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| author | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-07 10:40:16 +0100 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-07 10:40:16 +0100 | 
| commit | bcfa2d9543c2fc7d83003b243e526ab64efab6e1 (patch) | |
| tree | 00f63efe0c5ecf1aa8eaabad92f4e85277ea8644 | |
| parent | d46548ab15699f7ae91227625302553e79a126bc (diff) | |
cleanup
| -rw-r--r-- | game/GameScene.cpp | 17 | ||||
| -rw-r--r-- | game/prefab/ZapperObject.cpp | 1 | 
2 files changed, 1 insertions, 17 deletions
| diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 4193581..c393ef7 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -74,23 +74,6 @@ void GameScene::load_scene() {  	GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0));  	start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); -	// zapper, laser and missile (below) for testing purpose only!!! -	GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); -	Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; -	Sprite & zapper_sprite = zapper.add_component<Sprite>( -		zapper_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, -			.order_in_layer = 0, -			.size = vec2(100, 100), -		} -	); -	zapper.add_component<Rigidbody>(Rigidbody::Data { -		.body_type = Rigidbody::BodyType::KINEMATIC, -		.kinematic_collision = false, -		.collision_layer = COLL_LAY_ZAPPER, -	}); -	zapper.add_component<BoxCollider>(vec2(100, 100));  	GameObject laser = new_object("laser", "laser", vec2(2000, 0));  	Asset laser_asset {"asset/obstacles/laser/laserPower.png"};  	Sprite & laser_sprite = laser.add_component<Sprite>( diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp index 8df2075..944a53f 100644 --- a/game/prefab/ZapperObject.cpp +++ b/game/prefab/ZapperObject.cpp @@ -77,6 +77,7 @@ ZapperObject::ZapperObject(crepe::GameObject && base)  	  body {add_component<Rigidbody>(Rigidbody::Data {  		  .body_type = Rigidbody::BodyType::KINEMATIC,  		  .kinematic_collision = false, +			.collision_layer = COLL_LAY_ZAPPER,  	  })},  	  collider {add_component<BoxCollider>(vec2(0, 0))} {  	this->place(this->transform.position, 0, 300); |