diff options
Diffstat (limited to 'game/menus/ButtonSubScene.cpp')
-rw-r--r-- | game/menus/ButtonSubScene.cpp | 266 |
1 files changed, 266 insertions, 0 deletions
diff --git a/game/menus/ButtonSubScene.cpp b/game/menus/ButtonSubScene.cpp new file mode 100644 index 0000000..1fe6b03 --- /dev/null +++ b/game/menus/ButtonSubScene.cpp @@ -0,0 +1,266 @@ +#include "ButtonSubScene.h" +#include "ButtonNextMainMenuSubScript.h" +#include "ButtonReplaySubScript.h" +#include "ButtonSetMainMenuSubScript.h" +#include "ButtonSetShopSubScript.h" +#include "ButtonShowCreditsSubScript.h" +#include "IButtonScript.h" +#include "MenusConfig.h" + +#include "../preview/PreviewReplaySubScript.h" +#include "../preview/PreviewStartRecSubScript.h" +#include "../preview/PreviewStopRecSubScript.h" +#include "api/Asset.h" +#include "mainmenu/ButtonTransitionPreviewSubScript.h" + +#include "../Config.h" +#include "mainmenu/CreditsSubScript.h" +#include "menus/shop/ButtonBuySelectBubbleScript.h" +#include "menus/shop/ButtonBuySelectBulletScript.h" + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Button.h> +#include <crepe/api/Color.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Text.h> + +using namespace crepe; +using namespace std; + +void ButtonSubScene::create(Scene & scn, const Data & data) { + GameObject button_object + = scn.new_object("button", data.tag, data.position, 0, data.scale); + this->set_button_overlay(button_object, data); + this->btn_text(button_object, data); + this->set_script(button_object, data); + this->set_icon(button_object, data); +} + +void ButtonSubScene::btn_text(crepe::GameObject & button_object, const Data & data) { + + crepe::vec2 size = {data.text_width, (data.text_width / data.text.size()) * 2}; + button_object.add_component<Text>( + size, FONT, + Text::Data { + .world_space = data.worldspace, + .text_color = Color::WHITE, + }, + data.text_offset + FONTOFFSET, data.text + ); +} + +void ButtonSubScene::set_script(crepe::GameObject & button_object, const Data & data) { + switch (data.script_type) { + case ScriptSelect::PREVIEW: + button_object.add_component<BehaviorScript>() + .set_script<ButtonTransitionPreviewSubScript>(); + break; + case ScriptSelect::SHOP: + button_object.add_component<BehaviorScript>().set_script<ButtonSetShopSubScript>(); + break; + case ScriptSelect::MAINMENU: + button_object.add_component<BehaviorScript>() + .set_script<ButtonSetMainMenuSubScript>(); + break; + case ScriptSelect::NEXT: + button_object.add_component<BehaviorScript>() + .set_script<ButtonNextMainMenuSubScript>(); + break; + case ScriptSelect::REPLAY: + button_object.add_component<BehaviorScript>().set_script<ButtonReplaySubScript>(); + break; + case ScriptSelect::CREDITS_BACK: + button_object.add_component<BehaviorScript>().set_script<CreditsSubScript>(data.tag + ); + break; + case ScriptSelect::CREDITS_SHOW: + button_object.add_component<BehaviorScript>() + .set_script<ButtonShowCreditsSubScript>(); + break; + case ScriptSelect::PREVIEW_REPLAY: + button_object.add_component<BehaviorScript>().set_script<PreviewReplaySubScript>(); + break; + case ScriptSelect::PREVIEW_START: + button_object.add_component<BehaviorScript>().set_script<PreviewStartRecSubScript>( + ); + break; + case ScriptSelect::PREVIEW_STOP: + button_object.add_component<BehaviorScript>().set_script<PreviewStopRecSubScript>( + ); + break; + case ScriptSelect::SHOP_BULLET: + button_object.add_component<BehaviorScript>() + .set_script<ButtonBuySelectBulletScript>(); + break; + case ScriptSelect::SHOP_BUBBLE: + button_object.add_component<BehaviorScript>() + .set_script<ButtonBuySelectBubbleScript>(); + break; + case ScriptSelect::NONE: + button_object.add_component<BehaviorScript>().set_script<IButtonScript>(); + break; + } +} + +void ButtonSubScene::set_icon(crepe::GameObject & button_object, const Data & data) { + switch (data.icon_type) { + case IconSelect::SHOP: + button_object.add_component<Sprite>( + Asset("asset/ui/buttonCoinsSmall.png"), + Sprite::Data { + .sorting_in_layer + = STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset, + .size = ICON_SIZE, + .position_offset = data.icon_offset, + .world_space = data.worldspace, + } + ); + break; + case IconSelect::COINS: + button_object.add_component<Sprite>( + Asset("asset/ui/buttonCoinsSmall.png"), + Sprite::Data { + .sorting_in_layer + = STARTING_SORTING_IN_LAYER + 3 + data.sorting_layer_offset, + .size = ICON_SIZE, + .position_offset = data.icon_offset, + .world_space = data.worldspace, + } + ); + break; + case IconSelect::NONE: + break; + } +} + +void ButtonSubScene::set_button_overlay(crepe::GameObject & button_object, const Data & data) { + switch (data.button_type) { + case ButtonSelect::LARGE: + this->large_btn_overlay(button_object, data); + break; + case ButtonSelect::BACK: + this->back_btn_overlay(button_object, data); + break; + case ButtonSelect::NEXT: + this->next_btn_overlay(button_object, data); + break; + } +} + +void ButtonSubScene::large_btn_overlay(crepe::GameObject & button_object, const Data & data) { + button_object.add_component<Sprite>( + Asset("asset/ui/buttonBacking.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = LARGE_OVERLAY_SIZE, + .world_space = data.worldspace, + } + ); + button_object.add_component<Button>(LARGE_OVERLAY_SIZE, Button::Data {}); + if (!data.color_side) return; + this->btn_color_side(button_object, SIDE_PANEL_OFFSET, data); +} + +void ButtonSubScene::back_btn_overlay(crepe::GameObject & button_object, const Data & data) { + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonright.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_RIGHT, + .position_offset = {20, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonleft.png"), + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_LEFT, + .position_offset = {-80, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Button>( + vec2 { + SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y + }, + Button::Data {} + ); +} + +void ButtonSubScene::next_btn_overlay(crepe::GameObject & button_object, const Data & data) { + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonright.png"), + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_RIGHT, + .position_offset = {-20, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Sprite>( + Asset("asset/ui/backbuttonleft.png"), + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 1 + data.sorting_layer_offset, + .size = SMALL_OVERLAY_SIZE_LEFT, + .position_offset = {80, 0}, + .world_space = data.worldspace, + } + ); + button_object.add_component<Button>( + vec2 { + SMALL_OVERLAY_SIZE_LEFT.x + SMALL_OVERLAY_SIZE_RIGHT.x, SMALL_OVERLAY_SIZE_LEFT.y + }, + Button::Data {} + ); +} + +void ButtonSubScene::btn_color_side( + crepe::GameObject & button_object, const vec2 & offset, const Data & data +) { + Asset * selected; + Asset blue = Asset("asset/ui/buttonSmallBlue.png"); + Asset orange = Asset("asset/ui/buttonSmallOrange.png"); + Asset purple = Asset("asset/ui/buttonSmallPurple.png"); + Asset yellow = Asset("asset/ui/buttonSmallYellow.png"); + switch (data.btn_side_color) { + case ButtonSideColor::BLUE: + selected = &blue; + break; + case ButtonSideColor::ORANGE: + selected = &orange; + break; + case ButtonSideColor::PURPLE: + selected = &purple; + break; + case ButtonSideColor::YELLOW: + selected = &yellow; + break; + case ButtonSideColor::NONE: + selected = &blue; + break; + } + + button_object.add_component<Sprite>( + *selected, + Sprite::Data { + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, + .size = SIDE_PANEL_SIZE, + .position_offset = offset, + .world_space = data.worldspace, + } + ); + button_object.add_component<Sprite>( + *selected, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = STARTING_SORTING_IN_LAYER + 2 + data.sorting_layer_offset, + .size = SIDE_PANEL_SIZE, + .position_offset = {-offset.x, offset.y}, + .world_space = data.worldspace, + } + ); +} |