diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-22 13:48:46 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-22 13:48:46 +0100 |
commit | 6a7e06f875d789af0e8f9b5ce0ad24b9eaa96d25 (patch) | |
tree | 07397ab46e2518fde4140777e2e181cde8ad938e /game/GameScene.cpp | |
parent | 296c80edd6727d6808ed0c98c001a8b456f1c037 (diff) | |
parent | 61148c757a1f742ff09e40e5347e74e638c7371c (diff) |
Merge branch 'master' into niels/UI
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r-- | game/GameScene.cpp | 34 |
1 files changed, 25 insertions, 9 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index c280474..2511567 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,9 +1,11 @@ #include "GameScene.h" -#include "BackgroundSubScene.h" +#include "Config.h" #include "MoveCameraManualyScript.h" #include "PlayerSubScene.h" #include "StartGameScript.h" +#include "background/BackgroundSubScene.h" + #include <cmath> #include <crepe/api/Animator.h> #include <crepe/api/Asset.h> @@ -19,7 +21,6 @@ #include <crepe/api/Sprite.h> #include <crepe/api/Transform.h> #include <crepe/types.h> -#include <iostream> using namespace crepe; using namespace std; @@ -28,23 +29,38 @@ void GameScene::load_scene() { BackgroundSubScene background(*this); GameObject camera = new_object("camera", "camera", vec2(650, 0)); - camera.add_component<Camera>(ivec2(990, 720), vec2(1100, 800), - 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 { + .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 { + .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, }); ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); |