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 | |
parent | 9da9dd5a1ceb877dd6d822e91b3be2ffd4b43160 (diff) |
Added Config.h
Diffstat (limited to 'game')
-rw-r--r-- | game/Config.h | 11 | ||||
-rw-r--r-- | game/PlayerSubScene.cpp | 29 | ||||
-rw-r--r-- | game/background/AquariumSubScene.cpp | 146 | ||||
-rw-r--r-- | game/background/ForestSubScene.cpp | 108 | ||||
-rw-r--r-- | game/background/HallwaySubScene.cpp | 71 | ||||
-rw-r--r-- | game/background/StartSubScene.cpp | 228 |
6 files changed, 321 insertions, 272 deletions
diff --git a/game/Config.h b/game/Config.h new file mode 100644 index 0000000..7a83ee6 --- /dev/null +++ b/game/Config.h @@ -0,0 +1,11 @@ +#pragma once + +static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; +static constexpr int SORT_IN_LAY_BACKGROUND = 4; +static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; +static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; +static constexpr int SORT_IN_LAY_OBSTACLES = 8; +static constexpr int SORT_IN_LAY_PLAYER = 10; +static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; + + diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp index 01a383a..d81dd34 100644 --- a/game/PlayerSubScene.cpp +++ b/game/PlayerSubScene.cpp @@ -1,4 +1,5 @@ #include "PlayerSubScene.h" +#include "Config.h" #include "PlayerScript.h" #include <crepe/api/Animator.h> @@ -13,25 +14,25 @@ using namespace std; PlayerSubScene::PlayerSubScene(Scene & scn) { GameObject player = scn.new_object("player", "player", vec2(-100, 200)); Asset player_body_asset{"asset/barry/defaultBody.png"}; - Sprite & player_body_sprite - = player.add_component<Sprite>(player_body_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 0, - .size = vec2(0, 50), - }); + Sprite & player_body_sprite = player.add_component<Sprite>( + player_body_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 0, + .size = vec2(0, 50), + }); player.add_component<Animator>(player_body_sprite, ivec2(32, 32), uvec2(4, 8), Animator::Data{ .fps = 5, .looping = true, }); Asset player_head_asset{"asset/barry/defaultHead.png"}; - Sprite & player_head_sprite - = player.add_component<Sprite>(player_head_asset, Sprite::Data{ - .sorting_in_layer = 10, - .order_in_layer = 1, - .size = vec2(0, 50), - .position_offset = vec2(0, -20), - }); + Sprite & player_head_sprite = player.add_component<Sprite>( + player_head_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + }); player.add_component<Animator>(player_head_sprite, ivec2(32, 32), uvec2(4, 8), Animator::Data{ .fps = 5, @@ -40,7 +41,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { Asset player_jetpack_asset{"asset/barry/jetpackDefault.png"}; Sprite & player_jetpack_sprite = player.add_component<Sprite>( player_jetpack_asset, Sprite::Data{ - .sorting_in_layer = 10, + .sorting_in_layer = SORT_IN_LAY_PLAYER, .order_in_layer = 2, .size = vec2(0, 60), .position_offset = vec2(-20, 0), diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp index 40e22b7..9994a9e 100644 --- a/game/background/AquariumSubScene.cpp +++ b/game/background/AquariumSubScene.cpp @@ -1,5 +1,7 @@ #include "AquariumSubScene.h" +#include "../Config.h" + #include <crepe/api/Animator.h> #include <crepe/api/GameObject.h> #include <crepe/api/Scene.h> @@ -15,21 +17,23 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { GameObject aquarium_begin = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); Asset aquarium_begin_asset{"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; - aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); + aquarium_begin.add_component<Sprite>(aquarium_begin_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 800), + }); begin_x += 600; GameObject aquarium_middle_1 = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_1_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); + aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 800), + }); begin_x += 400; this->add_background(scn, begin_x - 200); @@ -37,21 +41,23 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { GameObject aquarium_middle_2 = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_2_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); + aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, 800), + }); begin_x += 400; GameObject aquarium_middle_3 = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_3_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 4, - .size = vec2(0, 800), - }); + aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, 800), + }); begin_x += 400; this->add_background(scn, begin_x - 200); @@ -59,22 +65,24 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { GameObject aquarium_middle_4 = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); Asset aquarium_middle_4_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; - aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 5, - .size = vec2(0, 800), - }); + aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 800), + }); begin_x += 600; this->add_background(scn, begin_x); GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); Asset aquarium_end_asset{"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; - aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); + aquarium_end.add_component<Sprite>(aquarium_end_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 800), + }); begin_x += 600; return begin_x; @@ -83,47 +91,53 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { void AquariumSubScene::add_background(Scene & scn, float begin_x) { GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); Asset bg_1_1_asset{"asset/background/aquarium/AquariumBG1_1_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_1_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 400), - .position_offset = vec2(-200, 100), - }); + bg_1.add_component<Sprite>(bg_1_1_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 400), + .position_offset = vec2(-200, 100), + }); Asset bg_1_2_asset{"asset/background/aquarium/AquariumBG1_2_TVOS.png"}; - bg_1.add_component<Sprite>(bg_1_2_asset, Sprite::Data{ - .sorting_in_layer = 3, - .order_in_layer = 2, - .size = vec2(0, 400), - .position_offset = vec2(200, 100), - }); + bg_1.add_component<Sprite>(bg_1_2_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 400), + .position_offset = vec2(200, 100), + }); GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); Asset bg_2_1_asset{"asset/background/aquarium/AquariumBG2_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, -50), - }); + 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, -50), + }); Asset bg_2_2_asset{"asset/background/aquarium/AquariumBG2_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, -50), - }); + 