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authorLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 11:53:15 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-12-22 11:53:15 +0100
commit794facac7a7a1886bc2e0fea4c19c1106d6b458e (patch)
tree9518ed7903cf1b38af293cfd60146376f1016504 /game/GameScene.cpp
parentf5d2ef9a5a335509f6ade05470938f0fbbbb74ad (diff)
parente7599e648ea24d5e8a27bd9f4f162ef1a7c53d21 (diff)
Merge branch 'max/game' of github.com:lonkaars/crepe
Diffstat (limited to 'game/GameScene.cpp')
-rw-r--r--game/GameScene.cpp20
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));