From 61148c757a1f742ff09e40e5347e74e638c7371c Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Sun, 22 Dec 2024 12:32:22 +0100 Subject: update clang-format options --- game/background/AquariumSubScene.cpp | 204 +++++++++++++++++++---------------- 1 file changed, 114 insertions(+), 90 deletions(-) (limited to 'game/background/AquariumSubScene.cpp') 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(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( + 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(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( + 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(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( + 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(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( + 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(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( + 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(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( + 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(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(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( + 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( + 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(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(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( + 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( + 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(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(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( + 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( + 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), + } + ); } -- cgit v1.2.3