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authorheavydemon21 <nielsstunnebrink1@gmail.com>2025-01-08 14:39:16 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2025-01-08 14:39:16 +0100
commit18a8813645187102fc6261b8d5be1a41c8f0dae4 (patch)
tree655c5d22027fa23af3378df2d92d4051a71be2a6 /game
parent0729209117a4393e66d7f5b6d83083e2d7c0694c (diff)
parentd9c67da9b8c2d8d25ef4dd2c700ddc78573d3a60 (diff)
Merge remote-tracking branch 'origin/loek/game' into niels/game
Diffstat (limited to 'game')
-rw-r--r--game/CMakeLists.txt14
-rw-r--r--game/Config.h21
-rw-r--r--game/GameScene.cpp58
-rw-r--r--game/Random.cpp4
-rw-r--r--game/Random.h1
-rw-r--r--game/background/CMakeLists.txt9
-rw-r--r--game/main.cpp8
-rw-r--r--game/menus/mainmenu/ITransitionScript.cpp1
-rw-r--r--game/menus/shop/ShopMenuScene.cpp1
-rw-r--r--game/prefab/CMakeLists.txt6
-rw-r--r--game/prefab/ZapperObject.cpp122
-rw-r--r--game/prefab/ZapperObject.h40
-rw-r--r--game/prefab/ZapperPoolScript.cpp73
-rw-r--r--game/prefab/ZapperPoolScript.h33
-rw-r--r--game/prefab/ZapperPoolSubScene.cpp19
-rw-r--r--game/prefab/ZapperPoolSubScene.h19
-rwxr-xr-xgame/util/scrollgen36
17 files changed, 410 insertions, 55 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 9251b2c..dec161d 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -7,7 +7,10 @@ set(CMAKE_BUILD_TYPE Debug)
project(game C CXX)
add_subdirectory(../src crepe)
-add_executable(main
+
+add_executable(main)
+
+add_executable(main PUBLIC
#background
background/AquariumSubScene.cpp
background/AquariumScript.cpp
@@ -43,6 +46,11 @@ add_executable(main
main.cpp
# scripts
+
+add_executable(main)
+
+target_sources(main PUBLIC
+ GameScene.cpp
MoveCameraManualyScript.cpp
StartGameScript.cpp
@@ -88,5 +96,9 @@ add_executable(main
Random.cpp
)
+add_subdirectory(background)
+add_subdirectory(prefab)
+
target_link_libraries(main PUBLIC crepe)
+target_include_directories(main PRIVATE .)
diff --git a/game/Config.h b/game/Config.h
index f1b64b3..64f2828 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -1,6 +1,17 @@
#pragma once
#include "types.h"
+#include <crepe/api/Config.h>
+
+static const crepe::Config ENGINE_CONFIG {
+ .log {
+ .level = crepe::Log::Level::DEBUG,
+ },
+ .window_settings {
+ .window_title = "Jetpack joyride clone",
+ },
+};
+
static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes
static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes
static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes
@@ -21,11 +32,12 @@ static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene
static constexpr int COLL_LAY_LASER = 7; // Only for GameScene
static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene
-static constexpr int GAME_HEIGHT = 800; // In game units
+static constexpr float GAME_HEIGHT = 800; // In game units
+static constexpr float HALLWAY_HEIGHT = 475; // In game units
-static constexpr int VIEWPORT_X = 1100; // In game units
+static constexpr float VIEWPORT_X = 1100; // In game units
// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished
-static constexpr int VIEWPORT_Y = 500; // In game units
+static constexpr float VIEWPORT_Y = 500; // In game units
// Font settings
static constexpr const char * FONT = "Jetpackia";
@@ -45,3 +57,6 @@ static constexpr const char * DISTANCE_RUN = "distance_run";
static constexpr const char * PLAYER_NAME = "player";
static constexpr int PLAYER_SPEED = 7500; // In game units
static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units
+
+static constexpr const char* CAMERA_NAME = "camera";
+
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index f2471fc..72d8b20 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -14,6 +14,7 @@
#include "missile/SpawnEvent.h"
#include "player/PlayerSubScene.h"
#include "scheduler/ObjectsScheduler.h"
+#include "prefab/ZapperPoolSubScene.h"
#include "workers/WorkersSubScene.h"
#include <cmath>
@@ -37,9 +38,11 @@ using namespace crepe;
using namespace std;
void GameScene::load_scene() {
+ logf(Log::DEBUG, "Loading (main) GameScene...");
+
BackgroundSubScene background(*this);
- GameObject camera = new_object("camera", "camera", vec2(650, 0));
+ GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0));
camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
@@ -85,6 +88,8 @@ void GameScene::load_scene() {
});
ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
+ ZapperPoolSubScene {*this};
+
GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));
start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>();
@@ -94,6 +99,7 @@ void GameScene::load_scene() {
HudSubScene hud;
hud.create(*this);
+
GameObject background_music = new_object("background_music", "audio", vec2(0, 0));
Asset background_music_asset {"asset/music/level.ogg"};
background_music.add_component<AudioSource>(background_music_asset);
@@ -102,56 +108,6 @@ void GameScene::load_scene() {
Asset boom_audio_asset {"asset/sfx/window_smash.ogg"};
boom_audio.add_component<AudioSource>(boom_audio_asset);
- // zapper, laser and missile (below) for testing purpose only!!!
