diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 12:32:22 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 12:32:22 +0100 |
commit | 61148c757a1f742ff09e40e5347e74e638c7371c (patch) | |
tree | a2e40998981fa6f12430d2a1254250219f30d44f /game/background/HallwaySubScene.cpp | |
parent | e2162171c7ab72f450f73a0908946aa4a4dee5ee (diff) |
Diffstat (limited to 'game/background/HallwaySubScene.cpp')
-rw-r--r-- | game/background/HallwaySubScene.cpp | 190 |
1 files changed, 109 insertions, 81 deletions
diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp index 2aa9bab..4d96c94 100644 --- a/game/background/HallwaySubScene.cpp +++ b/game/background/HallwaySubScene.cpp @@ -11,15 +11,19 @@ using namespace crepe; using namespace std; -float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_num, - Color sector_color) { +float HallwaySubScene::create( + Scene & scn, float begin_x, unsigned int sector_num, Color sector_color +) { GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); - Asset begin_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"}; - begin.add_component<Sprite>(begin_asset, Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 0, - .size = vec2(0, GAME_HEIGHT), - }); + Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"}; + begin.add_component<Sprite>( + begin_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, GAME_HEIGHT), + } + ); begin_x += 600; this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); @@ -27,104 +31,128 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu this->add_lamp(begin, vec2(430, -120), 9); GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_1.add_component<Sprite>(middle_asset, - Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 2, - .size = vec2(0, GAME_HEIGHT), - }); + Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_1.add_component<Sprite>( + middle_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, GAME_HEIGHT), + } + ); begin_x += 600; GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_2{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_2.add_component<Sprite>(middle_asset_2, - Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 3, - .size = vec2(0, GAME_HEIGHT), - }); + Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_2.add_component<Sprite>( + middle_asset_2, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); begin_x += 200; GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_3{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_3.add_component<Sprite>(middle_asset_3, - Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 4, - .size = vec2(0, GAME_HEIGHT), - }); + Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_3.add_component<Sprite>( + middle_asset_3, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, GAME_HEIGHT), + } + ); begin_x += 400; this->add_lamp(middle_3, vec2(0, -120)); GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); - Asset middle_asset_4{"asset/background/hallway/hallway1FG_2_TVOS.png"}; - middle_4.add_component<Sprite>(middle_asset_4, - Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 5, - .size = vec2(0, GAME_HEIGHT), - }); + Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; + middle_4.add_component<Sprite>( + middle_asset_4, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, GAME_HEIGHT), + } + ); begin_x += 600; GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); - Asset end_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"}; - end.add_component<Sprite>(end_asset, Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 1, - .size = vec2(0, GAME_HEIGHT), - }); + Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"}; + end.add_component<Sprite>( + 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 HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { - Asset lamp_asset{"asset/background/hallway/alarmLight_TVOS.png"}; - obj.add_component<Sprite>(lamp_asset, Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset lamp_glow_asset{"asset/background/hallway/alarmGlow_TVOS.png"}; + Asset lamp_asset {"asset/background/hallway/alarmLight_TVOS.png"}; + obj.add_component<Sprite>( + lamp_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset lamp_glow_asset {"asset/background/hallway/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component<Sprite>( - lamp_glow_asset, Sprite::Data{ - .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, - .order_in_layer = 1, - .size = vec2(0, 300), - .position_offset = offset - vec2(65, -30), - }); - obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), - Animator::Data{ - .fps = fps, - .looping = true, - }); + lamp_glow_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 300), + .position_offset = offset - vec2(65, -30), + } + ); + obj.add_component<Animator>( + lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), + Animator::Data { + .fps = fps, + .looping = true, + } + ); } -void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, - Color sector_color) { - Asset sector_text_asset{"asset/background/hallway/sectorText_TVOS.png"}; - obj.add_component<Sprite>(sector_text_asset, - Sprite::Data{ - .color = sector_color, - .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); - Asset sector_num_asset{"asset/background/hallway/sectorNumbers_TVOS.png"}; +void HallwaySubScene::add_sector_number( + GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color +) { + Asset sector_text_asset {"asset/background/hallway/sectorText_TVOS.png"}; + obj.add_component<Sprite>( + sector_text_asset, + Sprite::Data { + .color = sector_color, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset, + } + ); + Asset sector_num_asset {"asset/background/hallway/sectorNumbers_TVOS.png"}; Sprite & sector_num_sprite = obj.add_component<Sprite>( - sector_num_asset, Sprite::Data{ - .color = sector_color, - .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset + vec2(200, 0), - }); + sector_num_asset, + Sprite::Data { + .color = sector_color, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(200, 0), + } + ); Animator & sector_num_anim = obj.add_component<Animator>( - sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{}); + sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data {} + ); int column = (sector_num - 1) / 4; int row = (sector_num - 1) % 4; sector_num_anim.set_anim(column); |