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path: root/game/background/ForestSubScene.cpp
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Diffstat (limited to 'game/background/ForestSubScene.cpp')
-rw-r--r--game/background/ForestSubScene.cpp194
1 files changed, 110 insertions, 84 deletions
diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp
index 7eac53a..a807a36 100644
--- a/game/background/ForestSubScene.cpp
+++ b/game/background/ForestSubScene.cpp
@@ -17,52 +17,63 @@ using namespace std;
float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) {
GameObject script = scn.new_object("forest_script", "background");
script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(
- begin_x - 400, begin_x + 3000 + 400, unique_bg_name);
+ begin_x - 400, begin_x + 3000 + 400, unique_bg_name
+ );
this->add_background(scn, begin_x, unique_bg_name);
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 = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"};
+ begin.add_component<Sprite>(
+ begin_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 800;
this->add_background(scn, begin_x, unique_bg_name);
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 = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"};
+ 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 = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 3,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"};
+ 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);
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 = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"};
+ end.add_component<Sprite>(
+ end_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
this->add_background(scn, begin_x + 200, unique_bg_name);
@@ -73,69 +84,84 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n
void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) {
GameObject bg_1
= 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 = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, 800),
- });
+ Asset bg_1_asset {"asset/background/forest/forestBG1_1_TVOS.png"};
+ bg_1.add_component<Sprite>(
+ bg_1_asset,
+ Sprite::Data {
+ .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 = 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 = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, 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 = 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 = 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 = 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 = 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 = 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 = 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{
+ 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 = 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 = 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 = 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 = 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),
});
- bg_3.add_component<Rigidbody>(Rigidbody::Data{
+ bg_3.add_component<Rigidbody>(Rigidbody::Data {
.linear_velocity = vec2(40, 0),
});
}