diff options
Diffstat (limited to 'src/example/game.cpp')
-rw-r--r-- | src/example/game.cpp | 182 |
1 files changed, 150 insertions, 32 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp index 24aa137..f5f6fd7 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -22,6 +22,37 @@ using namespace crepe; using namespace std; +class ParallaxScript : public Script { +public: + ParallaxScript(float begin_x, float end_x, std::string unique_bg_name) + : begin_x(begin_x), + end_x(end_x), + name(unique_bg_name) {} + + void update() { + RefVector<Transform> vec_2 + = this->get_components_by_name<Transform>("forest_bg_2_" + name); + RefVector<Transform> vec_3 + = this->get_components_by_name<Transform>("forest_bg_3_" + name); + + for (Transform & t : vec_2) { + if (t.position.x < begin_x - 400) { + t.position.x = end_x - 400; + } + } + for (Transform & t : vec_3) { + if (t.position.x < begin_x - 400) { + t.position.x = end_x - 400; + } + } + } + +private: + const float begin_x; + const float end_x; + const std::string name; +}; + class Background { public: Background(ComponentManager & mgr) { @@ -29,11 +60,15 @@ public: this->hallway(mgr, 1, Color::YELLOW); - this->forest(mgr); - - this->aquarium(mgr); + this->forest(mgr, "1"); this->hallway(mgr, 2, Color::MAGENTA); + + this->forest(mgr, "2"); + + this->hallway(mgr, 3, Color::CYAN); + + this->aquarium(mgr); } void start(ComponentManager & mgr) { @@ -91,7 +126,7 @@ public: }); begin_x += 600; - this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); + this->add_sector_number_hallway(begin, vec2(-200, 0), sector_num, sector_color); this->add_lamp_hallway(begin, vec2(-70, -120), 11); this->add_lamp_hallway(begin, vec2(30, -120), 9); @@ -166,8 +201,8 @@ public: }); } - void add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num, - Color sector_color) { + void add_sector_number_hallway(GameObject & obj, vec2 offset, unsigned int sector_num, + Color sector_color) { Asset sector_text_asset{ "asset/jetpack_joyride/background/hallway/sectorText_TVOS.png"}; obj.add_component<Sprite>(sector_text_asset, Sprite::Data{ @@ -198,37 +233,120 @@ public: sector_num_anim.pause(); } - void forest(ComponentManager & mgr) { - GameObject forest_begin - = mgr.new_object("forest_begin", "background", vec2(begin_x, 0)); - Asset forest_begin_asset{ - "asset/jetpack_joyride/background/forest/forestFG_1_TVOS.png"}; - forest_begin.add_component<Sprite>(forest_begin_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 0, - .size = vec2(0, 800), - }); + void forest(ComponentManager & mgr, std::string unique_bg_name) { + GameObject script = mgr.new_object("forest_script", "background"); + script.add_component<BehaviorScript>().set_script<ParallaxScript>( + begin_x - 400, begin_x + 3000 + 400, unique_bg_name); + + this->add_background_forest(mgr, begin_x, unique_bg_name); + + GameObject begin = mgr.new_object("forest_begin", "background", vec2(begin_x, 0)); + Asset begin_asset{"asset/jetpack_joyride/background/forest/forestFG_1_TVOS.png"}; + begin.add_component<Sprite>(begin_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 0, + .size = vec2(0, 800), + }); begin_x += 800; - GameObject forest_middle - = mgr.new_object("forest_middle", "background", vec2(begin_x, 0)); - Asset forest_middle_asset{ - "asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; - forest_middle.add_component<Sprite>(forest_middle_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 2, - .size = vec2(0, 800), - }); + this->add_background_forest(mgr, begin_x, unique_bg_name); + + GameObject middle_1 = mgr.new_object("forest_middle", "background", vec2(begin_x, 0)); + Asset middle_1_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; + middle_1.add_component<Sprite>(middle_1_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 2, + .size = vec2(0, 800), + }); begin_x += 800; - GameObject forest_end = mgr.new_object("forest_end", "background", vec2(begin_x, 0)); - Asset forest_end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_TVOS.png"}; - forest_end.add_component<Sprite>(forest_end_asset, Sprite::Data{ - .sorting_in_layer = 4, - .order_in_layer = 1, - .size = vec2(0, 800), - }); + this->add_background_forest(mgr, begin_x, unique_bg_name); + + GameObject middle_2 = mgr.new_object("forest_middle", "background", vec2(begin_x, 0)); + Asset middle_2_asset{"asset/jetpack_joyride/background/forest/forestFG_3_TVOS.png"}; + middle_2.add_component<Sprite>(middle_2_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 3, + .size = vec2(0, 800), + }); + begin_x += 800; + + this->add_background_forest(mgr, begin_x, unique_bg_name); + + GameObject end = mgr.new_object("forest_end", "background", vec2(begin_x, 0)); + Asset end_asset{"asset/jetpack_joyride/background/forest/forestFG_2_TVOS.png"}; + end.add_component<Sprite>(end_asset, Sprite::Data{ + .sorting_in_layer = 4, + .order_in_layer = 1, + .size = vec2(0, 800), + }); begin_x += 600; + + this->add_background_forest(mgr, begin_x + 200, unique_bg_name); + } + + void add_background_forest(ComponentManager & mgr, float begin_x, std::string name) { + GameObject bg_1 + = mgr.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_1_asset{"asset/jetpack_joyride/background/forest/forestBG1_1_TVOS.png"}; + bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 2, + .size = vec2(0, 800), + }); + GameObject bg_2 + = mgr.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_2_1_asset{"asset/jetpack_joyride/background/forest/forestBG2_1_TVOS.png"}; + bg_2.add_component<Sprite>(bg_2_1_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(200, 0), + }); + Asset bg_2_2_asset{"asset/jetpack_joyride/background/forest/forestBG2_2_TVOS.png"}; + bg_2.add_component<Sprite>(bg_2_2_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 1, + .size = vec2(0, 400), + .position_offset = vec2(-200, 0), + }); + GameObject bg_3 + = mgr.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0)); + Asset bg_3_1_asset{"asset/jetpack_joyride/background/forest/forestBG3_1_TVOS.png"}; + bg_3.add_component<Sprite>(bg_3_1_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(300, 0), + }); + Asset bg_3_2_asset{"asset/jetpack_joyride/background/forest/forestBG3_2_TVOS.png"}; + bg_3.add_component<Sprite>(bg_3_2_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(100, 0), + }); + Asset bg_3_3_asset{"asset/jetpack_joyride/background/forest/forestBG3_3_TVOS.png"}; + bg_3.add_component<Sprite>(bg_3_3_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(-100, 0), + }); + Asset bg_3_4_asset{"asset/jetpack_joyride/background/forest/forestBG3_4_TVOS.png"}; + bg_3.add_component<Sprite>(bg_3_4_asset, Sprite::Data{ + .sorting_in_layer = 3, + .order_in_layer = 0, + .size = vec2(0, 200), + .position_offset = vec2(-300, 0), + }); + + bg_2.add_component<Rigidbody>(Rigidbody::Data{ + .linear_velocity = vec2(-2, 0), + }); + bg_3.add_component<Rigidbody>(Rigidbody::Data{ + .linear_velocity = vec2(-1, 0), + }); } void aquarium(ComponentManager & mgr) { |