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#include "AquariumSubScene.h"
#include <crepe/api/Animator.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>
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", vec2(begin_x, 0));
Asset aquarium_begin_asset{
"asset/background/aquarium/glassTubeFG_1_TVOS.png"};
aquarium_begin.add_component<Sprite>(aquarium_begin_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 0,
.size = vec2(0, 800),
});
begin_x += 600;
GameObject aquarium_middle_1
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
Asset aquarium_middle_1_asset{
"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 2,
.size = vec2(0, 800),
});
begin_x += 400;
this->add_background(scn, begin_x - 200);
GameObject aquarium_middle_2
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
Asset aquarium_middle_2_asset{
"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 3,
.size = vec2(0, 800),
});
begin_x += 400;
GameObject aquarium_middle_3
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
Asset aquarium_middle_3_asset{
"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 4,
.size = vec2(0, 800),
});
begin_x += 400;
this->add_background(scn, begin_x - 200);
GameObject aquarium_middle_4
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
Asset aquarium_middle_4_asset{
"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 5,
.size = vec2(0, 800),
});
begin_x += 600;
this->add_background(scn, begin_x);
GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0));
Asset aquarium_end_asset{
"asset/background/aquarium/glassTubeFG_2_TVOS.png"};
aquarium_end.add_component<Sprite>(aquarium_end_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 1,
.size = vec2(0, 800),
});
begin_x += 600;
return begin_x;
}
void AquariumSubScene::add_background(Scene & scn, float begin_x) {
GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0));
Asset bg_1_1_asset{"asset/background/aquarium/AquariumBG1_1_TVOS.png"};
bg_1.add_component<Sprite>(bg_1_1_asset, Sprite::Data{
.sorting_in_layer = 3,
.order_in_layer = 2,
.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<Sprite>(bg_1_2_asset, Sprite::Data{
.sorting_in_layer = 3,
.order_in_layer = 2,
.size = vec2(0, 400),
.position_offset = vec2(200, 100),
});
GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0));
Asset bg_2_1_asset{"asset/background/aquarium/AquariumBG2_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, -50),
});
Asset bg_2_2_asset{"asset/background/aquarium/AquariumBG2_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, -50),
});
GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0));
Asset bg_3_1_asset{"asset/background/aquarium/AquariumBG3_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, 400),
.position_offset = vec2(200, -200),
});
Asset bg_3_2_asset{"asset/background/aquarium/AquariumBG3_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, 400),
.position_offset = vec2(-200, -200),
});
}
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