#include "HallwaySubScene.h" #include "../Config.h" #include #include #include #include #include using namespace crepe; using namespace std; float HallwaySubScene::create( Scene & scn, float begin_x, unsigned int sector_num, Color sector_color ) { GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); Asset begin_asset {"asset/background/hallway/hallway1FG_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 += 600; this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color); this->add_lamp(begin, vec2(330, -120), 11); this->add_lamp(begin, vec2(430, -120), 9); GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_1.add_component( middle_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 2, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 600; GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_2.add_component( middle_asset_2, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 3, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 200; GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_3.add_component( middle_asset_3, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 4, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 400; this->add_lamp(middle_3, vec2(0, -120)); GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"}; middle_4.add_component( middle_asset_4, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_BACKGROUND, .order_in_layer = 5, .size = vec2(0, GAME_HEIGHT), } ); begin_x += 600; GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); Asset end_asset {"asset/background/hallway/hallway1FG_1_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; return begin_x; } void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { Asset lamp_asset {"asset/background/hallway/alarmLight_TVOS.png"}; obj.add_component( lamp_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, } ); Asset lamp_glow_asset {"asset/background/hallway/alarmGlow_TVOS.png"}; Sprite & lamp_glow_sprite = obj.add_component( lamp_glow_asset, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 1, .size = vec2(0, 300), .position_offset = offset - vec2(65, -30), } ); obj.add_component( lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1), Animator::Data { .fps = fps, .looping = true, } ); } void HallwaySubScene::add_sector_number( GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color ) { Asset sector_text_asset {"asset/background/hallway/sectorText_TVOS.png"}; obj.add_component( sector_text_asset, Sprite::Data { .color = sector_color, .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset, } ); Asset sector_num_asset {"asset/background/hallway/sectorNumbers_TVOS.png"}; Sprite & sector_num_sprite = obj.add_component( sector_num_asset, Sprite::Data { .color = sector_color, .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND, .order_in_layer = 0, .size = vec2(0, 100), .position_offset = offset + vec2(200, 0), } ); Animator & sector_num_anim = obj.add_component( sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data {} ); int column = (sector_num - 1) / 4; int row = (sector_num - 1) % 4; sector_num_anim.set_anim(column); for (int i = 0; i < row; i++) { sector_num_anim.next_anim(); } sector_num_anim.pause(); }