad (diff) | |
parent | e7599e648ea24d5e8a27bd9f4f162ef1a7c53d21 (diff) |
Merge branch 'max/game' of github.com:lonkaars/crepe
Diffstat (limited to 'game/background/AquariumSubScene.cpp')
-rw-r--r-- | game/background/AquariumSubScene.cpp | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp new file mode 100644 index 0000000..579e633 --- /dev/null +++ b/game/background/AquariumSubScene.cpp @@ -0,0 +1,143 @@ +#include "AquariumSubScene.h" + +#include "../Config.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 = 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + }); + 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 = 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, GAME_HEIGHT), + }); + 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 = 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 = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + }); + 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 = 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 = 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 = 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 = 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 = 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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 400), + .position_offset = vec2(-200, -200), + }); +} |