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