#include "ForestSubScene.h" #include "ForestParallaxScript.h" #include "../Config.h" #include #include #include #include #include #include #include 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"); script.add_component().set_script( 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", vec2(begin_x, 0)); Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"}; begin.add_component( 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", vec2(begin_x, 0)); Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"}; middle_1.add_component( 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", vec2(begin_x, 0)); Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"}; middle_2.add_component( 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", vec2(begin_x, 0)); Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"}; end.add_component( 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( 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( 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( 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( 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( 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( 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( 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::Data { .linear_velocity = vec2(30, 0), }); bg_3.add_component(Rigidbody::Data { .linear_velocity = vec2(40, 0), }); }