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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
commit61148c757a1f742ff09e40e5347e74e638c7371c (patch)
treea2e40998981fa6f12430d2a1254250219f30d44f /game/background
parente2162171c7ab72f450f73a0908946aa4a4dee5ee (diff)
update clang-format optionsHEADmaster
Diffstat (limited to 'game/background')
-rw-r--r--game/background/AquariumSubScene.cpp204
-rw-r--r--game/background/ForestParallaxScript.cpp5
-rw-r--r--game/background/ForestSubScene.cpp194
-rw-r--r--game/background/HallwaySubScene.cpp190
-rw-r--r--game/background/HallwaySubScene.h11
-rw-r--r--game/background/StartSubScene.cpp491
6 files changed, 622 insertions, 473 deletions
diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp
index 579e633..8d5202a 100644
--- a/game/background/AquariumSubScene.cpp
+++ b/game/background/AquariumSubScene.cpp
@@ -16,73 +16,85 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
GameObject aquarium_begin
= scn.new_object("aquarium_begin", "background", vec2(begin_x, 0));
- Asset aquarium_begin_asset{"asset/background/aquarium/glassTubeFG_1_TVOS.png"};
- aquarium_begin.add_component<Sprite>(aquarium_begin_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"};
+ aquarium_begin.add_component<Sprite>(
+ aquarium_begin_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
GameObject aquarium_middle_1
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_1_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_1.add_component<Sprite>(aquarium_middle_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset aquarium_middle_1_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
+ aquarium_middle_1.add_component<Sprite>(
+ aquarium_middle_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 2,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 400;
this->add_background(scn, begin_x - 200);
GameObject aquarium_middle_2
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_2_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_2.add_component<Sprite>(aquarium_middle_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 3,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset aquarium_middle_2_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
+ aquarium_middle_2.add_component<Sprite>(
+ aquarium_middle_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 3,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 400;
GameObject aquarium_middle_3
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_3_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_3.add_component<Sprite>(aquarium_middle_3_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 4,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
+ aquarium_middle_3.add_component<Sprite>(
+ aquarium_middle_3_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 4,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 400;
this->add_background(scn, begin_x - 200);
GameObject aquarium_middle_4
= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0));
- Asset aquarium_middle_4_asset{"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
- aquarium_middle_4.add_component<Sprite>(aquarium_middle_4_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset aquarium_middle_4_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};
+ aquarium_middle_4.add_component<Sprite>(
+ aquarium_middle_4_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
this->add_background(scn, begin_x);
GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0));
- Asset aquarium_end_asset{"asset/background/aquarium/glassTubeFG_2_TVOS.png"};
- aquarium_end.add_component<Sprite>(aquarium_end_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"};
+ aquarium_end.add_component<Sprite>(
+ aquarium_end_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
return begin_x;
@@ -90,54 +102,66 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {
void AquariumSubScene::add_background(Scene & scn, float begin_x) {
GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0));
- Asset bg_1_1_asset{"asset/background/aquarium/AquariumBG1_1_TVOS.png"};
- bg_1.add_component<Sprite>(bg_1_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, 100),
- });
- Asset bg_1_2_asset{"asset/background/aquarium/AquariumBG1_2_TVOS.png"};
- bg_1.add_component<Sprite>(bg_1_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, 400),
- .position_offset = vec2(200, 100),
- });
+ Asset bg_1_1_asset {"asset/background/aquarium/AquariumBG1_1_TVOS.png"};
+ bg_1.add_component<Sprite>(
