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path: root/game/background/AquariumSubScene.cpp
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-rw-r--r--game/background/AquariumSubScene.cpp88
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),
+ }
+ );
+}