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authorJAROWMR <jarorutjes07@gmail.com>2025-01-03 19:39:23 +0100
committerJAROWMR <jarorutjes07@gmail.com>2025-01-03 19:39:23 +0100
commit4f687de3530fac052f30dac7b8c59dae103bcf81 (patch)
treeaf02b332b6a6efced3357834cc2f30fbfe7b223b /game/GameScene.cpp
parentd65e0ff31a75230fd1c18eaeab9cb25ab2b9c82a (diff)
parent61148c757a1f742ff09e40e5347e74e638c7371c (diff)
merge
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r--game/GameScene.cpp32
1 files changed, 24 insertions, 8 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index bb64d08..551f4f1 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -1,5 +1,5 @@
#include "GameScene.h"
-#include "BackgroundSubScene.h"
+#include "Config.h"
#include "MoveCameraManualyScript.h"
#include "PlayerSubScene.h"
#include "StartGameScript.h"
@@ -7,6 +7,8 @@
#include "coins/CoinPool.h"
#include "coins/CoinSystemScript.h"
+#include "background/BackgroundSubScene.h"
+
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
@@ -22,7 +24,6 @@
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
@@ -31,10 +32,12 @@ 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<BehaviorScript>().set_script<CoinSystemScript>();
camera.add_component<Rigidbody>(Rigidbody::Data{});
@@ -42,13 +45,26 @@ void GameScene::load_scene() {
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));