diff options
-rw-r--r-- | game/GameScene.cpp | 17 | ||||
-rw-r--r-- | game/prefab/ZapperObject.cpp | 1 |
2 files changed, 1 insertions, 17 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 4193581..c393ef7 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -74,23 +74,6 @@ void GameScene::load_scene() { GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); - // zapper, laser and missile (below) for testing purpose only!!! - GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); - Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; - Sprite & zapper_sprite = zapper.add_component<Sprite>( - zapper_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2(100, 100), - } - ); - zapper.add_component<Rigidbody>(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .kinematic_collision = false, - .collision_layer = COLL_LAY_ZAPPER, - }); - zapper.add_component<BoxCollider>(vec2(100, 100)); GameObject laser = new_object("laser", "laser", vec2(2000, 0)); Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; Sprite & laser_sprite = laser.add_component<Sprite>( diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp index 8df2075..944a53f 100644 --- a/game/prefab/ZapperObject.cpp +++ b/game/prefab/ZapperObject.cpp @@ -77,6 +77,7 @@ ZapperObject::ZapperObject(crepe::GameObject && base) body {add_component<Rigidbody>(Rigidbody::Data { .body_type = Rigidbody::BodyType::KINEMATIC, .kinematic_collision = false, + .collision_layer = COLL_LAY_ZAPPER, })}, collider {add_component<BoxCollider>(vec2(0, 0))} { this->place(this->transform.position, 0, 300); |