- GameObject zapper = new_object("zapper", "zapper", vec2(1000, 200));
- Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
- Sprite & zapper_sprite = zapper.add_component<Sprite>(
- zapper_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- zapper.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_ZAPPER,
- });
- zapper.add_component<BoxCollider>(vec2(100, 100));
- GameObject laser = new_object("laser", "laser", vec2(2000, 200));
- Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
- Sprite & laser_sprite = laser.add_component<Sprite>(
- laser_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- laser.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_LASER,
- });
- laser.add_component<BoxCollider>(vec2(100, 100));
- GameObject missile = new_object("missile", "missile", vec2(4000, 200));
- Asset missile_asset {"asset/obstacles/missile/missile.png"};
- Sprite & missile_sprite = missile.add_component<Sprite>(
- missile_asset,
- Sprite::Data {
- .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
- .order_in_layer = 0,
- .size = vec2(100, 100),
- }
- );
- missile.add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .kinematic_collision = false,
- .collision_layer = COLL_LAY_MISSILE,
- });
- missile.add_component<BoxCollider>(vec2(100, 100));
-
EndGameSubScene endgamewindow;
endgamewindow.create(*this);
}
diff --git a/game/Random.cpp b/game/Random.cpp
index 59be3c5..821ddc8 100644
--- a/game/Random.cpp
+++ b/game/Random.cpp
@@ -26,3 +26,7 @@ unsigned Random::u(unsigned upper, unsigned lower) {
return x + lower;
}
+bool Random::b() {
+ return rand() % 2;
+}
+
diff --git a/game/Random.h b/game/Random.h
index cf05e87..8db616c 100644
--- a/game/Random.h
+++ b/game/Random.h
@@ -6,6 +6,7 @@ public:
static double d(double upper = 1.0, double lower = 0.0);
static int i(int upper, int lower = 0);
static unsigned u(unsigned upper, unsigned lower = 0);
+ static bool b();
};
diff --git a/game/background/CMakeLists.txt b/game/background/CMakeLists.txt
new file mode 100644
index 0000000..1d705f5
--- /dev/null
+++ b/game/background/CMakeLists.txt
@@ -0,0 +1,9 @@
+target_sources(main PUBLIC
+ AquariumSubScene.cpp
+ BackgroundSubScene.cpp
+ ForestParallaxScript.cpp
+ ForestSubScene.cpp
+ HallwaySubScene.cpp
+ StartSubScene.cpp
+)
+
diff --git a/game/main.cpp b/game/main.cpp
index 5c050f4..a41fc99 100644
--- a/game/main.cpp
+++ b/game/main.cpp
@@ -1,6 +1,9 @@
+#include <cstdlib>
+
#include <crepe/api/Engine.h>
#include <crepe/api/Script.h>
+#include "Config.h"
#include "GameScene.h"
#include "PreviewScene.h"
#include "menus/mainmenu/MainMenuScene.h"
@@ -9,7 +12,12 @@
using namespace crepe;
int main() {
+ srand(time(NULL));
+
+ Config::get_instance() = ENGINE_CONFIG;
+
Engine gameloop;
+ gameloop.add_scene<GameScene>();
gameloop.add_scene<MainMenuScene>();
gameloop.add_scene<ShopMenuScene>();
gameloop.add_scene<GameScene>();
diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp
index cd929a0..3e51a90 100644
--- a/game/menus/mainmenu/ITransitionScript.cpp
+++ b/game/menus/mainmenu/ITransitionScript.cpp
@@ -2,6 +2,7 @@
#include "MainMenuConfig.h"
#include "../MenusConfig.h"
+#include "../../Config.h"
#include <crepe/api/Camera.h>
#include <crepe/api/Transform.h>
diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp
index 21e3f02..d5b5af3 100644
