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#include "MainMenuScene.h"
#include "MainMenuConfig.h"
#include "TransitionStartSubScript.h"
#include "../ButtonSubScene.h"
#include "../MenusConfig.h"
#include "../../Config.h"
#include "../../background/HallwaySubScene.h"
#include "../../background/StartSubScene.h"
#include "../endgame/EndGameSubScene.h"
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Camera.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Sprite.h>
#include <crepe/manager/SaveManager.h>
using namespace crepe;
using namespace std;
void MainMenuScene::load_scene() {
ButtonSubScene button;
GameObject camera_object = this->new_object(CAMERA_NAME);
camera_object.add_component<Camera>(
ivec2(990, 720), vec2(1100, 800),
Camera::Data {
.bg_color = Color::RED,
}
);
camera_object.add_component<BehaviorScript>().set_script<TransitionStartSubScript>();
//Button menu
GameObject menu_button = this->new_object(MENU_BUTTON_NAME, MENU_BUTTON_NAME, MENU_OFFSET);
menu_button.add_component<Sprite>(
Asset("asset/ui/background.png"),
Sprite::Data {
.sorting_in_layer = STARTING_SORTING_IN_LAYER + 0,
.size = {300, 860},
.position_offset = MENU_OFFSET_BUTTON_BACKGROUND,
}
);
vec2 pos_btn = MENU_OFFSET_BUTTON;
//Preview btn
button.create(
*this,
ButtonSubScene::Data {
.text = "PREVIEW",
.text_width = 200,
.position = pos_btn,
.script_type = ButtonSubScene::ScriptSelect::PREVIEW,
}
);
//Shop btn
pos_btn.y += MENU_BUTTON_SPACING + LARGE_OVERLAY_SIZE.y;
button.create(
*this,
ButtonSubScene::Data {
.text = "SHOP",
.text_offset = {-20, 0},
.text_width = 110,
.icon_offset = {60, 0},
.icon_type = ButtonSubScene::IconSelect::SHOP,
.position = pos_btn,
.script_type = ButtonSubScene::ScriptSelect::SHOP,
}
);
//Credits btn
pos_btn.y += MENU_BUTTON_SPACING + LARGE_OVERLAY_SIZE.y;
button.create(
*this,
ButtonSubScene::Data {
.text = "CREDITS",
.text_offset = {0, 0},
.text_width = 200,
.position = pos_btn,
//.script_type = ButtonSubScene::ScriptSelect::SHOP,
}
);
//Start of map
StartSubScene start;
HallwaySubScene hallway;
float begin_x = start.create(*this, STARTMAP_OFFSET);
begin_x = hallway.create(*this, begin_x, 1, Color::YELLOW);
//INFO menu
GameObject menu_info
= this->new_object("MENU_INFO_BACKGROUND", MENU_INFO_TAG, MENU_OFFSET);
menu_info.add_component<Sprite>(
Asset("asset/ui/itemsButtonBlankDark.png"),
Sprite::Data {
.sorting_in_layer = STARTING_SORTING_IN_LAYER + 0,
.size = {250, 80},
.position_offset = MENU_OFFSET_INFO,
.world_space = false,
}
);
SaveManager & savemgr = this->get_save_manager();
string number = std::to_string(savemgr.get<int>(TOTAL_COINS_GAME, 0).get());
float amount_number = static_cast<float>(number.size());
// savemgr.set(COIN_GAME_AMOUNT, amount);
button.create(
*this,
ButtonSubScene::Data {
.text = number,
.text_offset = {-10 - (amount_number - 1) * 10, 0},
.text_width = amount_number * 20,
.icon_offset = {60, 0},
.icon_type = ButtonSubScene::IconSelect::COINS,
.position = MENU_OFFSET_INFO,
.script_type = ButtonSubScene::ScriptSelect::SHOP,
.scale = 0.6,
.worldspace = false,
.color_side = false,
.tag = MENU_INFO_TAG,
}
);
}
string MainMenuScene::get_name() const { return MAINMENU_SCENE; }
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