#include "ForestSubScene.h"
#include "ForestParallaxScript.h"

#include "../Config.h"

#include <crepe/api/Animator.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>

using namespace crepe;
using namespace std;

float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) {
	GameObject script = scn.new_object("forest_script", "background_forest");
	script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(
		begin_x - 400, begin_x + 3000 + 400, unique_bg_name
	);

	this->add_background(scn, begin_x, unique_bg_name);

	GameObject begin = scn.new_object("forest_begin", "background_forest", vec2(begin_x, 0));
	Asset begin_asset {"asset/background/forest/forestFG_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),
		}
	);
	begin_x += 800;

	this->add_background(scn, begin_x, unique_bg_name);

	GameObject middle_1
		= scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));
	Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"};
	middle_1.add_component<Sprite>(
		middle_1_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACKGROUND,
			.order_in_layer = 2,
			.size = vec2(0, GAME_HEIGHT),
		}
	);
	begin_x += 800;

	this->add_background(scn, begin_x, unique_bg_name);

	GameObject middle_2
		= scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));
	Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"};
	middle_2.add_component<Sprite>(
		middle_2_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACKGROUND,
			.order_in_layer = 3,
			.size = vec2(0, GAME_HEIGHT),
		}
	);
	begin_x += 800;

	this->add_background(scn, begin_x, unique_bg_name);

	GameObject end = scn.new_object("forest_end", "background_forest", vec2(begin_x, 0));
	Asset end_asset {"asset/background/forest/forestFG_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 += 600;

	this->add_background(scn, begin_x + 200, unique_bg_name);

	return begin_x;
}

void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) {
	GameObject bg_1
		= scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0));
	Asset bg_1_asset {"asset/background/forest/forestBG1_1_TVOS.png"};
	bg_1.add_component<Sprite>(
		bg_1_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 2,
			.size = vec2(0, 800),
		}
	);
	GameObject bg_2
		= scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0));
	Asset bg_2_1_asset {"asset/background/forest/forestBG2_1_TVOS.png"};
	bg_2.add_component<Sprite>(
		bg_2_1_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 1,
			.size = vec2(0, 400),
			.position_offset = vec2(200, 0),
		}
	);
	Asset bg_2_2_asset {"asset/background/forest/forestBG2_2_TVOS.png"};
	bg_2.add_component<Sprite>(
		bg_2_2_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 1,
			.size = vec2(0, 400),
			.position_offset = vec2(-200, 0),
		}
	);
	GameObject bg_3
		= scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0));
	Asset bg_3_1_asset {"asset/background/forest/forestBG3_1_TVOS.png"};
	bg_3.add_component<Sprite>(
		bg_3_1_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 0,
			.size = vec2(0, 200),
			.position_offset = vec2(300, 0),
		}
	);
	Asset bg_3_2_asset {"asset/background/forest/forestBG3_2_TVOS.png"};
	bg_3.add_component<Sprite>(
		bg_3_2_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 0,
			.size = vec2(0, 200),
			.position_offset = vec2(100, 0),
		}
	);
	Asset bg_3_3_asset {"asset/background/forest/forestBG3_3_TVOS.png"};
	bg_3.add_component<Sprite>(
		bg_3_3_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 0,
			.size = vec2(0, 200),
			.position_offset = vec2(-100, 0),
		}
	);
	Asset bg_3_4_asset {"asset/background/forest/forestBG3_4_TVOS.png"};
	bg_3.add_component<Sprite>(
		bg_3_4_asset,
		Sprite::Data {
			.sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
			.order_in_layer = 0,
			.size = vec2(0, 200),
			.position_offset = vec2(-300, 0),
		}
	);

	bg_2.add_component<Rigidbody>(Rigidbody::Data {
		.linear_velocity = vec2(30, 0),
	});
	bg_3.add_component<Rigidbody>(Rigidbody::Data {
		.linear_velocity = vec2(40, 0),
	});
}