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-rw-r--r--game/CMakeLists.txt12
-rw-r--r--game/Config.h21
-rw-r--r--game/GameScene.cpp20
-rw-r--r--game/PlayerSubScene.cpp32
-rw-r--r--game/background/AquariumSubScene.cpp (renamed from game/AquariumSubScene.cpp)146
-rw-r--r--game/background/AquariumSubScene.h (renamed from game/AquariumSubScene.h)0
-rw-r--r--game/background/BackgroundSubScene.cpp (renamed from game/BackgroundSubScene.cpp)0
-rw-r--r--game/background/BackgroundSubScene.h (renamed from game/BackgroundSubScene.h)0
-rw-r--r--game/background/ForestParallaxScript.cpp (renamed from game/ForestParallaxScript.cpp)0
-rw-r--r--game/background/ForestParallaxScript.h (renamed from game/ForestParallaxScript.h)0
-rw-r--r--game/background/ForestSubScene.cpp (renamed from game/ForestSubScene.cpp)112
-rw-r--r--game/background/ForestSubScene.h (renamed from game/ForestSubScene.h)0
-rw-r--r--game/background/HallwaySubScene.cpp (renamed from game/HallwaySubScene.cpp)75
-rw-r--r--game/background/HallwaySubScene.h (renamed from game/HallwaySubScene.h)0
-rw-r--r--game/background/StartSubScene.cpp (renamed from game/StartSubScene.cpp)270
-rw-r--r--game/background/StartSubScene.h (renamed from game/StartSubScene.h)0
-rw-r--r--mwe/events/include/event.h2
-rw-r--r--src/crepe/system/InputSystem.h6
18 files changed, 391 insertions, 305 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index dc55523..937b5e6 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -9,17 +9,17 @@ project(game C CXX)
add_subdirectory(../src crepe)
add_executable(main
- AquariumSubScene.cpp
- BackgroundSubScene.cpp
- ForestParallaxScript.cpp
- ForestSubScene.cpp
+ background/AquariumSubScene.cpp
+ background/BackgroundSubScene.cpp
+ background/ForestParallaxScript.cpp
+ background/ForestSubScene.cpp
GameScene.cpp
- HallwaySubScene.cpp
+ background/HallwaySubScene.cpp
MoveCameraManualyScript.cpp
PlayerScript.cpp
PlayerSubScene.cpp
StartGameScript.cpp
- StartSubScene.cpp
+ background/StartSubScene.cpp
main.cpp
)
diff --git a/game/Config.h b/game/Config.h
new file mode 100644
index 0000000..ec753df
--- /dev/null
+++ b/game/Config.h
@@ -0,0 +1,21 @@
+#pragma once
+
+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
+static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes
+static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene
+static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene
+static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene
+
+static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene
+static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene
+static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene
+static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene
+static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene
+
+static constexpr int GAME_HEIGHT = 800; // In game units
+
+static constexpr int VIEWPORT_X = 1100; // In game units
+// 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished
+static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index c280474..91da092 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -1,9 +1,11 @@
#include "GameScene.h"
-#include "BackgroundSubScene.h"
+#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "PlayerSubScene.h"
#include "StartGameScript.h"
+#include "background/BackgroundSubScene.h"
+
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
@@ -19,7 +21,6 @@
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
@@ -28,7 +29,7 @@ void GameScene::load_scene() {
BackgroundSubScene background(*this);
GameObject camera = new_object("camera", "camera", vec2(650, 0));
- camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800),
+ camera.add_component<Camera>(ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data{
.bg_color = Color::RED,
});
@@ -40,11 +41,24 @@ void GameScene::load_scene() {
GameObject floor = new_object("floor", "game_world", vec2(0, 325));
floor.add_component<Rigidbody>(Rigidbody::Data{
.body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_TOP,
});
floor.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350));
+ floor_low.add_component<Rigidbody>(Rigidbody::Data{
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_LOW,
+ });
+ floor_low.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300));
+ floor_high.add_component<Rigidbody>(Rigidbody::Data{
+ .body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_HIGH,
+ });
GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));
ceiling.add_component<Rigidbody>(Rigidbody::Data{
.body_type = Rigidbody::BodyType::STATIC,
+ .collision_layer = COLL_LAY_BOT_TOP,
});
ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp
index 01a383a..b361a82 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),
@@ -55,7 +56,8 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
.gravity_scale = 20,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = vec2(100, 0),
- .collision_layer = 10,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_PLAYER,
});
player.add_component<BoxCollider>(vec2(50, 50));
player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
diff --git a/game/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp
index 40e22b7..579e633 100644
--- a/game/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, GAME_HEIGHT),
+ });
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, GAME_HEIGHT),
+ });
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, GAME_HEIGHT),
+ });
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, GAME_HEIGHT),
+ });
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, GAME_HEIGHT),
+ });
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, GAME_HEIGHT),
+ });
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/AquariumSubScene.h b/game/background/AquariumSubScene.h
index 2a188bc..2a188bc 100644
--- a/game/AquariumSubScene.h
+++ b/game/background/AquariumSubScene.h
diff --git a/game/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp
index 6fdc598..6fdc598 100644
--- a/game/BackgroundSubScene.cpp
+++ b/game/background/BackgroundSubScene.cpp
diff --git a/game/BackgroundSubScene.h b/game/background/BackgroundSubScene.h
index 06bdac4..06bdac4 100644
--- a/game/BackgroundSubScene.h
+++ b/game/background/BackgroundSubScene.h
diff --git a/game/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp
index 27e30eb..27e30eb 100644
--- a/game/ForestParallaxScript.cpp
+++ b/game/background/ForestParallaxScript.cpp
diff --git a/game/ForestParallaxScript.h b/game/background/ForestParallaxScript.h
index a65a684..a65a684 100644
--- a/game/ForestParallaxScript.h
+++ b/game/background/ForestParallaxScript.h
diff --git a/game/ForestSubScene.cpp b/game/background/ForestSubScene.cpp
index 810ef17..7eac53a 100644
--- a/game/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>
@@ -22,9 +24,9 @@ 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),
+ .size = vec2(0, GAME_HEIGHT),
});