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, -50), + }); GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); Asset bg_3_1_asset{"asset/background/aquarium/AquariumBG3_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, 400), - .position_offset = vec2(200, -200), - }); + 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, 400), + .position_offset = vec2(200, -200), + }); Asset bg_3_2_asset{"asset/background/aquarium/AquariumBG3_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, 400), - .position_offset = vec2(-200, -200), - }); + 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, 400), + .position_offset = vec2(-200, -200), + }); } 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), diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp index 486b8c6..b5e3635 100644 --- a/game/background/HallwaySubScene.cpp +++ b/game/background/HallwaySubScene.cpp @@ -1,5 +1,7 @@ #include "HallwaySubScene.h" +#include "../Config.h" + #include <crepe/api/Animator.h> #include <crepe/api/Color.h> #include <crepe/api/GameObject.h> @@ -14,7 +16,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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 = 4, + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 800), }); @@ -26,46 +28,50 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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 = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); + middle_1.add_component<Sprite>(middle_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 2, + .size = vec2(0, 800), + }); 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 = 4, - .order_in_layer = 3, - .size = vec2(0, 800), - }); + middle_2.add_component<Sprite>(middle_asset_2, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, 800), + }); 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 = 4, - .order_in_layer = 4, - .size = vec2(0, 800), - }); + middle_3.add_component<Sprite>(middle_asset_3, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 4, + .size = vec2(0, 800), + }); 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 = 4, - .order_in_layer = 5, - .size = vec2(0, 800), - }); + middle_4.add_component<Sprite>(middle_asset_4, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 800), + }); 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 = 4, + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 1, .size = vec2(0, 800), }); @@ -77,7 +83,7 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu 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 = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, @@ -85,7 +91,7 @@ void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) 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 = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 1, .size = vec2(0, 300), .position_offset = offset - vec2(65, -30), @@ -100,18 +106,19 @@ void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) 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 = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset, - }); + 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 = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset + vec2(200, 0), diff --git a/game/background/StartSubScene.cpp b/game/background/StartSubScene.cpp index 5d810c2..547b00d 100644 --- a/game/background/StartSubScene.cpp +++ b/game/background/StartSubScene.cpp @@ -1,5 +1,7 @@ #include "StartSubScene.h" +#include "../Config.h" + #include <crepe/api/Animator.h> #include <crepe/api/CircleCollider.h> #include <crepe/api/Color.h> @@ -18,17 +20,18 @@ float StartSubScene::create(Scene & scn, float begin_x) { GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); Asset begin_asset{"asset/background/start/titleFG_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), }); GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); Asset hole_asset{"asset/background/start/titleWallHole.png"}; - Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 200), - }); + Sprite & hole_sprite = hole.add_component<Sprite>( + hole_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 200), + }); hole_sprite.active = false; begin_x += 700; @@ -39,7 +42,7 @@ float StartSubScene::create(Scene & scn, float begin_x) { GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); Asset end_asset{"asset/background/start/titleFG_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), }); @@ -53,7 +56,7 @@ float StartSubScene::create(Scene & scn, float begin_x) { void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { Asset lamp_asset{"asset/background/start/alarmLight_TVOS.png"}; obj.add_component<Sprite>(lamp_asset, Sprite::Data{ - .sorting_in_layer = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, @@ -61,7 +64,7 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { Asset lamp_glow_asset{"asset/background/start/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component<Sprite>( lamp_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 1, .size = vec2(0, 300), .position_offset = offset - vec2(65, -55), @@ -77,7 +80,7 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { void StartSubScene::add_table(GameObject & obj, vec2 offset) { Asset table_asset{"asset/background/start/table.png"}; obj.add_component<Sprite>(table_asset, Sprite::Data{ - .sorting_in_layer = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, @@ -85,7 +88,7 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) { Asset gramophone_asset{"asset/background/start/gramophone_TVOS.png"}; Sprite & gramophone_sprite = obj.add_component<Sprite>( gramophone_asset, Sprite::Data{ - .sorting_in_layer = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 1, .size = vec2(0, 100), .position_offset = offset + vec2(0, -50), @@ -100,36 +103,38 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) { void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { Asset light_asset{"asset/background/start/title_light_TVOS.png"}; obj.add_component<Sprite>(light_asset, Sprite::Data{ - .sorting_in_layer = 5, + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 200), .position_offset = offset, }); Asset light_glow_asset{"asset/background/start/lightEffect2.png"}; - obj.add_component<Sprite>(light_glow_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, 75), - }); + obj.add_component<Sprite>(light_glow_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, 75), + }); Asset light_effect_asset{"asset/background/start/lightEffect.png"}; - obj.add_component<Sprite>(light_effect_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 0, - .size = vec2(0, 100), - .position_offset = offset + vec2(0, 350), - }); + obj.add_component<Sprite>(light_effect_asset, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 0, + .size = vec2(0, 100), + .position_offset = offset + vec2(0, 