diff options
| -rw-r--r-- | game/GameScene.cpp | 2 | ||||
| -rw-r--r-- | game/player/PlayerEndScript.cpp | 6 | 
2 files changed, 7 insertions, 1 deletions
| diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 821191d..a8fcb47 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -100,7 +100,7 @@ void GameScene::load_scene() {  		.collision_layer = COLL_LAY_LASER,  	});  	laser.add_component<BoxCollider>(vec2(100, 100)); -	GameObject missile = new_object("missile", "missile", vec2(3000, 0)); +	GameObject missile = new_object("missile", "missile", vec2(4000, 0));  	Asset missile_asset {"asset/obstacles/missile/missile.png"};  	Sprite & missile_sprite = missile.add_component<Sprite>(  		missile_asset, diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index 8833c28..4cd2cd0 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -50,6 +50,12 @@ bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {  		} else if (jump == 1) {  			jump++;  		} else if (jump == 2) { +			RefVector<Rigidbody> rb_back_forest +				= this->get_components_by_tag<Rigidbody>("forest_background"); +			for (Rigidbody & rb : rb_back_forest) { +				rb.data.linear_velocity_coefficient = vec2(0.5, 0.5); +			} +  			rb_player.data.angular_velocity = 0;  			rb_player.data.elasticity_coefficient = 0;  			rb_player.data.linear_velocity = vec2(PLAYER_SPEED, 0); |