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-rw-r--r--game/background/AquariumSubScene.cpp69
-rw-r--r--game/background/AquariumSubScene.h7
2 files changed, 69 insertions, 7 deletions
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp
index 99466e3..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>
@@ -41,6 +42,9 @@ 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_aqua", vec2(begin_x, 0));
@@ -55,6 +59,8 @@ 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_aqua", vec2(begin_x, 0));
Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
@@ -84,6 +90,8 @@ 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_aqua", vec2(begin_x, 0));
@@ -108,7 +116,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
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),
}
@@ -118,7 +126,7 @@ 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),
}
@@ -129,7 +137,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
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),
}
@@ -139,7 +147,7 @@ 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),
}
@@ -150,7 +158,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {
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),
}
@@ -160,9 +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),
+ }
+ );
+}
diff --git a/game/background/AquariumSubScene.h b/game/background/AquariumSubScene.h
index 2a188bc..9dbb04e 100644
--- a/game/background/AquariumSubScene.h
+++ b/game/background/AquariumSubScene.h
@@ -1,8 +1,11 @@
#pragma once
+#include <crepe/types.h>
+
namespace crepe {
class Scene;
-}
+class GameObject;
+} // namespace crepe
class AquariumSubScene {
public:
@@ -10,4 +13,6 @@ public:
private:
void add_background(crepe::Scene & scn, float begin_x);
+ void
+ add_bubbles(crepe::GameObject & obj, crepe::vec2 offset, int order_in_layer, float scale);
};