diff options
Diffstat (limited to 'game/background/AquariumSubScene.cpp')
-rw-r--r-- | game/background/AquariumSubScene.cpp | 280 |
1 files changed, 181 insertions, 99 deletions
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp index 579e633..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> @@ -15,129 +16,210 @@ 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)); - Asset aquarium_begin_asset{"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; - 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), - }); + = 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, + 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 = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 2, - .size = vec2(0, GAME_HEIGHT), - }); + = 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, + 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); + 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)); - 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 = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 3, - .size = vec2(0, GAME_HEIGHT), - }); + = 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, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, GAME_HEIGHT), + } + ); 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)); - 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 = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 4, - .size = vec2(0, GAME_HEIGHT), - }); + = 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, + 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); 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 = SORT_IN_LAY_BACKGROUND, - .order_in_layer = 5, - .size = vec2(0, GAME_HEIGHT), - }); + = 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, + 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); + 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)); - Asset aquarium_end_asset{"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; - 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), - }); + 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, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_BACKGROUND, + .order_in_layer = 1, + .size = vec2(0, GAME_HEIGHT), + } + ); begin_x += 600; return 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 = 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 = 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 = 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 = 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 = 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 = SORT_IN_LAY_BACK_BACKGROUND, - .order_in_layer = 0, - .size = vec2(0, 400), - .position_offset = vec2(-200, -200), - }); + 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 = 5, + .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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 5, + .size = vec2(0, 400), + .position_offset = vec2(200, 100), + } + ); + 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 = 3, + .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 = SORT_IN_LAY_BACK_BACKGROUND, + .order_in_layer = 3, + .size = vec2(0, 400), + .position_offset = vec2(-200, -50), + } + ); + 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 = 1, + .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 = SORT_IN_LAY_BACK_BACKGROUND, + .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), + } + ); } |