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authorLoek Le Blansch <loek@pipeframe.xyz>2025-01-07 14:33:07 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2025-01-07 14:33:07 +0100
commit5d798c30af7026099344a068e91e1684018b4386 (patch)
tree923b54a2745c338478246b8707c6ce8361822fc7 /game/prefab/ZapperObject.cpp
parent6d69c8ef6b663bd6716b441cc7d01164c7e33dfc (diff)
parent42cbef630ccaf3e841459d364edade1a3c72a525 (diff)
merge + more WIP
Diffstat (limited to 'game/prefab/ZapperObject.cpp')
-rw-r--r--game/prefab/ZapperObject.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp
index 3c70d04..61681ae 100644
--- a/game/prefab/ZapperObject.cpp
+++ b/game/prefab/ZapperObject.cpp
@@ -80,8 +80,8 @@ ZapperObject::ZapperObject(crepe::GameObject && base)
.collision_layer = COLL_LAY_ZAPPER,
})},
collider {add_component<BoxCollider>(vec2(0, 0))} {
- this->place(this->transform.position, 0, 300);
this->set_active(false);
+ Log::logf(Log::DEBUG, "creating zapper");
}
void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) {
@@ -114,5 +114,7 @@ void ZapperObject::set_active(bool active) {
this->body.active = active;
this->collider.active = active;
+
+ this->active = active;
}