begin_x += 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, GAME_HEIGHT),
+ });
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, GAME_HEIGHT),
+ });
begin_x += 800;
this->add_background(scn, begin_x, unique_bg_name);
@@ -55,9 +59,9 @@ 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),
+ .size = vec2(0, GAME_HEIGHT),
});
begin_x += 600;
@@ -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/ForestSubScene.h b/game/background/ForestSubScene.h
index 0a04001..0a04001 100644
--- a/game/ForestSubScene.h
+++ b/game/background/ForestSubScene.h
diff --git a/game/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp
index 486b8c6..2aa9bab 100644
--- a/game/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>
@@ -14,9 +16,9 @@ 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),
+ .size = vec2(0, GAME_HEIGHT),
});
begin_x += 600;
@@ -26,48 +28,52 @@ 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, 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 = 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, 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 = 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, 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 = 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, 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 = 4,
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
.order_in_layer = 1,
- .size = vec2(0, 800),
+ .size = vec2(0, GAME_HEIGHT),
});
begin_x += 600;
@@ -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/HallwaySubScene.h b/game/background/HallwaySubScene.h
index acc9329..acc9329 100644
--- a/game/HallwaySubScene.h
+++ b/game/background/HallwaySubScene.h
diff --git a/game/StartSubScene.cpp b/game/background/StartSubScene.cpp
index 5d810c2..a918c05 100644
--- a/game/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),
+ .size = vec2(0, GAME_HEIGHT),
});
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;
@@ -39,9 +42,9 @@ 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),
+ .size = vec2(0, GAME_HEIGHT),
});
begin_x += 100;
@@ -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,
@@ -162,19 +168,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 500,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_1_rb.active = false;
frag_1.add_component<CircleCollider>(25);
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,
@@ -183,19 +190,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 400,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_2_rb.active = false;
frag_2.add_component<CircleCollider>(55);
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,
@@ -204,19 +212,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 300,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_3_rb.active = false;
frag_3.add_component<CircleCollider>(35);
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,
@@ -225,19 +234,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 200,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_4_rb.active = false;
frag_4.add_component<CircleCollider>(60);
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,
@@ -246,19 +256,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 100,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_5_rb.active = false;
frag_5.add_component<CircleCollider>(5);
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,
@@ -267,19 +278,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 100,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_6_rb.active = false;
frag_6.add_component<CircleCollider>(30);
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,
@@ -288,19 +300,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 800,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_7_rb.active = false;
frag_7.add_component<CircleCollider>(45);
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,
@@ -309,19 +322,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 500,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_8_rb.active = false;
frag_8.add_component<CircleCollider>(25);
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,
@@ -330,19 +344,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 500,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_9_rb.active = false;
frag_9.add_component<CircleCollider>(15);
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,
@@ -351,19 +366,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 300,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_10_rb.active = false;
frag_10.add_component<CircleCollider>(60);
- GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90));
+ GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 70));
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,
@@ -372,19 +388,20 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 200,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_11_rb.active = false;
frag_11.add_component<CircleCollider>(5);
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,
@@ -393,7 +410,8 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
.angular_velocity = 100,
.angular_velocity_coefficient = 0.55,
.elasticity_coefficient = 0.5,
- .collision_layer = 5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
});
frag_12_rb.active = false;
frag_12.add_component<CircleCollider>(50);
@@ -404,7 +422,7 @@ 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 +443,7 @@ 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),
});
diff --git a/game/StartSubScene.h b/game/background/StartSubScene.h
index c83e3d5..c83e3d5 100644
--- a/game/StartSubScene.h
+++ b/game/background/StartSubScene.h
diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h
index ee1bf52..e1b220b 100644
--- a/mwe/events/include/event.h
+++ b/mwe/events/include/event.h
@@ -148,7 +148,7 @@ private:
};
class ShutDownEvent : public Event {
public:
- ShutDownEvent() : Event("ShutDownEvent") {};
+ ShutDownEvent() : Event("ShutDownEvent"){};
REGISTER_EVENT_TYPE(ShutDownEvent)
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index 45b238b..2cb80e5 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -23,7 +23,7 @@ public:
/**
* \param metadata Metadata of the button pressed
*/
- ButtonPressEvent(const Metadata & metadata) : metadata(metadata) {};
+ ButtonPressEvent(const Metadata & metadata) : metadata(metadata){};
};
//! Event triggered when the mouse enters a button
class ButtonEnterEvent : public Event {
@@ -33,7 +33,7 @@ public:
/**
* \param metadata Metadata of the button pressed
*/
- ButtonEnterEvent(const Metadata & metadata) : metadata(metadata) {};
+ ButtonEnterEvent(const Metadata & metadata) : metadata(metadata){};
};
//! Event triggered when the mouse leaves a button
class ButtonExitEvent : public Event {
@@ -43,7 +43,7 @@ public:
/**
* \param metadata Metadata of the button pressed
*/
- ButtonExitEvent(const Metadata & metadata) : metadata(metadata) {};
+ ButtonExitEvent(const Metadata & metadata) : metadata(metadata){};
};
/**