diff options
| -rw-r--r-- | game/CMakeLists.txt | 5 | ||||
| -rw-r--r-- | game/Config.h | 6 | ||||
| -rw-r--r-- | game/GameScene.cpp | 52 | ||||
| -rw-r--r-- | game/PlayerScript.cpp | 11 | ||||
| -rw-r--r-- | game/PlayerSubScene.cpp | 76 | ||||
| -rw-r--r-- | game/StartGameScript.cpp | 3 | ||||
| -rw-r--r-- | game/player/PlayerEndScript.cpp | 96 | ||||
| -rw-r--r-- | game/player/PlayerEndScript.h | 14 | ||||
| -rw-r--r-- | game/player/PlayerScript.cpp | 119 | ||||
| -rw-r--r-- | game/player/PlayerScript.h (renamed from game/PlayerScript.h) | 8 | ||||
| -rw-r--r-- | game/player/PlayerSubScene.cpp | 153 | ||||
| -rw-r--r-- | game/player/PlayerSubScene.h (renamed from game/PlayerSubScene.h) | 0 | ||||
| -rw-r--r-- | src/crepe/system/InputSystem.cpp | 2 | 
13 files changed, 453 insertions, 92 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 937b5e6..8e3692b 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -16,9 +16,10 @@ add_executable(main  	GameScene.cpp  	background/HallwaySubScene.cpp  	MoveCameraManualyScript.cpp -	PlayerScript.cpp -	PlayerSubScene.cpp +	player/PlayerScript.cpp +	player/PlayerSubScene.cpp  	StartGameScript.cpp +	player/PlayerEndScript.cpp  	background/StartSubScene.cpp  	main.cpp  ) diff --git a/game/Config.h b/game/Config.h index ec753df..d6f8349 100644 --- a/game/Config.h +++ b/game/Config.h @@ -13,9 +13,15 @@ static constexpr int COLL_LAY_BOT_LOW = 2; // Only for GameScene  static constexpr int COLL_LAY_BOT_HIGH = 3; // Only for GameScene  static constexpr int COLL_LAY_PLAYER = 4; // Only for GameScene  static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene +static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene +static constexpr int COLL_LAY_LASER = 7; // Only for GameScene +static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene  static constexpr int GAME_HEIGHT = 800; // In game units  static constexpr int VIEWPORT_X = 1100; // In game units  // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished  static constexpr int VIEWPORT_Y = GAME_HEIGHT; // In game units + +static constexpr int PLAYER_SPEED = 7500; // In game units +static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 2511567..a8fcb47 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,10 +1,10 @@  #include "GameScene.h"  #include "Config.h"  #include "MoveCameraManualyScript.h" -#include "PlayerSubScene.h"  #include "StartGameScript.h"  #include "background/BackgroundSubScene.h" +#include "player/PlayerSubScene.h"  #include <cmath>  #include <crepe/api/Animator.h> @@ -66,6 +66,56 @@ 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>( +		laser_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 0, +			.size = vec2(100, 100), +		} +	); +	laser.add_component<Rigidbody>(Rigidbody::Data { +		.body_type = Rigidbody::BodyType::KINEMATIC, +		.kinematic_collision = false, +		.collision_layer = COLL_LAY_LASER, +	}); +	laser.add_component<BoxCollider>(vec2(100, 100)); +	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, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 0, +			.size = vec2(100, 100), +		} +	); +	missile.add_component<Rigidbody>(Rigidbody::Data { +		.body_type = Rigidbody::BodyType::KINEMATIC, +		.kinematic_collision = false, +		.collision_layer = COLL_LAY_MISSILE, +	}); +	missile.add_component<BoxCollider>(vec2(100, 100));  }  string GameScene::get_name() const { return "scene1"; } diff --git a/game/PlayerScript.cpp b/game/PlayerScript.cpp deleted file mode 100644 index 1c388f5..0000000 --- a/game/PlayerScript.cpp +++ /dev/null @@ -1,11 +0,0 @@ -#include "PlayerScript.h" - -#include <crepe/api/Rigidbody.h> - -using namespace crepe; -using namespace std; - -void PlayerScript::fixed_update(crepe::duration_t dt) { -	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); -	if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); -} diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp deleted file mode 100644 index 00b7810..0000000 --- a/game/PlayerSubScene.cpp +++ /dev/null @@ -1,76 +0,0 @@ -#include "PlayerSubScene.h" -#include "Config.h" -#include "PlayerScript.h" - -#include <crepe/api/Animator.