350), + }); } void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { Asset jetpack_stand_asset{"asset/background/start/JetpackStand.png"}; - Sprite & jetpeck_stand_sprite - = obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 70), - .position_offset = offset, - }); + Sprite & jetpeck_stand_sprite = obj.add_component<Sprite>( + jetpack_stand_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 70), + .position_offset = offset, + }); obj.add_component<Animator>(jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1), Animator::Data{ .fps = 10, @@ -137,23 +142,24 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse }) .pause(); Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"}; - obj.add_component<Sprite>(do_not_steal, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 1, - .size = vec2(0, 100), - .position_offset = offset + vec2(-75, -25), - }); + obj.add_component<Sprite>(do_not_steal, + Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, 100), + .position_offset = offset + vec2(-75, -25), + }); } void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); Asset frag_1_asset{"asset/background/start/StartWall_frag1.png"}; - Sprite & frag_1_sprite - = frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_1_sprite = frag_1.add_component<Sprite>( + frag_1_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_1_sprite.active = false; Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 10, @@ -169,12 +175,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); Asset frag_2_asset{"asset/background/start/StartWall_frag2.png"}; - Sprite & frag_2_sprite - = frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_2_sprite = frag_2.add_component<Sprite>( + frag_2_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_2_sprite.active = false; Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 20, @@ -190,12 +196,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); Asset frag_3_asset{"asset/background/start/StartWall_frag3.png"}; - Sprite & frag_3_sprite - = frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_3_sprite = frag_3.add_component<Sprite>( + frag_3_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_3_sprite.active = false; Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 30, @@ -211,12 +217,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); Asset frag_4_asset{"asset/background/start/StartWall_frag4.png"}; - Sprite & frag_4_sprite - = frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_4_sprite = frag_4.add_component<Sprite>( + frag_4_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_4_sprite.active = false; Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 40, @@ -232,12 +238,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); Asset frag_5_asset{"asset/background/start/StartWall_frag5.png"}; - Sprite & frag_5_sprite - = frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_5_sprite = frag_5.add_component<Sprite>( + frag_5_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_5_sprite.active = false; Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 50, @@ -253,12 +259,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); Asset frag_6_asset{"asset/background/start/StartWall_frag6.png"}; - Sprite & frag_6_sprite - = frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_6_sprite = frag_6.add_component<Sprite>( + frag_6_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_6_sprite.active = false; Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 30, @@ -274,12 +280,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); Asset frag_7_asset{"asset/background/start/StartWall_frag7.png"}; - Sprite & frag_7_sprite - = frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_7_sprite = frag_7.add_component<Sprite>( + frag_7_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_7_sprite.active = false; Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 20, @@ -295,12 +301,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); Asset frag_8_asset{"asset/background/start/StartWall_frag8.png"}; - Sprite & frag_8_sprite - = frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_8_sprite = frag_8.add_component<Sprite>( + frag_8_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_8_sprite.active = false; Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 30, @@ -316,12 +322,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); Asset frag_9_asset{"asset/background/start/StartWall_frag9.png"}; - Sprite & frag_9_sprite - = frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_9_sprite = frag_9.add_component<Sprite>( + frag_9_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_9_sprite.active = false; Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 40, @@ -337,12 +343,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); Asset frag_10_asset{"asset/background/start/StartWall_frag10.png"}; - Sprite & frag_10_sprite - = frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_10_sprite = frag_10.add_component<Sprite>( + frag_10_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_10_sprite.active = false; Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 50, @@ -358,12 +364,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); Asset frag_11_asset{"asset/background/start/StartWall_frag11.png"}; - Sprite & frag_11_sprite - = frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_11_sprite = frag_11.add_component<Sprite>( + frag_11_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_11_sprite.active = false; Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 60, @@ -379,12 +385,12 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); Asset frag_12_asset{"asset/background/start/StartWall_frag12.png"}; - Sprite & frag_12_sprite - = frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{ - .sorting_in_layer = 5, - .order_in_layer = 5, - .size = vec2(0, 50), - }); + Sprite & frag_12_sprite = frag_12.add_component<Sprite>( + frag_12_asset, Sprite::Data{ + .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 50), + }); frag_12_sprite.active = false; Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data{ .gravity_scale = 70, @@ -404,7 +410,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>( smoke_asset_1, Sprite::Data{ .color = Color(255, 255, 255, 50), - .sorting_in_layer = 15, + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, .order_in_layer = 0, .size = vec2(0, 100), }); @@ -425,7 +431,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) { Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>( smoke_asset_2, Sprite::Data{ .color = Color(255, 255, 255, 50), - .sorting_in_layer = 15, + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, .order_in_layer = 0, .size = vec2(0, 70), }); 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