diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-08 16:34:33 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2025-01-08 16:34:33 +0100 |
commit | 6e19b17f36fc4371578a512f9fbda64125ca80c0 (patch) | |
tree | 76b8fc05b3adf24267fb919c1451ed0f3781b955 /game | |
parent | bb976ed881a989b8b2cec90c905d906d9b652a9d (diff) | |
parent | 9ae8d8f860146c1777e55dec7bd455aa16351375 (diff) |
Merge branch 'niels/game' of github.com:lonkaars/crepe
Diffstat (limited to 'game')
-rw-r--r-- | game/missile/MissileSubScene.cpp | 4 | ||||
-rw-r--r-- | game/missile/SpawnEvent.h | 2 | ||||
-rw-r--r-- | game/scheduler/ObjectsScheduler.cpp | 9 |
3 files changed, 11 insertions, 4 deletions
diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp index db49f88..59d8221 100644 --- a/game/missile/MissileSubScene.cpp +++ b/game/missile/MissileSubScene.cpp @@ -65,6 +65,7 @@ void MissileSubScene::create(crepe::Scene & scn) { missle.add_component<Animator>( missle_sprite, ivec2 {32, 32}, uvec2 {4, 1}, Animator::Data { + .fps = 15, .looping = true, } ); @@ -72,6 +73,7 @@ void MissileSubScene::create(crepe::Scene & scn) { missle.add_component<Animator>( missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2}, Animator::Data { + .fps = 15, .looping = true, } ); @@ -86,7 +88,7 @@ void MissileSubScene::create(crepe::Scene & scn) { missile_explosion_sprite.active = false; explosion_anim.active = false; - std::uniform_int_distribution<> dist(140, 200); + std::uniform_int_distribution<> dist(200, 250); missle.add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::KINEMATIC, .max_linear_velocity = static_cast<float>(dist(gen)), diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h index ce301fd..58293d7 100644 --- a/game/missile/SpawnEvent.h +++ b/game/missile/SpawnEvent.h @@ -9,7 +9,7 @@ struct MissileSpawnEvent : public crepe::Event {}; class MissileSpawnEventHandler : public crepe::Script { private: - static constexpr int MISSILE_OFFSET = VIEWPORT_X / 1.8; + static constexpr int MISSILE_OFFSET = VIEWPORT_X; static constexpr int RANGE = GAME_HEIGHT / 4; static constexpr int MIN_RANGE = -RANGE; static constexpr int MAX_RANGE = RANGE; diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp index fca8fa2..60e3f47 100644 --- a/game/scheduler/ObjectsScheduler.cpp +++ b/game/scheduler/ObjectsScheduler.cpp @@ -11,10 +11,13 @@ #include "prefab/ZapperPoolSubScene.h" using namespace crepe; -void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } +void ObjectsScheduler::preset_0() { + trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); + trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); +} void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); } -void ObjectsScheduler::preset_3() {} +void ObjectsScheduler::preset_3() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); } void ObjectsScheduler::preset_4() {} void ObjectsScheduler::boss_fight_1() { this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x = 0; @@ -34,6 +37,8 @@ void ObjectsScheduler::init() { this->obstacles.push_back([this]() { preset_0(); }); this->obstacles.push_back([this]() { preset_1(); }); this->obstacles.push_back([this]() { preset_2(); }); + this->obstacles.push_back([this]() { preset_3(); }); + this->obstacles.push_back([this]() { preset_4(); }); this->obstacles.push_back([this]() { boss_fight_1(); }); |