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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/ForestSubScene.cpp
parent0ba89eff9283d5f9f59fa763a19f4616f1c66d74 (diff)
Moved file to sub directory
Diffstat (limited to 'game/background/ForestSubScene.cpp')
-rw-r--r--game/background/ForestSubScene.cpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp
new file mode 100644
index 0000000..810ef17
--- /dev/null
+++ b/game/background/ForestSubScene.cpp
@@ -0,0 +1,131 @@
+#include "ForestSubScene.h"
+#include "ForestParallaxScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/types.h>
+
+using namespace crepe;
+using namespace std;
+
+float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) {
+ GameObject script = scn.new_object("forest_script", "background");
+ script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(
+ begin_x - 400, begin_x + 3000 + 400, unique_bg_name);
+
+ this->add_background(scn, begin_x, unique_bg_name);
+
+ 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,
+ .order_in_layer = 0,
+ .size = vec2(0, 800),
+ });
+ begin_x += 800;
+
+ this->add_background(scn, begin_x, unique_bg_name);
+
+ 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),
+ });
+ 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),
+ });
+ begin_x += 800;
+
+ this->add_background(scn, begin_x, unique_bg_name);
+
+ 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,
+ .order_in_layer = 1,
+ .size = vec2(0, 800),
+ });
+ begin_x += 600;
+
+ this->add_background(scn, begin_x + 200, unique_bg_name);
+
+ return begin_x;
+}
+
+void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) {
+ GameObject bg_1
+ = 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,
+ .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),
+ });
+ 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),
+ });
+ 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),
+ });
+ 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),
+ });
+ 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),
+ });
+ 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_2.add_component<Rigidbody>(Rigidbody::Data{
+ .linear_velocity = vec2(30, 0),
+ });
+ bg_3.add_component<Rigidbody>(Rigidbody::Data{
+ .linear_velocity = vec2(40, 0),
+ });
+}