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fix case sensitivity for Resources

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1 parent a1d68b7 commit be95af005b5e61bd2df37bd5a0a41400628590a3 @JimMarlowe JimMarlowe committed Dec 1, 2016
@@ -36,7 +36,7 @@ public override void Start()
// We create a sound source for the music and the music
SoundSource musicSource = _scene.CreateComponent<SoundSource>();
- Sound music = Cache.Get<Sound>("music/Happy_Bee.ogg");
+ Sound music = Cache.Get<Sound>("Music/Happy_Bee.ogg");
music.SetLooped(true);
musicSource.Play(music);
musicSource.SetSoundType("Music");
@@ -49,7 +49,7 @@ public override void Start()
// We create a background node which is a child of the camera so it won't move relative to it
Node bg = _camera.Node.CreateChild("Background");
StaticSprite2D bgspr = bg.CreateComponent<StaticSprite2D>();
- bgspr.SetSprite(Cache.Get<Sprite2D>("scenarios/grasslands/bg.png"));
+ bgspr.SetSprite(Cache.Get<Sprite2D>("Scenarios/grasslands/BG.png"));
bg.SetPosition(new Vector3(0,0,100));
bg.SetScale2D(Vector2.One*5.2f);
@@ -89,26 +89,26 @@ void PostUpdate(PostUpdateEvent eventData)
// Convenience function to create node with sprite and rigidbody (optional)
static Vehicle CreateVehicle(Vector2 position)
{
- Node vehicleNode = CreateSpriteNode(Cache.Get<Sprite2D>("characters/truck/vehicle.png"), 1.4f);
+ Node vehicleNode = CreateSpriteNode(Cache.Get<Sprite2D>("Characters/truck/vehicle.png"), 1.4f);
// We create the vehicle and the chassis (CreateChassis returns the Vehicle for convenience)
Vehicle vehicle = vehicleNode.CreateComponent<Vehicle>().CreateChassis(
new Vector2(-0.1f, 0.4f), 1.4f, 5,
- new Vector3(-2f, -1, 1), Cache.Get<ParticleEffect2D>("particles/smoke.pex"),
- Cache.Get<Sound>("sounds/engine_sound_crop.wav"), Cache.Get<Sound>("sounds/tires_squal_loop.wav"),
- new [] {Cache.Get<Sound>("sounds/susp_1.wav"), Cache.Get<Sound>("sounds/susp_3.wav")},
+ new Vector3(-2f, -1, 1), Cache.Get<ParticleEffect2D>("Particles/smoke.pex"),
+ Cache.Get<Sound>("Sounds/engine_sound_crop.wav"), Cache.Get<Sound>("Sounds/tires_squal_loop.wav"),
+ new [] {Cache.Get<Sound>("Sounds/susp_1.wav"), Cache.Get<Sound>("Sounds/susp_3.wav")},
300, 50, 5, 500);
// We create the wheels
- Sprite2D wspr = Cache.Get<Sprite2D>("characters/truck/wheel.png");
+ Sprite2D wspr = Cache.Get<Sprite2D>("Characters/truck/wheel.png");
Node w1 = vehicle.CreateWheel(
- wspr, new Vector2(1.5f,-1.5f), 1.25f, 4, 0.4f, Cache.Get<ParticleEffect2D>("particles/dust.pex"), 2.6f);
+ wspr, new Vector2(1.5f,-1.5f), 1.25f, 4, 0.4f, Cache.Get<ParticleEffect2D>("Particles/dust.pex"), 2.6f);
Node w2 = vehicle.CreateWheel(
- wspr, new Vector2(-1.8f,-1.5f), 1.25f, 4, 0.4f, Cache.Get<ParticleEffect2D>("particles/dust.pex"), 2.6f);
+ wspr, new Vector2(-1.8f,-1.5f), 1.25f, 4, 0.4f, Cache.Get<ParticleEffect2D>("Particles/dust.pex"), 2.6f);
// We create the head
Node head = vehicle.CreateHead(
- Cache.Get<Sprite2D>("characters/truck/head.png"), new Vector3(-1,2.7f,-1), 1f, new Vector2(-1,1.8f));
+ Cache.Get<Sprite2D>("Characters/truck/head.png"), new Vector3(-1,2.7f,-1), 1f, new Vector2(-1,1.8f));
// We position the vehicle
foreach (Node node in new []{vehicleNode, w1, w2, head})
@@ -17,9 +17,9 @@ public Clouds(float startX, int minY, int deviation, int amount, int range)
_range = range;
Sprite2D[] cloudSprites = {
- Cache.Get<Sprite2D>("scenarios/cloud1.png"),
- Cache.Get<Sprite2D>("scenarios/cloud2.png"),
- Cache.Get<Sprite2D>("scenarios/cloud3.png")};
+ Cache.Get<Sprite2D>("Scenarios/cloud1.png"),
+ Cache.Get<Sprite2D>("Scenarios/cloud2.png"),
+ Cache.Get<Sprite2D>("Scenarios/cloud3.png")};
// We pre-fill the screen with clouds
float cloudSpacing = range*2/amount;
@@ -53,4 +53,4 @@ public void Tick(float dt, float currentX)
cloud.Translate2D(-Vector2.UnitX*dt*((cloud.Position2D.Y-_minY)*0.3f+1));
}
}
-}
+}
@@ -64,13 +64,13 @@ public Terrain(Scene scene)
_scene = scene;
// We load the materials, the ones in this example only use built in techniques, we use diffuse for the ground for performance
- _surfaceMaterial = Cache.Get<Material>("materials/UnlitAlpha.xml");
- _surfaceMaterial.SetTexture(0, Cache.Get<Texture2D>("scenarios/grasslands/surface.png"));
- _chunkMaterial = Cache.Get<Material>("materials/Unlit.xml");
- _chunkMaterial.SetTexture(0,Cache.Get<Texture2D>("scenarios/grasslands/ground.png"));
+ _surfaceMaterial = Cache.Get<Material>("Materials/UnlitAlpha.xml");
+ _surfaceMaterial.SetTexture(0, Cache.Get<Texture2D>("Scenarios/grasslands/surface.png"));
+ _chunkMaterial = Cache.Get<Material>("Materials/Unlit.xml");
+ _chunkMaterial.SetTexture(0,Cache.Get<Texture2D>("Scenarios/grasslands/ground.png"));
// We create and populate a library with the decorations
- Func<string, Sprite2D> GetSprite = file => Cache.Get<Sprite2D>($"scenarios/grasslands/Object/{file}");
+ Func<string, Sprite2D> GetSprite = file => Cache.Get<Sprite2D>($"Scenarios/grasslands/Object/{file}");
_decorationLib = new DecorationLibrary<Sprite2D>(
new [] {GetSprite("Bush (1).png"), GetSprite("Bush (2).png"), GetSprite("Bush (3).png"), GetSprite("Bush (4).png")},
new [] {GetSprite("Mushroom_1.png"), GetSprite("Mushroom_2.png"), GetSprite("Stone.png"), GetSprite("Sign_2.png")},
@@ -84,7 +84,7 @@ public Terrain(Scene scene)
}
// We generate the chunks and add some boxes randomly
- Sprite2D crateSprite = Cache.Get<Sprite2D>("scenarios/grasslands/Object/Crate.png");
+ Sprite2D crateSprite = Cache.Get<Sprite2D>("Scenarios/grasslands/Object/Crate.png");
for (int i = 0; i < Chunksize*chunksToGenerate; i+=Chunksize)
{
GenerateChunk(i);

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