+ bg_1_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 2,
+ .size = vec2(0, 400),
+ .position_offset = vec2(-200, 100),
+ }
+ );
+ Asset bg_1_2_asset {"asset/background/aquarium/AquariumBG1_2_TVOS.png"};
+ bg_1.add_component<Sprite>(
+ bg_1_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 2,
+ .size = vec2(0, 400),
+ .position_offset = vec2(200, 100),
+ }
+ );
GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0));
- Asset bg_2_1_asset{"asset/background/aquarium/AquariumBG2_1_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(200, -50),
- });
- Asset bg_2_2_asset{"asset/background/aquarium/AquariumBG2_2_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, -50),
- });
+ Asset bg_2_1_asset {"asset/background/aquarium/AquariumBG2_1_TVOS.png"};
+ bg_2.add_component<Sprite>(
+ bg_2_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 400),
+ .position_offset = vec2(200, -50),
+ }
+ );
+ Asset bg_2_2_asset {"asset/background/aquarium/AquariumBG2_2_TVOS.png"};
+ bg_2.add_component<Sprite>(
+ bg_2_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 400),
+ .position_offset = vec2(-200, -50),
+ }
+ );
GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0));
- Asset bg_3_1_asset{"asset/background/aquarium/AquariumBG3_1_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 400),
- .position_offset = vec2(200, -200),
- });
- Asset bg_3_2_asset{"asset/background/aquarium/AquariumBG3_2_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, -200),
- });
+ Asset bg_3_1_asset {"asset/background/aquarium/AquariumBG3_1_TVOS.png"};
+ bg_3.add_component<Sprite>(
+ bg_3_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 400),
+ .position_offset = vec2(200, -200),
+ }
+ );
+ Asset bg_3_2_asset {"asset/background/aquarium/AquariumBG3_2_TVOS.png"};
+ bg_3.add_component<Sprite>(
+ bg_3_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 400),
+ .position_offset = vec2(-200, -200),
+ }
+ );
}
diff --git a/game/background/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp
index 27e30eb..c72f85d 100644
--- a/game/background/ForestParallaxScript.cpp
+++ b/game/background/ForestParallaxScript.cpp
@@ -3,8 +3,9 @@
using namespace crepe;
using namespace std;
-ForestParallaxScript::ForestParallaxScript(float begin_x, float end_x,
- std::string unique_bg_name)
+ForestParallaxScript::ForestParallaxScript(
+ float begin_x, float end_x, std::string unique_bg_name
+)
: begin_x(begin_x),
end_x(end_x),
name(unique_bg_name) {}
diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp
index 7eac53a..a807a36 100644
--- a/game/background/ForestSubScene.cpp
+++ b/game/background/ForestSubScene.cpp
@@ -17,52 +17,63 @@ using namespace std;
float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) {
GameObject script = scn.new_object("forest_script", "background");
script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(
- begin_x - 400, begin_x + 3000 + 400, unique_bg_name);
+ begin_x - 400, begin_x + 3000 + 400, unique_bg_name
+ );
this->add_background(scn, begin_x, unique_bg_name);
GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0));
- Asset begin_asset{"asset/background/forest/forestFG_1_TVOS.png"};
- begin.add_component<Sprite>(begin_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"};
+ begin.add_component<Sprite>(
+ begin_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 800;
this->add_background(scn, begin_x, unique_bg_name);
GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0));
- Asset middle_1_asset{"asset/background/forest/forestFG_3_TVOS.png"};
- middle_1.add_component<Sprite>(middle_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"};
+ middle_1.add_component<Sprite>(
+ middle_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 2,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 800;
this->add_background(scn, begin_x, unique_bg_name);
GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0));
- Asset middle_2_asset{"asset/background/forest/forestFG_3_TVOS.png"};
- middle_2.add_component<Sprite>(middle_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 3,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"};
+ middle_2.add_component<Sprite>(
+ middle_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 3,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 800;
this->add_background(scn, begin_x, unique_bg_name);
GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0));
- Asset end_asset{"asset/background/forest/forestFG_2_TVOS.png"};
- end.add_component<Sprite>(end_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"};
