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GroundLayer.cpp
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GroundLayer.cpp
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#include "GroundLayer.h"
#include "GameToolbox.h"
#include "PlayLayer.h"
USING_NS_AX;
bool GroundLayer::init(int groundID)
{
if (!Layer::init()) return false;
auto winSize = Director::getInstance()->getWinSize();
auto name = fmt::format("groundSquare_{:02}_001.png", groundID);
this->_sprite = Sprite::create(GameToolbox::getTextureString(name));
_sprite->setStretchEnabled(false);
this->m_fOneGroundSize = this->_sprite->getTextureRect().size.width;
this->_sprite->getTexture()->setTexParameters(
{backend::SamplerFilter::NEAREST, backend::SamplerFilter::NEAREST, backend::SamplerAddressMode::REPEAT,
backend::SamplerAddressMode::REPEAT});
this->_sprite->setTextureRect({0, 0, winSize.width + this->m_fOneGroundSize, _sprite->getTextureRect().size.height});
this->_sprite->setAnchorPoint({0, 0});
this->_sprite->setPosition({0, -50});
this->_sprite->setColor({0, 102, 255});
this->addChild(this->_sprite);
auto line = Sprite::createWithSpriteFrameName("floorLine_001.png");
line->setStretchEnabled(false);
line->setBlendFunc(GameToolbox::getBlending());
this->addChild(line);
line->setPosition({winSize.width / 2, this->_sprite->getContentSize().height + this->_sprite->getPositionY()});
auto gradient1 = Sprite::createWithSpriteFrameName("groundSquareShadow_001.png");
gradient1->setStretchEnabled(false);
this->addChild(gradient1);
gradient1->setScale(0.7f);
gradient1->setPositionY(33);
auto gradient2 = Sprite::createWithSpriteFrameName("groundSquareShadow_001.png");
gradient2->setStretchEnabled(false);
this->addChild(gradient2);
gradient2->setScale(0.7f);
gradient2->setFlippedX(true);
gradient2->setPositionX(winSize.width);
gradient2->setPositionY(33);
this->m_fSpeed = 5.770002f;
//scheduleUpdate();
return true;
}
void GroundLayer::updateTweenAction(float value, std::string_view key)
{
if (key == "y") setPositionY(value);
}
void GroundLayer::update(float dt)
{
if (auto pl = PlayLayer::getInstance())
{
if (pl->m_pColorChannels.contains(1001)) _sprite->setColor(pl->m_pColorChannels.at(1001)._color);
}
this->_sprite->setPositionX(this->_sprite->getPositionX() - dt * this->m_fSpeed);
if (this->_sprite->getPositionX() <= -128.0f) this->_sprite->setPositionX(0);
}
GroundLayer* GroundLayer::create(int groundID)
{
GroundLayer* pRet = new (std::nothrow) GroundLayer();
if (pRet && pRet->init(groundID))
{
pRet->autorelease();
return pRet;
}
else
{
AX_SAFE_DELETE(pRet);
return nullptr;
}
}