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> -#include <crepe/api/Script.h> -#include <crepe/api/Sprite.h> - -using namespace crepe; -using namespace std; - -PlayerSubScene::PlayerSubScene(Scene & scn) { -	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); -	Asset player_body_asset {"asset/barry/defaultBody.png"}; -	Sprite & player_body_sprite = player.add_component<Sprite>( -		player_body_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_PLAYER, -			.order_in_layer = 0, -			.size = vec2(0, 50), -		} -	); -	player.add_component<Animator>( -		player_body_sprite, ivec2(32, 32), uvec2(4, 8), -		Animator::Data { -			.fps = 5, -			.looping = true, -		} -	); -	Asset player_head_asset {"asset/barry/defaultHead.png"}; -	Sprite & player_head_sprite = player.add_component<Sprite>( -		player_head_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_PLAYER, -			.order_in_layer = 1, -			.size = vec2(0, 50), -			.position_offset = vec2(0, -20), -		} -	); -	player.add_component<Animator>( -		player_head_sprite, ivec2(32, 32), uvec2(4, 8), -		Animator::Data { -			.fps = 5, -			.looping = true, -		} -	); -	Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; -	Sprite & player_jetpack_sprite = player.add_component<Sprite>( -		player_jetpack_asset, -		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_PLAYER, -			.order_in_layer = 2, -			.size = vec2(0, 60), -			.position_offset = vec2(-20, 0), -		} -	); -	player_jetpack_sprite.active = false; -	player.add_component<Animator>( -		player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), -		Animator::Data { -			.fps = 5, -			.looping = true, -		} -	); -	player.add_component<Rigidbody>(Rigidbody::Data { -		.gravity_scale = 20, -		.body_type = Rigidbody::BodyType::DYNAMIC, -		.linear_velocity = vec2(100, 0), -		.collision_layers = {COLL_LAY_BOT_TOP}, -		.collision_layer = COLL_LAY_PLAYER, -	}); -	player.add_component<BoxCollider>(vec2(50, 50)); -	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; -} diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 50ba86c..c786eb4 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,4 +1,5 @@  #include "StartGameScript.h" +#include "Config.h"  #include <crepe/api/Animator.h>  #include <crepe/api/ParticleEmitter.h> @@ -50,7 +51,7 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {  	// Start camera movement, enable player jumping and disable this script  	if (player_transform.position.x > 500) {  		Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); -		rb.data.linear_velocity = vec2(100, 0); +		rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0);  		BehaviorScript & player_script  			= this->get_components_by_name<BehaviorScript>("player").front();  		player_script.active = true; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp new file mode 100644 index 0000000..e04fb9d --- /dev/null +++ b/game/player/PlayerEndScript.cpp @@ -0,0 +1,96 @@ +#include "PlayerEndScript.h" + +#include "../Config.h" +#include "manager/LoopTimerManager.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerEndScript::init() { +	Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); +	rb_player.data.elasticity_coefficient = 0.7; + +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	}); +} + +bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { +	if (ev.info.other.metadata.name == "floor") { +		Transform & transform_player +			= this->get_components_by_name<Transform>("player").front(); +		RefVector<Animator> anim_player = this->get_components_by_name<Animator>("player"); +		Rigidbody & rb_player = this->get_components_by_name<Rigidbody>("player").front(); +		Rigidbody & rb_camera = this->get_components_by_name<Rigidbody>("camera").front(); + +		float dt = this->get_loop_timer().get_fixed_delta_time().count(); + +		if (jump == 0) { +			int