+ end.add_component<Sprite>(
+ end_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
this->add_background(scn, begin_x + 200, unique_bg_name);
@@ -73,69 +84,84 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n
void ForestSubScene::add_background(Scene & scn, float begin_x, std::string name) {
GameObject bg_1
= scn.new_object("forest_bg_1_" + name, "forest_background", vec2(begin_x, 0));
- Asset bg_1_asset{"asset/background/forest/forestBG1_1_TVOS.png"};
- bg_1.add_component<Sprite>(bg_1_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, 800),
- });
+ Asset bg_1_asset {"asset/background/forest/forestBG1_1_TVOS.png"};
+ bg_1.add_component<Sprite>(
+ bg_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 2,
+ .size = vec2(0, 800),
+ }
+ );
GameObject bg_2
= scn.new_object("forest_bg_2_" + name, "forest_background", vec2(begin_x, 0));
- Asset bg_2_1_asset{"asset/background/forest/forestBG2_1_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(200, 0),
- });
- Asset bg_2_2_asset{"asset/background/forest/forestBG2_2_TVOS.png"};
- bg_2.add_component<Sprite>(bg_2_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 400),
- .position_offset = vec2(-200, 0),
- });
+ Asset bg_2_1_asset {"asset/background/forest/forestBG2_1_TVOS.png"};
+ bg_2.add_component<Sprite>(
+ bg_2_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 400),
+ .position_offset = vec2(200, 0),
+ }
+ );
+ Asset bg_2_2_asset {"asset/background/forest/forestBG2_2_TVOS.png"};
+ bg_2.add_component<Sprite>(
+ bg_2_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 400),
+ .position_offset = vec2(-200, 0),
+ }
+ );
GameObject bg_3
= scn.new_object("forest_bg_3_" + name, "forest_background", vec2(begin_x, 0));
- Asset bg_3_1_asset{"asset/background/forest/forestBG3_1_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_1_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(300, 0),
- });
- Asset bg_3_2_asset{"asset/background/forest/forestBG3_2_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_2_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(100, 0),
- });
- Asset bg_3_3_asset{"asset/background/forest/forestBG3_3_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_3_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(-100, 0),
- });
- Asset bg_3_4_asset{"asset/background/forest/forestBG3_4_TVOS.png"};
- bg_3.add_component<Sprite>(bg_3_4_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = vec2(-300, 0),
- });
-
- bg_2.add_component<Rigidbody>(Rigidbody::Data{
+ Asset bg_3_1_asset {"asset/background/forest/forestBG3_1_TVOS.png"};
+ bg_3.add_component<Sprite>(
+ bg_3_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 200),
+ .position_offset = vec2(300, 0),
+ }
+ );
+ Asset bg_3_2_asset {"asset/background/forest/forestBG3_2_TVOS.png"};
+ bg_3.add_component<Sprite>(
+ bg_3_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 200),
+ .position_offset = vec2(100, 0),
+ }
+ );
+ Asset bg_3_3_asset {"asset/background/forest/forestBG3_3_TVOS.png"};
+ bg_3.add_component<Sprite>(
+ bg_3_3_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 200),
+ .position_offset = vec2(-100, 0),
+ }
+ );
+ Asset bg_3_4_asset {"asset/background/forest/forestBG3_4_TVOS.png"};
+ bg_3.add_component<Sprite>(
+ bg_3_4_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACK_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 200),
+ .position_offset = vec2(-300, 0),
+ }
+ );
+
+ bg_2.add_component<Rigidbody>(Rigidbody::Data {
.linear_velocity = vec2(30, 0),
});
- bg_3.add_component<Rigidbody>(Rigidbody::Data{
+ bg_3.add_component<Rigidbody>(Rigidbody::Data {
.linear_velocity = vec2(40, 0),
});
}
diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp
index 2aa9bab..4d96c94 100644
--- a/game/background/HallwaySubScene.cpp
+++ b/game/background/HallwaySubScene.cpp
@@ -11,15 +11,19 @@
using namespace crepe;
using namespace std;
-float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_num,
- Color sector_color) {
+float HallwaySubScene::create(
+ Scene & scn, float begin_x, unsigned int sector_num, Color sector_color
+) {
GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0));
- Asset begin_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"};
- begin.add_component<Sprite>(begin_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};
+ begin.add_component<Sprite>(
+ begin_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
this->add_sector_number(begin, vec2(-200, 0), sector_num, sector_color);
