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#include "Start.h"
#include "api/Asset.h"
#include "types.h"
#include <crepe/api/Animator.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
using namespace crepe;
using namespace std;
float Start::create(Scene & scn, float begin_x) {
GameObject begin = scn.new_object("start_begin", "background", vec2(begin_x, 0));
Asset begin_asset{"asset/jetpack_joyride/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),
});
begin_x += 700;
this->add_table(begin, vec2(-125, 175));
GameObject end = scn.new_object("start_end", "background", vec2(begin_x, 0));
Asset end_asset{"asset/jetpack_joyride/background/start/titleFG_2_TVOS.png"};
end.add_component<Sprite>(end_asset, Sprite::Data{
.sorting_in_layer = 4,
.order_in_layer = 1,
.size = vec2(0, 800),
});
begin_x += 100;
this->add_lamp(end, vec2(-350, -95));
return begin_x;
}
void Start::add_lamp(GameObject & obj, vec2 offset, unsigned int fps) {
Asset lamp_asset{"asset/jetpack_joyride/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"};
Sprite & lamp_glow_sprite = obj.add_component<Sprite>(
lamp_glow_asset, Sprite::Data{
.sorting_in_layer = 5,
.order_in_layer = 1,
.size = vec2(0, 300),
.position_offset = offset - vec2(65, -55),
});
obj.add_component<Animator>(lamp_glow_sprite, ivec2(422, 384), uvec2(6, 1),
Animator::Data{
.fps = fps,
.looping = true,
});
}
void Start::add_table(GameObject & obj, vec2 offset) {
Asset table_asset{"asset/jetpack_joyride/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"};
Sprite & gramophone_sprite = obj.add_component<Sprite>(
gramophone_asset, Sprite::Data{
.sorting_in_layer = 5,
.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,
});
}
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