random_number = rand() % 4; +			for (Animator & anim : anim_player) { +				anim.active = false; +				anim.set_anim(6); +				for (int i = 0; i < random_number; i++) { +					anim.next_anim(); +				} +			} +		} else if (jump == 1) { +			for (Animator & anim : anim_player) { +				anim.next_anim(); +			} +		} + +		if (jump == 0) { +			rb_player.data.angular_velocity = 16000 * dt; +			rb_player.data.angular_velocity_coefficient = 0.7; +			jump++; +		} 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 * dt, 0); +			rb_player.data.linear_velocity_coefficient = vec2(0.5, 0.5); +			rb_camera.data.linear_velocity_coefficient = vec2(0.5, 0.5); +			for (Animator & anim : anim_player) { +				anim.active = false; +				anim.set_anim(7); +			} +			if (transform_player.rotation > 0 && transform_player.rotation < 90) { +				// Do not call next_anim() +			} else if (transform_player.rotation > 90 && transform_player.rotation < 180) { +				for (Animator & anim : anim_player) { +					anim.next_anim(); +				} +			} else if (transform_player.rotation > 180 && transform_player.rotation < 270) { +				for (Animator & anim : anim_player) { +					anim.next_anim(); +					anim.next_anim(); +				} +			} else { +				for (Animator & anim : anim_player) { +					anim.next_anim(); +					anim.next_anim(); +					anim.next_anim(); +				} +			} +			jump++; +		} + +		return true; +	} + +	return false; +} diff --git a/game/player/PlayerEndScript.h b/game/player/PlayerEndScript.h new file mode 100644 index 0000000..03ea8a9 --- /dev/null +++ b/game/player/PlayerEndScript.h @@ -0,0 +1,14 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PlayerEndScript : public crepe::Script { +public: +	void init(); + +private: +	bool on_collision(const crepe::CollisionEvent & ev); + +private: +	int jump = 0; +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp new file mode 100644 index 0000000..c4ed6a0 --- /dev/null +++ b/game/player/PlayerScript.cpp @@ -0,0 +1,119 @@ +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void PlayerScript::init() { +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	}); +} + +bool PlayerScript::on_collision(const CollisionEvent & ev) { +	BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front(); +	BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back(); +	RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); +	RefVector<ParticleEmitter> emitters +		= this->get_components_by_name<ParticleEmitter>("player"); + +	if (ev.info.other.metadata.tag == "zapper") { +		for (Animator & anim : animators) { +			anim.active = true; +			anim.set_anim(4); +			anim.data.looping = true; +			prev_anim = 0; +		} +		for (ParticleEmitter & emitter : emitters) { +			emitter.data.emission_rate = 0; +		} +		play_scr.active = false; +		end_scr.active = true; +		return true; +	} else if (ev.info.other.metadata.tag == "laser") { +		for (Animator & anim : animators) { +			anim.active = true; +			anim.set_anim(4); +			anim.data.looping = true; +			prev_anim = 0; +		} +		for (ParticleEmitter & emitter : emitters) { +			emitter.data.emission_rate = 0; +		} +		play_scr.active = false; +		end_scr.active = true; +		return true; +	} else if (ev.info.other.metadata.tag == "missile") { +		for (Animator & anim : animators) { +			anim.active = true; +			anim.set_anim(5); +			anim.data.looping = true; +			prev_anim = 0; +		} +		for (ParticleEmitter & emitter : emitters) { +			emitter.data.emission_rate = 0; +		} +		play_scr.active = false; +		end_scr.active = true; +		return true; +	} + +	return false; +} + +void PlayerScript::fixed_update(crepe::duration_t dt) { +	RefVector<Animator> animators = this->get_components_by_name<Animator>("player"); +	RefVector<ParticleEmitter> emitters +		= this->get_components_by_name<ParticleEmitter>("player"); +	Transform & transform = this->get_components_by_name<Transform>("player").front(); + +	for (ParticleEmitter & emitter : emitters) { +		emitter.data.boundary.offset = vec2(0, -transform.position.y); +	