@@ -27,104 +31,128 @@ float HallwaySubScene::create(Scene & scn, float begin_x, unsigned int sector_nu
this->add_lamp(begin, vec2(430, -120), 9);
GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
- Asset middle_asset{"asset/background/hallway/hallway1FG_2_TVOS.png"};
- middle_1.add_component<Sprite>(middle_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 2,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"};
+ middle_1.add_component<Sprite>(
+ middle_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 2,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
- Asset middle_asset_2{"asset/background/hallway/hallway1FG_2_TVOS.png"};
- middle_2.add_component<Sprite>(middle_asset_2,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 3,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"};
+ middle_2.add_component<Sprite>(
+ middle_asset_2,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 3,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 200;
GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
- Asset middle_asset_3{"asset/background/hallway/hallway1FG_2_TVOS.png"};
- middle_3.add_component<Sprite>(middle_asset_3,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 4,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"};
+ middle_3.add_component<Sprite>(
+ middle_asset_3,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 4,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 400;
this->add_lamp(middle_3, vec2(0, -120));
GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0));
- Asset middle_asset_4{"asset/background/hallway/hallway1FG_2_TVOS.png"};
- middle_4.add_component<Sprite>(middle_asset_4,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"};
+ middle_4.add_component<Sprite>(
+ middle_asset_4,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0));
- Asset end_asset{"asset/background/hallway/hallway1FG_1_TVOS.png"};
- end.add_component<Sprite>(end_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};
+ end.add_component<Sprite>(
+ end_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 600;
return begin_x;
}
void HallwaySubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {
- Asset lamp_asset{"asset/background/hallway/alarmLight_TVOS.png"};
- obj.add_component<Sprite>(lamp_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- .position_offset = offset,
- });
- Asset lamp_glow_asset{"asset/background/hallway/alarmGlow_TVOS.png"};
+ Asset lamp_asset {"asset/background/hallway/alarmLight_TVOS.png"};
+ obj.add_component<Sprite>(
+ lamp_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset,
+ }
+ );
+ Asset lamp_glow_asset {"asset/background/hallway/alarmGlow_TVOS.png"};
Sprite & lamp_glow_sprite = obj.add_component<Sprite>(
- lamp_glow_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 300),
- .position_offset = offset - vec2(65, -30),
- });
- obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
- Animator::Data{
- .fps = fps,
- .looping = true,
- });
+ lamp_glow_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 300),
+ .position_offset = offset - vec2(65, -30),
+ }
+ );
+ obj.add_component<Animator>(
+ lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
+ Animator::Data {
+ .fps = fps,
+ .looping = true,
+ }
+ );
}
-void HallwaySubScene::add_sector_number(GameObject & obj, vec2 offset, unsigned int sector_num,
- Color sector_color) {
- Asset sector_text_asset{"asset/background/hallway/sectorText_TVOS.png"};
- obj.add_component<Sprite>(sector_text_asset,
- Sprite::Data{
- .color = sector_color,
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- .position_offset = offset,
- });
- Asset sector_num_asset{"asset/background/hallway/sectorNumbers_TVOS.png"};
+void HallwaySubScene::add_sector_number(
+ GameObject & obj, vec2 offset, unsigned int sector_num, Color sector_color
+) {
+ Asset sector_text_asset {"asset/background/hallway/sectorText_TVOS.png"};
+ obj.add_component<Sprite>(
+ sector_text_asset,
+ Sprite::Data {
+ .color = sector_color,
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset,
+ }
+ );
+ Asset sector_num_asset {"asset/background/hallway/sectorNumbers_TVOS.png"};
Sprite & sector_num_sprite = obj.add_component<Sprite>(
- sector_num_asset, Sprite::Data{
- .color = sector_color,
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- .position_offset = offset + vec2(200, 0),
- });
+ sector_num_asset,
+ Sprite::Data {
+ .color = sector_color,
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(200, 0),
+ }
+ );
Animator & sector_num_anim = obj.add_component<Animator>(
- sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data{});
+ sector_num_sprite, ivec2(256, 128), uvec2(4, 4), Animator::Data {}
+ );
int column = (sector_num - 1) / 4;
int row = (sector_num - 1) % 4;
sector_num_anim.set_anim(column);
diff --git a/game/background/HallwaySubScene.h b/game/background/HallwaySubScene.h
index acc9329..c38b4a9 100644
--- a/game/background/HallwaySubScene.h
+++ b/game/background/HallwaySubScene.h
@@ -10,12 +10,15 @@ class Color;
class HallwaySubScene {
public:
- float create(crepe::Scene & scn, float begin_x, unsigned int sector_num,
- crepe::Color sector_color);
+ float create(
+ crepe::Scene & scn, float begin_x, unsigned int sector_num, crepe::Color sector_color
+ );
private:
void add_lamp(crepe::GameObject & obj, crepe::vec2 offset, unsigned int fps = 10);
- void add_sector_number(crepe::GameObject & obj, crepe::vec2 offset,
- unsigned int sector_num, crepe::Color sector_color);
+ void add_sector_number(
+ crepe::GameObject & obj, crepe::vec2 offset, unsigned int sector_num,
+ crepe::Color sector_color
+ );
};
diff --git a/game/background/StartSubScene.cpp b/game/background/StartSubScene.cpp
index a918c05..d68287b 100644
--- a/game/background/StartSubScene.cpp
+++ b/game/background/StartSubScene.cpp
@@ -18,20 +18,25 @@ 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/background/start/titleFG_1_TVOS.png"};
- begin.add_component<Sprite>(begin_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset begin_asset {"asset/background/start/titleFG_1_TVOS.png"};
+ begin.add_component<Sprite>(
+ begin_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
GameObject hole = scn.new_object("start_hole", "background", vec2(begin_x - 250, 140));
- Asset hole_asset{"asset/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 = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 200),
- });
+ hole_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 200),
+ }
+ );
hole_sprite.active = false;
begin_x += 700;
@@ -40,12 +45,15 @@ 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/background/start/titleFG_2_TVOS.png"};
- end.add_component<Sprite>(end_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, GAME_HEIGHT),
- });
+ Asset end_asset {"asset/background/start/titleFG_2_TVOS.png"};
+ end.add_component<Sprite>(
+ end_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, GAME_HEIGHT),
+ }
+ );
begin_x += 100;
this->add_lamp(end, vec2(-350, -95));
@@ -54,114 +62,143 @@ float StartSubScene::create(Scene & scn, float begin_x) {
}
void StartSubScene::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {
- Asset lamp_asset{"asset/background/start/alarmLight_TVOS.png"};
- obj.add_component<Sprite>(lamp_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- .position_offset = offset,
- });
- Asset lamp_glow_asset{"asset/background/start/alarmGlow_TVOS.png"};
+ Asset lamp_asset {"asset/background/start/alarmLight_TVOS.png"};
+ obj.add_component<Sprite>(
+ lamp_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset,
+ }
+ );
+ 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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 300),
- .position_offset = offset - vec2(65, -55),
- });
+ lamp_glow_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 300),
+ .position_offset = offset - vec2(65, -55),
+ }
+ );
lamp_glow_sprite.active = false;
- obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
- Animator::Data{
- .fps = fps,
- .looping = true,
- });
+ obj.add_component<Animator>(
+ lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
+ Animator::Data {
+ .fps = fps,
+ .looping = true,
+ }
+ );
}
void StartSubScene::add_table(GameObject & obj, vec2 offset) {
- Asset table_asset{"asset/background/start/table.png"};
- obj.add_component<Sprite>(table_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- .position_offset = offset,
- });
- Asset gramophone_asset{"asset/background/start/gramophone_TVOS.png"};
+ Asset table_asset {"asset/background/start/table.png"};
+ obj.add_component<Sprite>(
+ table_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset,
+ }
+ );
+ Asset gramophone_asset {"asset/background/start/gramophone_TVOS.png"};
Sprite & gramophone_sprite = obj.add_component<Sprite>(
- gramophone_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 100),
- .position_offset = offset + vec2(0, -50),
- });
- obj.add_component<Animator>(gramophone_sprite, ivec2(64, 128), uvec2(2, 1),
- Animator::Data{
- .fps = 10,
- .looping = true,
- });
+ gramophone_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(0, -50),
