diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-09 14:46:30 +0100 |
---|---|---|
committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-09 14:46:30 +0100 |
commit | 7739a80176cea889ce240d18d354c5174825b25a (patch) | |
tree | e61974e217791cd86f519bf1c4cfd3b082d55166 /game/player/PlayerSubScene.cpp | |
parent | 8b32dbc33c434f84b4aab98819147c3b8416ff69 (diff) |
workers during normal sequence working
Diffstat (limited to 'game/player/PlayerSubScene.cpp')
-rw-r--r-- | game/player/PlayerSubScene.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index c4d689a..245f19c 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -22,7 +22,7 @@ using namespace crepe; using namespace std; PlayerSubScene::PlayerSubScene(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + GameObject player = scn.new_object("player", "player", vec2(200, 200)); Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; Sprite & player_bullet_sprite = player.add_component<Sprite>( @@ -106,7 +106,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .looping = true, } ); - player.add_component<BoxCollider>(vec2(50, 50)); + player.add_component<BoxCollider>(vec2(35, 35)); Asset player_head_asset {"asset/barry/defaultHead.png"}; Sprite & player_head_sprite = player.add_component<Sprite>( player_head_asset, @@ -143,7 +143,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .looping = true, } ); - player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); + player.add_component<BoxCollider>(vec2(40, 50), vec2(-20, 0)); player.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = PLAYER_GRAVITY_SCALE, .body_type = Rigidbody::BodyType::DYNAMIC, @@ -153,6 +153,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { }, .collision_layer = COLL_LAY_PLAYER, }); + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; player.add_component<BehaviorScript>().set_script<CoinScript>(); player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; |