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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/states/brood.hpp"
- #include "entity/archetype.hpp"
- #include "entity/commands.hpp"
- #include "entity/components/observer.hpp"
- #include "entity/components/camera-follow.hpp"
- #include "entity/components/terrain.hpp"
- #include "entity/components/transform.hpp"
- #include "entity/systems/control.hpp"
- #include "entity/systems/camera.hpp"
- #include "entity/systems/tool.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/ease.hpp"
- #include "resources/resource-manager.hpp"
- #include "renderer/passes/sky-pass.hpp"
-
- namespace game {
- namespace state {
- namespace brood {
-
- void enter(game::context* ctx)
- {
- // Switch to underground camera
- ctx->surface_camera->set_active(false);
- ctx->underground_camera->set_active(true);
-
- ctx->underground_ambient_light->set_intensity(1.0f);
-
- // Create camera focal point
- {
- entity::component::transform focal_point_transform;
- focal_point_transform.local = math::identity_transform<float>;
- focal_point_transform.warp = true;
- ctx->entity_registry->assign_or_replace<entity::component::transform>(ctx->focal_point_entity, focal_point_transform);
-
- entity::component::camera_follow focal_point_follow;
- ctx->entity_registry->assign_or_replace<entity::component::camera_follow>(ctx->focal_point_entity, focal_point_follow);
- }
-
- // Setup camera
- ctx->underground_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
- ctx->underground_camera->set_exposure(0.0f);
-
- ctx->camera_system->set_camera(ctx->underground_camera);
- ctx->tool_system->set_camera(ctx->underground_camera);
- ctx->tool_system->set_orbit_cam(ctx->camera_system->get_orbit_cam());
-
- entity::system::control* control_system = ctx->control_system;
- control_system->update(0.0, 0.0);
- control_system->set_nest(nullptr);
-
- // Create larva
- {
- entity::archetype* larva_archetype = ctx->resource_manager->load<entity::archetype>("ant-larva.ent");
- auto larva_eid = larva_archetype->create(*ctx->entity_registry);
- entity::command::warp_to(*ctx->entity_registry, larva_eid, {0.0f, 0.0f, 0.0f});
- entity::command::assign_render_layers(*ctx->entity_registry, larva_eid, 0b1);
- }
-
- // Create cocoon
- {
- entity::archetype* cocoon_archetype = ctx->resource_manager->load<entity::archetype>("ant-cocoon.ent");
- auto cocoon_eid = cocoon_archetype->create(*ctx->entity_registry);
- entity::command::warp_to(*ctx->entity_registry, cocoon_eid, {-50, 0.1935f, 0});
- entity::command::assign_render_layers(*ctx->entity_registry, cocoon_eid, 0b1);
- }
-
- ctx->underground_scene->update_tweens();
-
- // Start fade in
- ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
- }
-
- void exit(game::context* ctx)
- {}
-
- } // namespace brood
- } // namespace state
- } // namespace game
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