#include "AquariumSubScene.h" #include "../Config.h" #include #include #include #include #include #include using namespace crepe; using namespace std; float AquariumSubScene::create(Scene & scn, float begin_x) { this->add_background(scn, begin_x); GameObject aquarium_begin = scn.new_object("aquarium_begin", "background_aqua", vec2(begin_x, 0)); Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"}; aquarium_begin.add_component( aquarium_begin_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 0, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 600; GameObject aquarium_middle_1 = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0)); Asset aquarium_middle_1_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_1.add_component( aquarium_middle_1_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 2, .size = vec2(0, GAME_HEIGHT), } ); 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)); Asset aquarium_middle_2_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_2.add_component( aquarium_middle_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 3, .size = vec2(0, GAME_HEIGHT), } ); 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"}; aquarium_middle_3.add_component( aquarium_middle_3_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 4, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 400; this->add_background(scn, begin_x - 200); GameObject aquarium_middle_4 = scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0)); Asset aquarium_middle_4_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"}; aquarium_middle_4.add_component( aquarium_middle_4_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 5, .size = vec2(0, GAME_HEIGHT), } ); 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)); Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"}; aquarium_end.add_component( aquarium_end_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 1, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 600; return begin_x; } void AquariumSubScene::add_background(Scene & scn, float begin_x) { GameObject bg_1 = scn.new_object("aquarium_bg_1", "background_aqua", vec2(begin_x, 0)); Asset bg_1_1_asset {"asset/background/aquarium/AquariumBG1_1_TVOS.png"}; bg_1.add_component( bg_1_1_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, .order_in_layer = 5, .size = vec2(0, 400), .position_offset = vec2(-200, 100), } ); Asset bg_1_2_asset {"asset/background/aquarium/AquariumBG1_2_TVOS.png"}; bg_1.add_component( bg_1_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, .order_in_layer = 5, .size = vec2(0, 400), .position_offset = vec2(200, 100), } ); GameObject bg_2 = scn.new_object("aquarium_bg_2", "background_aqua", vec2(begin_x, 0)); Asset bg_2_1_asset {"asset/background/aquarium/AquariumBG2_1_TVOS.png"}; bg_2.add_component( bg_2_1_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, .order_in_layer = 3, .size = vec2(0, 400), .position_offset = vec2(200, -50), } ); Asset bg_2_2_asset {"asset/background/aquarium/AquariumBG2_2_TVOS.png"}; bg_2.add_component( bg_2_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, .order_in_layer = 3, .size = vec2(0, 400), .position_offset = vec2(-200, -50), } ); GameObject bg_3 = scn.new_object("aquarium_bg_3", "background_aqua", vec2(begin_x, 0)); Asset bg_3_1_asset {"asset/background/aquarium/AquariumBG3_1_TVOS.png"}; bg_3.add_component( bg_3_1_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, .order_in_layer = 1, .size = vec2(0, 400), .position_offset = vec2(200, -200), } ); Asset bg_3_2_asset {"asset/background/aquarium/AquariumBG3_2_TVOS.png"}; bg_3.add_component( bg_3_2_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND, .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( 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( 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( 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( 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), } ); }