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#include "HallwaySubScene.h"
#include "../Config.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 = 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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<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 = 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<Sprite>(
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<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();
}
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