diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-22 11:53:15 +0100 |
commit | 794facac7a7a1886bc2e0fea4c19c1106d6b458e (patch) | |
tree | 9518ed7903cf1b38af293cfd60146376f1016504 /game/GameScene.cpp | |
parent | f5d2ef9a5a335509f6ade05470938f0fbbbb74ad (diff) | |
parent | e7599e648ea24d5e8a27bd9f4f162ef1a7c53d21 (diff) |
Merge branch 'max/game' of github.com:lonkaars/crepe
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r-- | game/GameScene.cpp | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index c280474..91da092 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; @@ -28,7 +29,7 @@ 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.add_component<Camera>(ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), Camera::Data{ .bg_color = Color::RED, }); @@ -40,11 +41,24 @@ void GameScene::load_scene() { GameObject floor = new_object("floor", "game_world", vec2(0, 325)); 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{ .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, }); ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); |