diff options
author | Max-001 <maxsmits21@kpnmail.nl> | 2024-12-21 11:36:37 +0100 |
---|---|---|
committer | Max-001 <maxsmits21@kpnmail.nl> | 2024-12-21 11:36:37 +0100 |
commit | d2af158ac63ab05b2fbfdcdf1b483662e48c0544 (patch) | |
tree | 14edc04fe7ddb4b85b151dfb857557fded5b2b93 /game/background/ForestSubScene.cpp | |
parent | 9da9dd5a1ceb877dd6d822e91b3be2ffd4b43160 (diff) |
Added Config.h
Diffstat (limited to 'game/background/ForestSubScene.cpp')
-rw-r--r-- | game/background/ForestSubScene.cpp | 108 |
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), |