/* * 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 . */ #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; focal_point_transform.warp = true; ctx->entity_registry->assign_or_replace(ctx->focal_point_entity, focal_point_transform); entity::component::camera_follow focal_point_follow; ctx->entity_registry->assign_or_replace(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("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("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::in_quad); } void exit(game::context* ctx) {} } // namespace brood } // namespace state } // namespace game