--- a/game/menus/shop/ShopMenuScene.cpp
+++ b/game/menus/shop/ShopMenuScene.cpp
@@ -4,6 +4,7 @@
#include "../BannerSubScene.h"
#include "../ButtonSubScene.h"
#include "../MenusConfig.h"
+#include "../../Config.h"
#include <crepe/api/Camera.h>
#include <crepe/api/Sprite.h>
diff --git a/game/prefab/CMakeLists.txt b/game/prefab/CMakeLists.txt
new file mode 100644
index 0000000..6c36ef2
--- /dev/null
+++ b/game/prefab/CMakeLists.txt
@@ -0,0 +1,6 @@
+target_sources(main PUBLIC
+ ZapperObject.cpp
+ ZapperPoolSubScene.cpp
+ ZapperPoolScript.cpp
+)
+
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp
new file mode 100644
index 0000000..0a290e0
--- /dev/null
+++ b/game/prefab/ZapperObject.cpp
@@ -0,0 +1,122 @@
+#include <crepe/api/Transform.h>
+
+#include "Config.h"
+#include "ZapperObject.h"
+
+using namespace crepe;
+
+ZapperObject::ZapperObject(crepe::GameObject && base)
+ : GameObject(std::move(base)),
+ sprite {
+ .orb_start = add_component<Sprite>(
+ Asset {"asset/obstacles/zapper/orbAnim.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 1,
+ .size = vec2(0, 50) * SCALE,
+ }
+ ),
+ .orb_end = add_component<Sprite>(
+ sprite.orb_start.source,
+ Sprite::Data {
+ .flip = {true, true},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 1,
+ .size = vec2(0, 50) * SCALE,
+ }
+ ),
+ .glow_start = add_component<Sprite>(
+ Asset {"asset/obstacles/zapper/regular_zappers/glow.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = -1,
+ .size = vec2(128, 128) * SCALE,
+ }
+ ),
+ .glow_end = add_component<Sprite>(
+ sprite.glow_start.source,
+ Sprite::Data {
+ .flip = {true, true},
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = -1,
+ .size = vec2(128, 128) * SCALE,
+ }
+ ),
+ .beam = add_component<Sprite>(
+ Asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"},
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2(0, 40 * SCALE),
+ .angle_offset = 90,
+ }
+ ),
+ },
+ animator {
+ .orb_start = add_component<Animator>(
+ sprite.orb_start, ivec2(62, 42), uvec2(4, 1),
+ Animator::Data {
+ .fps = 10,
+ .looping = true,
+ }
+ ),
+ .orb_end = add_component<Animator>(
+ sprite.orb_end, ivec2(62, 42), uvec2(4, 1), animator.orb_start.data
+ ),
+ .glow_start = add_component<Animator>(
+ sprite.glow_start, ivec2(128, 128), uvec2(16, 1),
+ Animator::Data {
+ .fps = 30,
+ .looping = true,
+ }
+ ),
+ .glow_end = add_component<Animator>(
+ sprite.glow_end, ivec2(128, 128), uvec2(16, 1), animator.glow_start.data
+ ),
+ },
+ body {add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_ZAPPER,
+ })},
+ collider {add_component<BoxCollider>(vec2(0, 0))} {
+ this->set_active(false);
+ Log::logf(Log::DEBUG, "Creating zapper");
+}
+
+void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) {
+ Log::logf(Log::DEBUG, "Placing zapper [position = {}, rotation = {}, length = {}]", position, rotation, length);
+
+ this->transform.position = position;
+ this->transform.rotation = rotation;
+
+ vec2 offset = vec2(0, 1) * length / 2;
+
+ this->sprite.orb_start.data.position_offset = offset;
+ this->sprite.glow_start.data.position_offset = offset;
+ this->sprite.orb_end.data.position_offset = -offset;
+ this->sprite.glow_end.data.position_offset = -offset;
+
+ this->sprite.beam.data.size.x = length;
+
+ this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE;
+}
+
+void ZapperObject::set_active(bool active) {
