diff options
author | Max-001 <maxsmits21@kpnmail.nl> | 2024-12-21 11:19:52 +0100 |
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committer | Max-001 <maxsmits21@kpnmail.nl> | 2024-12-21 11:19:52 +0100 |
commit | 999e1b928aa632e80521651f14013c267af604dc (patch) | |
tree | dbb30be31d332cbc53dcbb9ab498856c80162e8c /game/background/ForestSubScene.cpp | |
parent | 0ba89eff9283d5f9f59fa763a19f4616f1c66d74 (diff) |
Moved file to sub directory
Diffstat (limited to 'game/background/ForestSubScene.cpp')
-rw-r--r-- | game/background/ForestSubScene.cpp | 131 |
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), + }); +} |