diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 12:32:22 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 12:32:22 +0100 |
commit | 61148c757a1f742ff09e40e5347e74e638c7371c (patch) | |
tree | a2e40998981fa6f12430d2a1254250219f30d44f /game/GameScene.cpp | |
parent | e2162171c7ab72f450f73a0908946aa4a4dee5ee (diff) |
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r-- | game/GameScene.cpp | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 91da092..2511567 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -29,34 +29,36 @@ void GameScene::load_scene() { BackgroundSubScene background(*this); GameObject camera = new_object("camera", "camera", vec2(650, 0)); - camera.add_component<Camera>(ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), - Camera::Data{ - .bg_color = Color::RED, - }); + camera.add_component<Camera>( + ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), + Camera::Data { + .bg_color = Color::RED, + } + ); camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); - camera.add_component<Rigidbody>(Rigidbody::Data{}); + camera.add_component<Rigidbody>(Rigidbody::Data {}); PlayerSubScene player(*this); GameObject floor = new_object("floor", "game_world", vec2(0, 325)); - floor.add_component<Rigidbody>(Rigidbody::Data{ + floor.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::STATIC, .collision_layer = COLL_LAY_BOT_TOP, }); floor.add_component<BoxCollider>(vec2(INFINITY, 200)); GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350)); - floor_low.add_component<Rigidbody>(Rigidbody::Data{ + floor_low.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::STATIC, .collision_layer = COLL_LAY_BOT_LOW, }); floor_low.add_component<BoxCollider>(vec2(INFINITY, 200)); GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300)); - floor_high.add_component<Rigidbody>(Rigidbody::Data{ + floor_high.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::STATIC, .collision_layer = COLL_LAY_BOT_HIGH, }); GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); - ceiling.add_component<Rigidbody>(Rigidbody::Data{ + ceiling.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::STATIC, .collision_layer = COLL_LAY_BOT_TOP, }); |