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author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-08 12:17:36 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-08 12:17:36 +0100 |
commit | dc5d46426b30303843e8746d514db6f55ce1495b (patch) | |
tree | 2b01a358b3daa4f55e54ca2c87f58becf83edeb8 /game/GameScene.cpp | |
parent | 1a5744a3285a5ba5132fb4f6f031c27df1b64d33 (diff) | |
parent | c9c9702edc58ff8f40b13dc6b86b216421f79e9b (diff) |
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/enemyAI
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r-- | game/GameScene.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 7c2166d..f09272d 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -114,7 +114,7 @@ void GameScene::load_scene() { boom_audio.add_component<AudioSource>(boom_audio_asset); // zapper, laser and missile (below) for testing purpose only!!! - GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); + GameObject zapper = new_object("zapper", "zapper", vec2(1000, 200)); Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; Sprite & zapper_sprite = zapper.add_component<Sprite>( zapper_asset, @@ -130,7 +130,7 @@ void GameScene::load_scene() { .collision_layer = COLL_LAY_ZAPPER, }); zapper.add_component<BoxCollider>(vec2(100, 100)); - GameObject laser = new_object("laser", "laser", vec2(2000, 0)); + GameObject laser = new_object("laser", "laser", vec2(2000, 200)); Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; Sprite & laser_sprite = laser.add_component<Sprite>( laser_asset, @@ -146,7 +146,7 @@ void GameScene::load_scene() { .collision_layer = COLL_LAY_LASER, }); laser.add_component<BoxCollider>(vec2(100, 100)); - GameObject missile = new_object("missile", "missile", vec2(4000, 0)); + GameObject missile = new_object("missile", "missile", vec2(4000, 200)); Asset missile_asset {"asset/obstacles/missile/missile.png"}; Sprite & missile_sprite = missile.add_component<Sprite>( missile_asset, |