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-rw-r--r--game/background/StartSubScene.cpp527
1 files changed, 527 insertions, 0 deletions
diff --git a/game/background/StartSubScene.cpp b/game/background/StartSubScene.cpp
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+++ b/game/background/StartSubScene.cpp
@@ -0,0 +1,527 @@
+#include "StartSubScene.h"
+
+#include "../Config.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Color.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Sprite.h>
+
+using namespace crepe;
+using namespace std;
+
+float StartSubScene::create(Scene & scn, float begin_x) {
+ this->create_wall_fragments(scn, begin_x - 300);
+
+ GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0));
+ Asset begin_asset {"asset/background/start/titleFG_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),
+ }
+ );
+ GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140));
+ Asset hole_asset {"asset/background/start/titleWallHole.png"};
+ Sprite & hole_sprite = hole.add_component<Sprite>(
+ hole_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 200),
+ }
+ );
+ hole_sprite.active = false;
+ begin_x += 700;
+
+ this->add_table(begin, vec2(-150, 150));
+ this->add_light(begin, vec2(-125, -150));
+ this->add_jetpack_stand(begin, vec2(-125, 200));
+
+ GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0));
+ Asset end_asset {"asset/background/start/titleFG_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 += 100;
+
+ this->add_lamp(end, vec2(-350, -95));
+
+ return begin_x;
+}
+
+void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {
+ Asset lamp_asset {"asset/background/start/alarmLight_TVOS.png"};
+ obj.add_component<Sprite>(
+ lamp_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset,
+ }
+ );
+ Asset lamp_glow_asset {"asset/background/start/alarmGlow_TVOS.png"};
+ Sprite & lamp_glow_sprite = obj.add_component<Sprite>(
+ lamp_glow_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 300),
+ .position_offset = offset - vec2(65, -55),
+ }
+ );
+ lamp_glow_sprite.active = false;
+ obj.add_component<Animator>(
+ lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
+ Animator::Data {
+ .fps = fps,
+ .looping = true,
+ }
+ );
+}
+
+void StartSubScene::add_table(GameObject & obj, vec2 offset) {
+ Asset table_asset {"asset/background/start/table.png"};
+ obj.add_component<Sprite>(
+ table_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset,
+ }
+ );
+ Asset gramophone_asset {"asset/background/start/gramophone_TVOS.png"};
+ Sprite & gramophone_sprite = obj.add_component<Sprite>(
+ gramophone_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(0, -50),
+ }
+ );
+ obj.add_component<Animator>(
+ gramophone_sprite, ivec2(64, 128), uvec2(2, 1),
+ Animator::Data {
+ .fps = 10,
+ .looping = true,
+ }
+ );
+}
+
+void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) {
+ Asset light_asset {"asset/background/start/title_light_TVOS.png"};
+ obj.add_component<Sprite>(
+ light_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 200),
+ .position_offset = offset,
+ }
+ );
+ Asset light_glow_asset {"asset/background/start/lightEffect2.png"};
+ obj.add_component<Sprite>(
+ light_glow_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(0, 75),
+ }
+ );
+ Asset light_effect_asset {"asset/background/start/lightEffect.png"};
+ obj.add_component<Sprite>(
+ light_effect_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(0, 350),
+ }
+ );
+}
+
+void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) {
+ Asset jetpack_stand_asset {"asset/background/start/JetpackStand.png"};
+ Sprite & jetpeck_stand_sprite = obj.add_component<Sprite>(
+ jetpack_stand_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 70),
+ .position_offset = offset,
+ }
+ );
+ obj.add_component<Animator>(
+ jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1),
+ Animator::Data {
+ .fps = 10,
+ .looping = true,
+ }
+ )
+ .pause();
+ Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"};
+ obj.add_component<Sprite>(
+ do_not_steal,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(-75, -25),
+ }
+ );
+}
+
+void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {
+ GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200));
+ Asset frag_1_asset {"asset/background/start/StartWall_frag1.png"};
+ Sprite & frag_1_sprite = frag_1.add_component<Sprite>(
+ frag_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_1_sprite.active = false;
+ Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 10,
+ .linear_velocity = vec2(400, 400),
+ .linear_velocity_coefficient = vec2(0.5, 0.6),
+ .angular_velocity = 500,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_1_rb.active = false;
+ frag_1.add_component<CircleCollider>(25);
+
+ GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180));
+ Asset frag_2_asset {"asset/background/start/StartWall_frag2.png"};
+ Sprite & frag_2_sprite = frag_2.add_component<Sprite>(
+ frag_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_2_sprite.active = false;
+ Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .linear_velocity = vec2(400, 400),
+ .linear_velocity_coefficient = vec2(0.35, 0.4),
+ .angular_velocity = 400,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_2_rb.active = false;
+ frag_2.add_component<CircleCollider>(55);
+
+ GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170));
+ Asset frag_3_asset {"asset/background/start/StartWall_frag3.png"};
+ Sprite & frag_3_sprite = frag_3.add_component<Sprite>(
+ frag_3_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_3_sprite.active = false;
+ Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 30,
+ .linear_velocity = vec2(400, 400),
+ .linear_velocity_coefficient = vec2(0.3, 0.3),
+ .angular_velocity = 300,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_3_rb.active = false;
+ frag_3.add_component<CircleCollider>(35);
+
+ GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160));
+ Asset frag_4_asset {"asset/background/start/StartWall_frag4.png"};
+ Sprite & frag_4_sprite = frag_4.add_component<Sprite>(
+ frag_4_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_4_sprite.active = false;
+ Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 40,
