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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
commit61148c757a1f742ff09e40e5347e74e638c7371c (patch)
treea2e40998981fa6f12430d2a1254250219f30d44f /game/background/HallwaySubScene.cpp
parente2162171c7ab72f450f73a0908946aa4a4dee5ee (diff)
update clang-format optionsHEADmaster
Diffstat (limited to 'game/background/HallwaySubScene.cpp')
-rw-r--r--game/background/HallwaySubScene.cpp190
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);