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authorJAROWMR <jarorutjes07@gmail.com>2025-01-06 11:27:15 +0100
committerJAROWMR <jarorutjes07@gmail.com>2025-01-06 11:27:15 +0100
commitc35a53ff122d9ea3547ef8ae6035bd9e1b10d4cb (patch)
tree38af0734a951440ffdc7daac0e66aa1ba9b7287b /game/GameScene.cpp
parent2c4494e371881361e5c883e8fe6952af3400cadc (diff)
parent20ae1e9dc2043ef3c190f77dd5f9de74bcd533de (diff)
pull max char
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r--game/GameScene.cpp51
1 files changed, 50 insertions, 1 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index 57cb8c4..bd12d50 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -1,7 +1,6 @@
#include "GameScene.h"
#include "Config.h"
#include "MoveCameraManualyScript.h"
-#include "PlayerSubScene.h"
#include "StartGameScript.h"
#include "coins/CoinSubScene.h"
#include "coins/CoinPool.h"
@@ -11,6 +10,7 @@
#include "hud/HudScript.h"
#include "hud/HudSubScene.h"
#include "hud/SpeedScript.h"
+#include "player/PlayerSubScene.h"
#include <cmath>
#include <crepe/api/Animator.h>
@@ -84,6 +84,55 @@ void GameScene::load_scene() {
HudSubScene hud;
hud.create(*this);
+ // 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>(
+ laser_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2(100, 100),
+ }
+ );
+ laser.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_LASER,
+ });
+ laser.add_component<BoxCollider>(vec2(100, 100));
+ GameObject missile = new_object("missile", "missile", vec2(4000, 0));
+ Asset missile_asset {"asset/obstacles/missile/missile.png"};
+ Sprite & missile_sprite = missile.add_component<Sprite>(
+ missile_asset,
+ Sprite::Data {
+ .sorting_in_layer = SORT_IN_LAY_OBSTACLES,
+ .order_in_layer = 0,
+ .size = vec2(100, 100),
+ }
+ );
+ missile.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .kinematic_collision = false,
+ .collision_layer = COLL_LAY_MISSILE,
+ });
+ missile.add_component<BoxCollider>(vec2(100, 100));
}
string GameScene::get_name() const { return "scene1"; }