+ this->sprite.orb_start.active = active;
+ this->sprite.orb_end.active = active;
+ this->sprite.glow_start.active = active;
+ this->sprite.glow_end.active = active;
+ this->sprite.beam.active = active;
+
+ this->animator.orb_start.active = active;
+ this->animator.orb_end.active = active;
+ this->animator.glow_start.active = active;
+ this->animator.glow_end.active = active;
+
+ this->body.active = active;
+ this->collider.active = active;
+
+ this->active = active;
+}
+
diff --git a/game/prefab/ZapperObject.h b/game/prefab/ZapperObject.h
new file mode 100644
index 0000000..42edc51
--- /dev/null
+++ b/game/prefab/ZapperObject.h
@@ -0,0 +1,40 @@
+#pragma once
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
+
+class ZapperObject : public crepe::GameObject {
+public:
+ ZapperObject(crepe::GameObject &&);
+
+public:
+ bool active = true;
+
+ struct {
+ crepe::Sprite & orb_start;
+ crepe::Sprite & orb_end;
+ crepe::Sprite & glow_start;
+ crepe::Sprite & glow_end;
+ crepe::Sprite & beam;
+ } sprite;
+
+ struct {
+ crepe::Animator & orb_start;
+ crepe::Animator & orb_end;
+ crepe::Animator & glow_start;
+ crepe::Animator & glow_end;
+ } animator;
+
+ crepe::Rigidbody & body;
+ crepe::BoxCollider & collider;
+
+private:
+ static constexpr float SCALE = 0.8;
+
+public:
+ void place(const crepe::vec2 & position, float rotation, float length);
+ void set_active(bool active);
+};
diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp
new file mode 100644
index 0000000..ac6ce96
--- /dev/null
+++ b/game/prefab/ZapperPoolScript.cpp
@@ -0,0 +1,73 @@
+#include <crepe/api/Camera.h>
+
+#include "../Config.h"
+#include "../Random.h"
+
+#include "ZapperPoolScript.h"
+#include "ZapperPoolSubScene.h"
+#include "util/OptionalRef.h"
+
+using namespace crepe;
+using namespace std;
+
+ZapperPoolScript::ZapperPoolScript(std::vector<ZapperObject> && pool) : pool(pool) {}
+
+void ZapperPoolScript::init() {
+ subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) {
+ this->spawn_random();
+ return true;
+ });
+
+ camera_transform = get_components_by_name<Transform>(CAMERA_NAME).back();
+ camera_camera = get_components_by_name<Camera>(CAMERA_NAME).back();
+}
+
+void ZapperPoolScript::fixed_update(crepe::duration_t) {
+ float threshold = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN;
+ for (ZapperObject & zapper : this->pool) {
+ if (!zapper.active) continue;
+
+ if (zapper.transform.position.x < threshold)
+ zapper.set_active(false);
+ }
+
+ if (i-- > 0) return;
+ i = 200;
+ queue_event<CreateZapperEvent>();
+}
+
+void ZapperPoolScript::spawn_random() {
+ OptionalRef<ZapperObject> zapper = this->get_next_zapper();
+ if (!zapper) return; // pool exhausted
+
+ vec2 pos = {
+ .x = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN,
+ .y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT,
+ };
+
+ bool horizontal = Random::b();
+ float rotation, length;
+
+ if (horizontal) {
+ rotation = 90;
+ length = Random::f(400, 200);
+ } else {
+ rotation = 0;
+ length = Random::f(200, 50);
+ if (abs(pos.y) + length / 2 > HALLWAY_HEIGHT / 2) {
+ // TODO: fix offset
+ }
+ }
+
+ zapper->place(pos, rotation, length);
+ zapper->set_active(true);
+}
+
+OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() {
+ for (ZapperObject & zapper : this->pool) {
+ if (zapper.active) continue;
