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#include "ForestSubScene.h"
#include "ForestParallaxScript.h"
#include "../Config.h"
#include <crepe/api/Animator.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>
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<BehaviorScript>().set_script<ForestParallaxScript>(
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<Sprite>(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<Sprite>(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<Sprite>(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<Sprite>(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<Sprite>(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<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, 0),
});
Asset bg_2_2_asset{"asset/background/forest/forestBG2_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, 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<Sprite>(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<Sprite>(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<Sprite>(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<Sprite>(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>(Rigidbody::Data{
.linear_velocity = vec2(30, 0),
});
bg_3.add_component<Rigidbody>(Rigidbody::Data{
.linear_velocity = vec2(40, 0),
});
}
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