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Diffstat (limited to 'game/StartSubScene.cpp')
-rw-r--r--game/StartSubScene.cpp52
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),