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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 |
commit | 794facac7a7a1886bc2e0fea4c19c1106d6b458e (patch) | |
tree | 9518ed7903cf1b38af293cfd60146376f1016504 /game/background/HallwaySubScene.cpp | |
parent | f5d2ef9a5a335509f6ade05470938f0fbbbb74ad (diff) | |
parent | e7599e648ea24d5e8a27bd9f4f162ef1a7c53d21 (diff) |
Merge branch 'max/game' of github.com:lonkaars/crepe
Diffstat (limited to 'game/background/HallwaySubScene.cpp')
-rw-r--r-- | game/background/HallwaySubScene.cpp | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp new file mode 100644 index 0000000..2aa9bab --- /dev/null +++ b/game/background/HallwaySubScene.cpp @@ -0,0 +1,135 @@ +#include "HallwaySubScene.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +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), + }); + begin_x += 600; + + this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); + this->add_lamp(begin, vec2(330, -120), 11); + 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), + }); + 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), + }); + 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), + }); + 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), + }); + 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), + }); + 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"}; + 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, + }); +} + +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), + }); + Animator & sector_num_anim = obj.add_component<Animator>( + 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); + for (int i = 0; i < row; i++) { + sector_num_anim.next_anim(); + } + sector_num_anim.pause(); +} |