diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-20 12:57:17 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-20 12:57:17 +0100 | 
| commit | 0ba89eff9283d5f9f59fa763a19f4616f1c66d74 (patch) | |
| tree | 806393e53742896fa5fbe39926b7aa406ef37bfe /game/StartSubScene.cpp | |
| parent | 6570bf598a3b3768fe34827529df5ea0b4b26f0e (diff) | |
finish moving game
Diffstat (limited to 'game/StartSubScene.cpp')
| -rw-r--r-- | game/StartSubScene.cpp | 52 | 
1 files changed, 26 insertions, 26 deletions
| diff --git a/game/StartSubScene.cpp b/game/StartSubScene.cpp index 07738a4..5d810c2 100644 --- a/game/StartSubScene.cpp +++ b/game/StartSubScene.cpp @@ -16,14 +16,14 @@ float StartSubScene::create(Scene & scn, float begin_x) {  	this->create_wall_fragments(scn, begin_x - 300);  	GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0)); -	Asset begin_asset{"asset/jetpack_joyride/background/start/titleFG_1_TVOS.png"}; +	Asset begin_asset{"asset/background/start/titleFG_1_TVOS.png"};  	begin.add_component<Sprite>(begin_asset, Sprite::Data{  												 .sorting_in_layer = 4,  												 .order_in_layer = 0,  												 .size = vec2(0, 800),  											 });  	GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140)); -	Asset hole_asset{"asset/jetpack_joyride/background/start/titleWallHole.png"}; +	Asset hole_asset{"asset/background/start/titleWallHole.png"};  	Sprite & hole_sprite = hole.add_component<Sprite>(hole_asset, Sprite::Data{  																	  .sorting_in_layer = 4,  																	  .order_in_layer = 1, @@ -37,7 +37,7 @@ float StartSubScene::create(Scene & scn, float begin_x) {  	this->add_jetpack_stand(begin, vec2(-125, 200));  	GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0)); -	Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"}; +	Asset end_asset{"asset/background/start/titleFG_2_TVOS.png"};  	end.add_component<Sprite>(end_asset, Sprite::Data{  											 .sorting_in_layer = 4,  											 .order_in_layer = 1, @@ -51,14 +51,14 @@ float StartSubScene::create(Scene & scn, float begin_x) {  }  void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) { -	Asset lamp_asset{"asset/jetpack_joyride/background/start/alarmLight_TVOS.png"}; +	Asset lamp_asset{"asset/background/start/alarmLight_TVOS.png"};  	obj.add_component<Sprite>(lamp_asset, Sprite::Data{  											  .sorting_in_layer = 5,  											  .order_in_layer = 0,  											  .size = vec2(0, 100),  											  .position_offset = offset,  										  }); -	Asset lamp_glow_asset{"asset/jetpack_joyride/background/start/alarmGlow_TVOS.png"}; +	Asset lamp_glow_asset{"asset/background/start/alarmGlow_TVOS.png"};  	Sprite & lamp_glow_sprite = obj.add_component<Sprite>(  		lamp_glow_asset, Sprite::Data{  							 .sorting_in_layer = 5, @@ -75,14 +75,14 @@ void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {  }  void StartSubScene::add_table(GameObject & obj, vec2 offset) { -	Asset table_asset{"asset/jetpack_joyride/background/start/table.png"}; +	Asset table_asset{"asset/background/start/table.png"};  	obj.add_component<Sprite>(table_asset, Sprite::Data{  											   .sorting_in_layer = 5,  											   .order_in_layer = 0,  											   .size = vec2(0, 100),  											   .position_offset = offset,  										   }); -	Asset gramophone_asset{"asset/jetpack_joyride/background/start/gramophone_TVOS.png"}; +	Asset gramophone_asset{"asset/background/start/gramophone_TVOS.png"};  	Sprite & gramophone_sprite = obj.add_component<Sprite>(  		gramophone_asset, Sprite::Data{  							  .sorting_in_layer = 5, @@ -98,21 +98,21 @@ void StartSubScene::add_table(GameObject & obj, vec2 offset) {  }  void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) { -	Asset light_asset{"asset/jetpack_joyride/background/start/title_light_TVOS.png"}; +	Asset light_asset{"asset/background/start/title_light_TVOS.png"};  	obj.add_component<Sprite>(light_asset, Sprite::Data{  											   .sorting_in_layer = 5,  											   .order_in_layer = 0,  											   .size = vec2(0, 200),  											   .position_offset = offset,  										   }); -	Asset light_glow_asset{"asset/jetpack_joyride/background/start/lightEffect2.png"}; +	Asset light_glow_asset{"asset/background/start/lightEffect2.png"};  	obj.add_component<Sprite>(light_glow_asset, Sprite::Data{  													.sorting_in_layer = 5,  													.order_in_layer = 1,  													.size = vec2(0, 100),  													.position_offset = offset + vec2(0, 75),  												}); -	Asset light_effect_asset{"asset/jetpack_joyride/background/start/lightEffect.png"}; +	Asset light_effect_asset{"asset/background/start/lightEffect.png"};  	obj.add_component<Sprite>(light_effect_asset, Sprite::Data{  													  .sorting_in_layer = 5,  													  .order_in_layer = 0, @@ -122,7 +122,7 @@ void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) {  }  void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) { -	Asset jetpack_stand_asset{"asset/jetpack_joyride/background/start/JetpackStand.png"}; +	Asset jetpack_stand_asset{"asset/background/start/JetpackStand.png"};  	Sprite & jetpeck_stand_sprite  		= obj.add_component<Sprite>(jetpack_stand_asset, Sprite::Data{  															 .sorting_in_layer = 5, @@ -136,7 +136,7 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse  									.looping = true,  								})  		.pause(); -	Asset do_not_steal = {"asset/jetpack_joyride/background/start/doNotTouchSign_TVOS.png"}; +	Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"};  	obj.add_component<Sprite>(do_not_steal, Sprite::Data{  												.sorting_in_layer = 5,  												.order_in_layer = 1, @@ -147,7 +147,7 @@ void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offse  void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject frag_1 = scn.new_object("frag_1", "wall_fragment", vec2(begin_x, 200)); -	Asset frag_1_asset{"asset/jetpack_joyride/background/start/StartWall_frag1.png"}; +	Asset frag_1_asset{"asset/background/start/StartWall_frag1.png"};  	Sprite & frag_1_sprite  		= frag_1.add_component<Sprite>(frag_1_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -168,7 +168,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_1.add_component<CircleCollider>(25);  	GameObject frag_2 = scn.new_object("frag_2", "wall_fragment", vec2(begin_x, 180)); -	Asset frag_2_asset{"asset/jetpack_joyride/background/start/StartWall_frag2.png"}; +	Asset frag_2_asset{"asset/background/start/StartWall_frag2.png"};  	Sprite & frag_2_sprite  		= frag_2.add_component<Sprite>(frag_2_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -189,7 +189,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_2.add_component<CircleCollider>(55);  	GameObject frag_3 = scn.new_object("frag_3", "wall_fragment", vec2(begin_x, 170)); -	Asset frag_3_asset{"asset/jetpack_joyride/background/start/StartWall_frag3.png"}; +	Asset frag_3_asset{"asset/background/start/StartWall_frag3.png"};  	Sprite & frag_3_sprite  		= frag_3.add_component<Sprite>(frag_3_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -210,7 +210,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_3.add_component<CircleCollider>(35);  	GameObject frag_4 = scn.new_object("frag_4", "wall_fragment", vec2(begin_x, 160)); -	Asset frag_4_asset{"asset/jetpack_joyride/background/start/StartWall_frag4.png"}; +	Asset frag_4_asset{"asset/background/start/StartWall_frag4.png"};  	Sprite & frag_4_sprite  		= frag_4.add_component<Sprite>(frag_4_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -231,7 +231,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_4.add_component<CircleCollider>(60);  	GameObject frag_5 = scn.new_object("frag_5", "wall_fragment", vec2(begin_x, 150)); -	Asset frag_5_asset{"asset/jetpack_joyride/background/start/StartWall_frag5.png"}; +	Asset frag_5_asset{"asset/background/start/StartWall_frag5.png"};  	Sprite & frag_5_sprite  		= frag_5.add_component<Sprite>(frag_5_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -252,7 +252,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_5.add_component<CircleCollider>(5);  	GameObject frag_6 = scn.new_object("frag_6", "wall_fragment", vec2(begin_x, 140)); -	Asset frag_6_asset{"asset/jetpack_joyride/background/start/StartWall_frag6.png"}; +	Asset frag_6_asset{"asset/background/start/StartWall_frag6.png"};  	Sprite & frag_6_sprite  		= frag_6.add_component<Sprite>(frag_6_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -273,7 +273,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_6.add_component<CircleCollider>(30);  	GameObject frag_7 = scn.new_object("frag_7", "wall_fragment", vec2(begin_x, 130)); -	Asset frag_7_asset{"asset/jetpack_joyride/background/start/StartWall_frag7.png"}; +	Asset frag_7_asset{"asset/background/start/StartWall_frag7.png"};  	Sprite & frag_7_sprite  		= frag_7.add_component<Sprite>(frag_7_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -294,7 +294,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_7.add_component<CircleCollider>(45);  	GameObject frag_8 = scn.new_object("frag_8", "wall_fragment", vec2(begin_x, 120)); -	Asset frag_8_asset{"asset/jetpack_joyride/background/start/StartWall_frag8.png"}; +	Asset frag_8_asset{"asset/background/start/StartWall_frag8.png"};  	Sprite & frag_8_sprite  		= frag_8.add_component<Sprite>(frag_8_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -315,7 +315,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_8.add_component<CircleCollider>(25);  	GameObject frag_9 = scn.new_object("frag_9", "wall_fragment", vec2(begin_x, 110)); -	Asset frag_9_asset{"asset/jetpack_joyride/background/start/StartWall_frag9.png"}; +	Asset frag_9_asset{"asset/background/start/StartWall_frag9.png"};  	Sprite & frag_9_sprite  		= frag_9.add_component<Sprite>(frag_9_asset, Sprite::Data{  														 .sorting_in_layer = 5, @@ -336,7 +336,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_9.add_component<CircleCollider>(15);  	GameObject frag_10 = scn.new_object("frag_10", "wall_fragment", vec2(begin_x, 100)); -	Asset frag_10_asset{"asset/jetpack_joyride/background/start/StartWall_frag10.png"}; +	Asset frag_10_asset{"asset/background/start/StartWall_frag10.png"};  	Sprite & frag_10_sprite  		= frag_10.add_component<Sprite>(frag_10_asset, Sprite::Data{  														   .sorting_in_layer = 5, @@ -357,7 +357,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_10.add_component<CircleCollider>(60);  	GameObject frag_11 = scn.new_object("frag_11", "wall_fragment", vec2(begin_x, 90)); -	Asset frag_11_asset{"asset/jetpack_joyride/background/start/StartWall_frag11.png"}; +	Asset frag_11_asset{"asset/background/start/StartWall_frag11.png"};  	Sprite & frag_11_sprite  		= frag_11.add_component<Sprite>(frag_11_asset, Sprite::Data{  														   .sorting_in_layer = 5, @@ -378,7 +378,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	frag_11.add_component<CircleCollider>(5);  	GameObject frag_12 = scn.new_object("frag_12", "wall_fragment", vec2(begin_x, 80)); -	Asset frag_12_asset{"asset/jetpack_joyride/background/start/StartWall_frag12.png"}; +	Asset frag_12_asset{"asset/background/start/StartWall_frag12.png"};  	Sprite & frag_12_sprite  		= frag_12.add_component<Sprite>(frag_12_asset, Sprite::Data{  														   .sorting_in_layer = 5, @@ -400,7 +400,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject smoke_particles_1  		= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); -	Asset smoke_asset_1{"asset/jetpack_joyride/particles/smoke.png"}; +	Asset smoke_asset_1{"asset/particles/smoke.png"};  	Sprite & smoke_sprite_1 = smoke_particles_1.add_component<Sprite>(  		smoke_asset_1, Sprite::Data{  						   .color = Color(255, 255, 255, 50), @@ -421,7 +421,7 @@ void StartSubScene::create_wall_fragments(crepe::Scene & scn, float begin_x) {  	GameObject smoke_particles_2  		= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200)); -	Asset smoke_asset_2{"asset/jetpack_joyride/particles/smoke.png"}; +	Asset smoke_asset_2{"asset/particles/smoke.png"};  	Sprite & smoke_sprite_2 = smoke_particles_2.add_component<Sprite>(  		smoke_asset_2, Sprite::Data{  						   .color = Color(255, 255, 255, 50), |