diff options
Diffstat (limited to 'game/background/StartSubScene.cpp')
-rw-r--r-- | game/background/StartSubScene.cpp | 491 |
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; } |