+ return zapper;
+ }
+ return {};
+}
+
diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h
new file mode 100644
index 0000000..6aee8b2
--- /dev/null
+++ b/game/prefab/ZapperPoolScript.h
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+
+#include "ZapperObject.h"
+#include "util/OptionalRef.h"
+
+class ZapperPoolSubScene;
+
+class ZapperPoolScript : public crepe::Script {
+public:
+ ZapperPoolScript(std::vector<ZapperObject> && pool);
+
+ void init();
+ void fixed_update(crepe::duration_t);
+
+ unsigned i = 0;
+
+private:
+ std::vector<ZapperObject> pool;
+
+private:
+ crepe::OptionalRef<crepe::Transform> camera_transform;
+ crepe::OptionalRef<crepe::Camera> camera_camera;
+ crepe::OptionalRef<ZapperObject> get_next_zapper();
+
+private:
+ void spawn_random();
+
+private:
+ static constexpr float OFFSCREEN_MARGIN = 40;
+};
+
diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp
new file mode 100644
index 0000000..e341090
--- /dev/null
+++ b/game/prefab/ZapperPoolSubScene.cpp
@@ -0,0 +1,19 @@
+#include <crepe/api/BehaviorScript.h>
+
+#include "ZapperPoolSubScene.h"
+#include "ZapperPoolScript.h"
+
+using namespace crepe;
+using namespace std;
+
+ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene)
+ : controller { scene.new_object("controller") } {
+
+ Log::logf(Log::DEBUG, "Building zapper pool...");
+ vector<ZapperObject> pool;
+ for (size_t i = 0; i < this->POOL_SIZE; i++)
+ pool.emplace_back(scene.new_object("zapper", "zapper"));
+ BehaviorScript & behavior = this->controller.add_component<BehaviorScript>();
+ behavior.set_script<ZapperPoolScript>(std::move(pool));
+}
+
diff --git a/game/prefab/ZapperPoolSubScene.h b/game/prefab/ZapperPoolSubScene.h
new file mode 100644
index 0000000..f930e22
--- /dev/null
+++ b/game/prefab/ZapperPoolSubScene.h
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Event.h>
+#include <crepe/util/OptionalRef.h>
+
+class CreateZapperEvent : public crepe::Event {};
+
+class ZapperPoolSubScene {
+public:
+ ZapperPoolSubScene(crepe::Scene & scene);
+
+private:
+ crepe::GameObject controller;
+
+private:
+ static constexpr size_t POOL_SIZE = 4;
+};
diff --git a/game/util/scrollgen b/game/util/scrollgen
new file mode 100755
index 0000000..0389107
--- /dev/null
+++ b/game/util/scrollgen
@@ -0,0 +1,36 @@
+#!/bin/sh
+INPUT="$1"
+FRAMES="$2"
+
+die() {
+ echo "$@"
+ exit 1
+}
+check_command() {
+ cmd="$1"
+ command -v "$cmd" > /dev/null || die "command '$cmd' not found"
+}
+
+check_command magick
+check_command identify
+[ "$#" -eq 2 ] || die "usage: $0 <input image> <frame count>"
+[ -e "$INPUT" ] || die "file not found: $INPUT"
+[ "$FRAMES" -gt 0 ] || die "invalid frame count: $FRAMES"
+
+tile_width=$(identify -format "%w" "$INPUT")
+tile_height=$(identify -format "%h" "$INPUT")
+
+OUTPUT="$INPUT.scroll.png"
+magick -size "${tile_width}x$(( $tile_height * $FRAMES ))" 'xc:#ff00ff00' "$OUTPUT"
+
+for i in $(seq 0 $(( $FRAMES - 1 ))); do
+ offset_x=$(( $tile_width * $i / $FRAMES ))
+ offset_y=$(( i * $tile_height ))
+
+ magick "$OUTPUT" "$INPUT" -geometry "+${offset_x}+${offset_y}" -composite "$OUTPUT"
+ magick "$OUTPUT" "$INPUT" -geometry "+$(( $offset_x - $tile_width ))+${offset_y}" -composite "$OUTPUT"
+ echo "+${offset_x}+${offset_y}"
+done
+
+# magick -size ${total_width}x${sprite_height} xc:none canvas.png
+