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path: root/game/background/HallwaySubScene.cpp
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-rw-r--r--game/background/HallwaySubScene.cpp71
1 files changed, 39 insertions, 32 deletions
diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp
index 486b8c6..b5e3635 100644
--- a/game/background/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>
@@ -14,7 +16,7 @@ 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),
});
@@ -26,46 +28,50 @@ 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, 800),
+ });
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, 800),
+ });
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, 800),
+ });
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, 800),
+ });
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),
});
@@ -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),