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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 12:32:22 +0100
commit61148c757a1f742ff09e40e5347e74e638c7371c (patch)
treea2e40998981fa6f12430d2a1254250219f30d44f /game/GameScene.cpp
parente2162171c7ab72f450f73a0908946aa4a4dee5ee (diff)
update clang-format optionsHEADmaster
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r--game/GameScene.cpp20
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,
});