+ .linear_velocity = vec2(700, 400),
+ .linear_velocity_coefficient = vec2(0.2, 0.2),
+ .angular_velocity = 200,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_4_rb.active = false;
+ frag_4.add_component<CircleCollider>(60);
+
+ GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150));
+ Asset frag_5_asset {"asset/background/start/StartWall_frag5.png"};
+ Sprite & frag_5_sprite = frag_5.add_component<Sprite>(
+ frag_5_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_5_sprite.active = false;
+ Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 50,
+ .linear_velocity = vec2(600, 800),
+ .linear_velocity_coefficient = vec2(0.25, 0.15),
+ .angular_velocity = 100,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_5_rb.active = false;
+ frag_5.add_component<CircleCollider>(5);
+
+ GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140));
+ Asset frag_6_asset {"asset/background/start/StartWall_frag6.png"};
+ Sprite & frag_6_sprite = frag_6.add_component<Sprite>(
+ frag_6_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_6_sprite.active = false;
+ Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 30,
+ .linear_velocity = vec2(300, 800),
+ .linear_velocity_coefficient = vec2(0.35, 0.25),
+ .angular_velocity = 100,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_6_rb.active = false;
+ frag_6.add_component<CircleCollider>(30);
+
+ GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130));
+ Asset frag_7_asset {"asset/background/start/StartWall_frag7.png"};
+ Sprite & frag_7_sprite = frag_7.add_component<Sprite>(
+ frag_7_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_7_sprite.active = false;
+ Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 20,
+ .linear_velocity = vec2(400, 500),
+ .linear_velocity_coefficient = vec2(0.45, 0.6),
+ .angular_velocity = 800,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_7_rb.active = false;
+ frag_7.add_component<CircleCollider>(45);
+
+ GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120));
+ Asset frag_8_asset {"asset/background/start/StartWall_frag8.png"};
+ Sprite & frag_8_sprite = frag_8.add_component<Sprite>(
+ frag_8_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_8_sprite.active = false;
+ Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 30,
+ .linear_velocity = vec2(400, 400),
+ .linear_velocity_coefficient = vec2(0.5, 0.6),
+ .angular_velocity = 500,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_8_rb.active = false;
+ frag_8.add_component<CircleCollider>(25);
+
+ GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110));
+ Asset frag_9_asset {"asset/background/start/StartWall_frag9.png"};
+ Sprite & frag_9_sprite = frag_9.add_component<Sprite>(
+ frag_9_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_9_sprite.active = false;
+ Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 40,
+ .linear_velocity = vec2(200, 400),
+ .linear_velocity_coefficient = vec2(0.5, 0.25),
+ .angular_velocity = 500,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_9_rb.active = false;
+ frag_9.add_component<CircleCollider>(15);
+
+ GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100));
+ Asset frag_10_asset {"asset/background/start/StartWall_frag10.png"};
+ Sprite & frag_10_sprite = frag_10.add_component<Sprite>(
+ frag_10_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_10_sprite.active = false;
+ Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 50,
+ .linear_velocity = vec2(400, 900),
+ .linear_velocity_coefficient = vec2(0.35, 0.4),
+ .angular_velocity = 300,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_10_rb.active = false;
+ frag_10.add_component<CircleCollider>(60);
+
+ GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 70));
+ Asset frag_11_asset {"asset/background/start/StartWall_frag11.png"};
+ Sprite & frag_11_sprite = frag_11.add_component<Sprite>(
+ frag_11_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_11_sprite.active = false;
+ Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 60,
+ .linear_velocity = vec2(600, 800),
+ .linear_velocity_coefficient = vec2(0.3, 0.3),
+ .angular_velocity = 200,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_11_rb.active = false;
+ frag_11.add_component<CircleCollider>(5);
+
+ GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80));
+ Asset frag_12_asset {"asset/background/start/StartWall_frag12.png"};
+ Sprite & frag_12_sprite = frag_12.add_component<Sprite>(
+ frag_12_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
+ frag_12_sprite.active = false;
+ Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 70,
+ .linear_velocity = vec2(500, 800),
+ .linear_velocity_coefficient = vec2(0.25, 0.15),
+ .angular_velocity = 100,
+ .angular_velocity_coefficient = 0.55,
+ .elasticity_coefficient = 0.5,
+ .collision_layers = {COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_WALL_FRAGS,
+ });
+ frag_12_rb.active = false;
+ frag_12.add_component<CircleCollider>(50);
+
+ GameObject smoke_particles_1
+ = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200));
+ Asset smoke_asset_1 {"asset/particles/smoke.png"};
+ Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>(
+ smoke_asset_1,
+ Sprite::Data {
+ .color = Color(255, 255, 255, 50),
+ .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ }
+ );
+ ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>(
+ smoke_sprite_1,
+ ParticleEmitter::Data {
+ .emission_rate = 20,
+ .min_speed = 40,
+ .max_speed = 100,
+ .min_angle = -30,
+ .max_angle = 10,
+ .end_lifespan = 4,
+ }
+ );
+ emitter_1.active = false;
+
+ GameObject smoke_particles_2
+ = scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200));
+ Asset smoke_asset_2 {"asset/particles/smoke.png"};
+ Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>(
+ smoke_asset_2,
+ Sprite::Data {
+ .color = Color(255, 255, 255, 50),
+ .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 70),
+ }
+ );
+ ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>(
+ smoke_sprite_2,
+ ParticleEmitter::Data {
+ .emission_rate = 30,
+ .min_speed = 40,
+ .max_speed = 100,
+ .min_angle = -45,
+ .max_angle = 5,
+ .end_lifespan = 3,
+ }
+ );
+ emitter_2.active = false;
+}