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authorMax-001 <maxsmits21@kpnmail.nl>2024-12-21 11:36:37 +0100
committerMax-001 <maxsmits21@kpnmail.nl>2024-12-21 11:36:37 +0100
commitd2af158ac63ab05b2fbfdcdf1b483662e48c0544 (patch)
tree14edc04fe7ddb4b85b151dfb857557fded5b2b93 /game/background/ForestSubScene.cpp
parent9da9dd5a1ceb877dd6d822e91b3be2ffd4b43160 (diff)
Added Config.h
Diffstat (limited to 'game/background/ForestSubScene.cpp')
-rw-r--r--game/background/ForestSubScene.cpp108
1 files changed, 59 insertions, 49 deletions
diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp
index 810ef17..f0848f2 100644
--- a/game/background/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>
@@ -22,7 +24,7 @@ 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),
});
@@ -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, 800),
+ });
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, 800),
+ });
begin_x += 800;
this->add_background(scn, begin_x, unique_bg_name);
@@ -55,7 +59,7 @@ 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),
});
@@ -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),