aboutsummaryrefslogtreecommitdiff
path: root/game/HallwaySubScene.cpp
blob: 486b8c644a55dbef2a6eaefd9795eb678e7d21ff (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
#include "HallwaySubScene.h"

#include <crepe/api/Animator.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>

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<Sprite>(begin_asset, Sprite::Data{
												 .sorting_in_layer = 4,
												 .order_in_layer = 0,
												 .size = vec2(0, 800),
											 });
	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<Sprite>(middle_asset, Sprite::Data{
													 .sorting_in_layer = 4,
													 .order_in_layer = 2,
													 .size = vec2(0, 800),
												 });
	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<Sprite>(middle_asset_2, Sprite::Data{
													   .sorting_in_layer = 4,
													   .order_in_layer = 3,
													   .size = vec2(0, 800),
												   });
	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<Sprite>(middle_asset_3, Sprite::Data{
													   .sorting_in_layer = 4,
													   .order_in_layer = 4,
													   .size = vec2(0, 800),
												   });
	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<Sprite>(middle_asset_4, Sprite::Data{
													   .sorting_in_layer = 4,
													   .order_in_layer = 5,
													   .size = vec2(0, 800),
												   });
	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<Sprite>(end_asset, Sprite::Data{
											 .sorting_in_layer = 4,
											 .order_in_layer = 1,
											 .size = vec2(0, 800),
										 });
	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<Sprite>(lamp_asset, Sprite::Data{
											  .sorting_in_layer = 5,
											  .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<Sprite>(
		lamp_glow_asset, Sprite::Data{
							 .sorting_in_layer = 5,
							 .order_in_layer = 1,
							 .size = vec2(0, 300),
							 .position_offset = offset - vec2(65, -30),
						 });
	obj.add_component<Animator>(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<Sprite>(sector_text_asset, Sprite::Data{
													 .color = sector_color,
													 .sorting_in_layer = 5,
													 .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<Sprite>(
		sector_num_asset, Sprite::Data{
							  .color = sector_color,
							  .sorting_in_layer = 5,
							  .order_in_layer = 0,
							  .size = vec2(0, 100),
							  .position_offset = offset + vec2(200, 0),
						  });
	Animator & sector_num_anim = obj.add_component<Animator>(
		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();
}