diff options
Diffstat (limited to 'game/background/AquariumSubScene.cpp')
-rw-r--r-- | game/background/AquariumSubScene.cpp | 88 |
1 files changed, 73 insertions, 15 deletions
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp index 8d5202a..2a07daf 100644 --- a/game/background/AquariumSubScene.cpp +++ b/game/background/AquariumSubScene.cpp @@ -4,6 +4,7 @@ #include <crepe/api/Animator.h> #include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> #include <crepe/api/Scene.h> #include <crepe/api/Sprite.h> #include <crepe/types.h> @@ -15,7 +16,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { this->add_background(scn, begin_x); GameObject aquarium_begin - = scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); + = scn.new_object("aquarium_begin", "background_aqua", vec2(begin_x, 0)); Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; aquarium_begin.add_component<Sprite>( aquarium_begin_asset, @@ -28,7 +29,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { begin_x += 600; GameObject aquarium_middle_1 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + = scn.new_object("aquarium_middle", "background_aqua", 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, @@ -41,9 +42,12 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { begin_x += 400; this->add_background(scn, begin_x - 200); + this->add_bubbles(aquarium_middle_1, vec2(-400, 300), 2, 0.7f); + this->add_bubbles(aquarium_middle_1, vec2(-100, 300), 4, 1.0f); + this->add_bubbles(aquarium_middle_1, vec2(500, 300), 4, 0.9f); GameObject aquarium_middle_2 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + = scn.new_object("aquarium_middle", "background_aqua", 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, @@ -55,8 +59,10 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { ); begin_x += 400; + this->add_bubbles(aquarium_middle_2, vec2(300, 300), 2, 0.6f); + GameObject aquarium_middle_3 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + = scn.new_object("aquarium_middle", "background_aqua", 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, @@ -71,7 +77,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { this->add_background(scn, begin_x - 200); GameObject aquarium_middle_4 - = scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); + = scn.new_object("aquarium_middle", "background_aqua", 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, @@ -84,8 +90,11 @@ float AquariumSubScene::create(Scene & scn, float begin_x) { begin_x += 600; this->add_background(scn, begin_x); + this->add_bubbles(aquarium_middle_4, vec2(175, 300), 4, 1.0f); + this->add_bubbles(aquarium_middle_4, vec2(200, 300), 4, 0.7f); - GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); + GameObject aquarium_end + = scn.new_object("aquarium_end", "background_aqua", vec2(begin_x, 0)); Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; aquarium_end.add_component<Sprite>( aquarium_end_asset, @@ -101,13 +110,13 @@ 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)); + GameObject bg_1 = scn.new_object("aquarium_bg_1", "background_aqua", 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 = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 2, + .order_in_layer = 5, .size = vec2(0, 400), .position_offset = vec2(-200, 100), } @@ -117,18 +126,18 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) { bg_1_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 2, + .order_in_layer = 5, .size = vec2(0, 400), .position_offset = vec2(200, 100), } ); - GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); + GameObject bg_2 = scn.new_object("aquarium_bg_2", "background_aqua", 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 = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 1, + .order_in_layer = 3, .size = vec2(0, 400), .position_offset = vec2(200, -50), } @@ -138,18 +147,18 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) { bg_2_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 1, + .order_in_layer = 3, .size = vec2(0, 400), .position_offset = vec2(-200, -50), } ); - GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); + GameObject bg_3 = scn.new_object("aquarium_bg_3", "background_aqua", 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 = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 0, + .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(200, -200), } @@ -159,9 +168,58 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) { bg_3_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 0, + .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(-200, -200), } ); } + +void AquariumSubScene::add_bubbles( + GameObject & obj, vec2 offset, int order_in_layer, float scale +) { + Sprite & sprite = obj.add_component<Sprite>( + Asset {"asset/background/aquarium/bubble.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = order_in_layer, + .size = vec2(0, 12.5), + .scale_offset = scale, + } + ); + obj.add_component<ParticleEmitter>( + sprite, + ParticleEmitter::Data { + .offset = offset, + .max_particles = 20, + .emission_rate = 1.2, + .min_speed = 50, + .max_speed = 100, + .min_angle = 265, + .max_angle = 275, + .force_over_time = vec2(0, -50), + } + ); + Sprite & sprite_small = obj.add_component<Sprite>( + Asset {"asset/background/aquarium/bubble.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = order_in_layer, + .size = vec2(0, 7.5), + .scale_offset = scale, + } + ); + obj.add_component<ParticleEmitter>( + sprite_small, + ParticleEmitter::Data { + .offset = offset, + .max_particles = 20, + .emission_rate = 0.8, + .min_speed = 50, + .max_speed = 100, + .min_angle = 265, + .max_angle = 275, + .force_over_time = vec2(0, -50), + } + ); +} |