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path: root/game/background/AquariumSubScene.cpp
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#include "AquariumSubScene.h"

#include "../Config.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 = SORT_IN_LAY_BACKGROUND,
											 .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 = SORT_IN_LAY_BACKGROUND,
												.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 = SORT_IN_LAY_BACKGROUND,
												.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 = SORT_IN_LAY_BACKGROUND,
												.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 = SORT_IN_LAY_BACKGROUND,
												.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 = SORT_IN_LAY_BACKGROUND,
										   .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 = SORT_IN_LAY_BACK_BACKGROUND,
								   .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 = SORT_IN_LAY_BACK_BACKGROUND,
								   .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 = SORT_IN_LAY_BACK_BACKGROUND,
								   .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 = SORT_IN_LAY_BACK_BACKGROUND,
								   .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 = SORT_IN_LAY_BACK_BACKGROUND,
								   .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 = SORT_IN_LAY_BACK_BACKGROUND,
								   .order_in_layer = 0,
								   .size = vec2(0, 400),
								   .position_offset = vec2(-200, -200),
							   });
}