aboutsummaryrefslogtreecommitdiff
path: root/game/background/StartSubScene.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/background/StartSubScene.cpp')
-rw-r--r--game/background/StartSubScene.cpp491
1 files changed, 279 insertions, 212 deletions
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;
}