+ }
+ );
+ obj.add_component<Animator>(
+ gramophone_sprite, ivec2(64, 128), uvec2(2, 1),
+ Animator::Data {
+ .fps = 10,
+ .looping = true,
+ }
+ );
}
void StartSubScene::add_light(crepe::GameObject & obj, crepe::vec2 offset) {
- Asset light_asset{"asset/background/start/title_light_TVOS.png"};
- obj.add_component<Sprite>(light_asset, Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 200),
- .position_offset = offset,
- });
- Asset light_glow_asset{"asset/background/start/lightEffect2.png"};
- obj.add_component<Sprite>(light_glow_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 100),
- .position_offset = offset + vec2(0, 75),
- });
- Asset light_effect_asset{"asset/background/start/lightEffect.png"};
- obj.add_component<Sprite>(light_effect_asset,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- .position_offset = offset + vec2(0, 350),
- });
+ Asset light_asset {"asset/background/start/title_light_TVOS.png"};
+ obj.add_component<Sprite>(
+ light_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 200),
+ .position_offset = offset,
+ }
+ );
+ Asset light_glow_asset {"asset/background/start/lightEffect2.png"};
+ obj.add_component<Sprite>(
+ light_glow_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(0, 75),
+ }
+ );
+ Asset light_effect_asset {"asset/background/start/lightEffect.png"};
+ obj.add_component<Sprite>(
+ light_effect_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(0, 350),
+ }
+ );
}
void StartSubScene::add_jetpack_stand(crepe::GameObject & obj, crepe::vec2 offset) {
- Asset jetpack_stand_asset{"asset/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 70),
- .position_offset = offset,
- });
- obj.add_component<Animator>(jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1),
- Animator::Data{
- .fps = 10,
- .looping = true,
- })
+ jetpack_stand_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 70),
+ .position_offset = offset,
+ }
+ );
+ obj.add_component<Animator>(
+ jetpeck_stand_sprite, ivec2(34, 46), uvec2(2, 1),
+ Animator::Data {
+ .fps = 10,
+ .looping = true,
+ }
+ )
.pause();
Asset do_not_steal = {"asset/background/start/doNotTouchSign_TVOS.png"};
- obj.add_component<Sprite>(do_not_steal,
- Sprite::Data{
- .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 1,
- .size = vec2(0, 100),
- .position_offset = offset + vec2(-75, -25),
- });
+ obj.add_component<Sprite>(
+ do_not_steal,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 1,
+ .size = vec2(0, 100),
+ .position_offset = offset + vec2(-75, -25),
+ }
+ );
}
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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_1_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_1_sprite.active = false;
- Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_1_rb = frag_1.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 10,
.linear_velocity = vec2(400, 400),
.linear_velocity_coefficient = vec2(0.5, 0.6),
@@ -175,15 +212,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_2_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_2_sprite.active = false;
- Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_2_rb = frag_2.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 20,
.linear_velocity = vec2(400, 400),
.linear_velocity_coefficient = vec2(0.35, 0.4),
@@ -197,15 +236,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_3_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_3_sprite.active = false;
- Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_3_rb = frag_3.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 30,
.linear_velocity = vec2(400, 400),
.linear_velocity_coefficient = vec2(0.3, 0.3),
@@ -219,15 +260,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_4_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_4_sprite.active = false;
- Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_4_rb = frag_4.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 40,
.linear_velocity = vec2(700, 400),
.linear_velocity_coefficient = vec2(0.2, 0.2),
@@ -241,15 +284,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_5_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_5_sprite.active = false;
- Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_5_rb = frag_5.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 50,
.linear_velocity = vec2(600, 800),
.linear_velocity_coefficient = vec2(0.25, 0.15),
@@ -263,15 +308,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_6_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_6_sprite.active = false;
- Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_6_rb = frag_6.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 30,
.linear_velocity = vec2(300, 800),
.linear_velocity_coefficient = vec2(0.35, 0.25),
@@ -285,15 +332,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_7_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_7_sprite.active = false;
- Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_7_rb = frag_7.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 20,
.linear_velocity = vec2(400, 500),
.linear_velocity_coefficient = vec2(0.45, 0.6),
@@ -307,15 +356,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_8_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_8_sprite.active = false;
- Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_8_rb = frag_8.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 30,
.linear_velocity = vec2(400, 400),
.linear_velocity_coefficient = vec2(0.5, 0.6),
@@ -329,15 +380,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_9_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_9_sprite.active = false;
- Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_9_rb = frag_9.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 40,
.linear_velocity = vec2(200, 400),
.linear_velocity_coefficient = vec2(0.5, 0.25),
@@ -351,15 +404,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_10_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_10_sprite.active = false;
- Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_10_rb = frag_10.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 50,
.linear_velocity = vec2(400, 900),
.linear_velocity_coefficient = vec2(0.35, 0.4),
@@ -373,15 +428,17 @@ 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, 70));
- Asset frag_11_asset{"asset/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_11_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_11_sprite.active = false;
- Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_11_rb = frag_11.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 60,
.linear_velocity = vec2(600, 800),
.linear_velocity_coefficient = vec2(0.3, 0.3),
@@ -395,15 +452,17 @@ 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/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 = SORT_IN_LAY_FORE_BACKGROUND,
- .order_in_layer = 5,
- .size = vec2(0, 50),
- });
+ frag_12_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_FORE_BACKGROUND,
+ .order_in_layer = 5,
+ .size = vec2(0, 50),
+ }
+ );
frag_12_sprite.active = false;
- Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data{
+ Rigidbody & frag_12_rb = frag_12.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 70,
.linear_velocity = vec2(500, 800),
.linear_velocity_coefficient = vec2(0.25, 0.15),
@@ -418,43 +477,51 @@ 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/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),
- .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 100),
- });
+ smoke_asset_1,
+ Sprite::Data {
+ .color = Color(255, 255, 255, 50),
+ .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 100),
+ }
+ );
ParticleEmitter & emitter_1 = smoke_particles_1.add_component<ParticleEmitter>(
- smoke_sprite_1, ParticleEmitter::Data{
- .emission_rate = 20,
- .min_speed = 40,
- .max_speed = 100,
- .min_angle = -30,
- .max_angle = 10,
- .end_lifespan = 4,
- });
+ smoke_sprite_1,
+ ParticleEmitter::Data {
+ .emission_rate = 20,
+ .min_speed = 40,
+ .max_speed = 100,
+ .min_angle = -30,
+ .max_angle = 10,
+ .end_lifespan = 4,
+ }
+ );
emitter_1.active = false;
GameObject smoke_particles_2
= scn.new_object("smoke_particles", "particle_emitter", vec2(begin_x - 100, 200));
- Asset smoke_asset_2{"asset/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),
- .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
- .order_in_layer = 0,
- .size = vec2(0, 70),
- });
+ smoke_asset_2,
+ Sprite::Data {
+ .color = Color(255, 255, 255, 50),
+ .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND,
+ .order_in_layer = 0,
+ .size = vec2(0, 70),
+ }
+ );
ParticleEmitter & emitter_2 = smoke_particles_2.add_component<ParticleEmitter>(
- smoke_sprite_2, ParticleEmitter::Data{
- .emission_rate = 30,
- .min_speed = 40,
- .max_speed = 100,
- .min_angle = -45,
- .max_angle = 5,
- .end_lifespan = 3,
- });
+ smoke_sprite_2,
+ ParticleEmitter::Data {
+ .emission_rate = 30,
+ .min_speed = 40,
+ .max_speed = 100,
+ .min_angle = -45,
+ .max_angle = 5,
+ .end_lifespan = 3,
+ }
+ );
emitter_2.active = false;
}