} + +	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); +	if (this->get_key_state(Keycode::SPACE)) { +		rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5)); +		if (prev_anim != 1) { +			for (Animator & anim : animators) { +				anim.active = true; +				anim.set_anim(1); +				anim.data.looping = true; +				prev_anim = 1; +			} +			for (ParticleEmitter & emitter : emitters) { +				emitter.data.emission_rate = 30; +			} +		} +	} else if (transform.position.y == 195) { +		if (prev_anim != 0) { +			for (Animator & anim : animators) { +				anim.active = true; +				anim.set_anim(0); +				anim.data.looping = true; +				prev_anim = 0; +			} +			for (ParticleEmitter & emitter : emitters) { +				emitter.data.emission_rate = 0; +			} +		} +	} else { +		if (prev_anim != 2) { +			for (Animator & anim : animators) { +				anim.set_anim(2); +				anim.data.looping = false; +				prev_anim = 2; +			} +			for (ParticleEmitter & emitter : emitters) { +				emitter.data.emission_rate = 0; +			} +		} +	} +} diff --git a/game/PlayerScript.h b/game/player/PlayerScript.h index 84c4f7f..d8eb098 100644 --- a/game/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,8 +1,16 @@  #pragma once +#include <crepe/api/Event.h>  #include <crepe/api/Script.h>  class PlayerScript : public crepe::Script {  public: +	void init();  	void fixed_update(crepe::duration_t dt); + +private: +	bool on_collision(const crepe::CollisionEvent & ev); + +private: +	int prev_anim = 0;  }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp new file mode 100644 index 0000000..c1e5e2f --- /dev/null +++ b/game/player/PlayerSubScene.cpp @@ -0,0 +1,153 @@ +#include "PlayerSubScene.h" +#include "PlayerEndScript.h" +#include "PlayerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +PlayerSubScene::PlayerSubScene(Scene & scn) { +	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + +	Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; +	Sprite & player_bullet_sprite = player.add_component<Sprite>( +		player_bullet, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 3, +			.size = vec2(0, 6), +		} +	); +	player.add_component<ParticleEmitter>(player_bullet_sprite, ParticleEmitter::Data{ +		.offset = vec2(-15, 15), +		.emission_rate = 0, +		.min_speed = 300, +		.max_speed = 500, +		.min_angle = 85, +		.max_angle = 100, +		.boundary = ParticleEmitter::Boundary { +			.height = 400, +			.reset_on_exit = true, +		}, +	}); +	Asset player_bullet_x2 {"asset/other_effects/effect_smgbullet_x2.png"}; +	Sprite & player_bullet_x2_sprite = player.add_component<Sprite>( +		player_bullet_x2, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 3, +			.size = vec2(0, 12), +		} +	); +	player.add_component<ParticleEmitter>(player_bullet_x2_sprite, ParticleEmitter::Data{ +		.offset = vec2(-15, 15), +		.emission_rate = 0, +		.min_speed = 300, +		.max_speed = 500, +		.min_angle = 85, +		.max_angle = 100, +		.boundary = ParticleEmitter::Boundary { +			.height = 400, +			.reset_on_exit = true, +		}, +	}); +	Asset player_shell {"asset/other_effects/effect_rocketmgshell_TVOS.png"}; +	Sprite & player_shell_sprite = player.add_component<Sprite>( +		player_shell, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 3, +			.size = vec2(0, 12), +			.angle_offset = 90, +		} +	); +	player.add_component<ParticleEmitter>(player_shell_sprite, ParticleEmitter::Data{ +		.offset = vec2(-15, 15), +		.emission_rate = 0, +		.min_speed = 200, +		.max_speed = 500, +		.min_angle = 110, +		.max_angle = 120, +		.force_over_time = vec2(0, 1000), +		.boundary = ParticleEmitter::Boundary { +			.height = 400, +			.reset_on_exit = true, +		}, +	}); + +	Asset player_body_asset {"asset/barry/defaultBody.png"}; +	Sprite & player_body_sprite = player.add_component<Sprite>( +		player_body_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 0, +			.size = vec2(0, 50), +		} +	); +	player.add_component<Animator>( +		player_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	player.add_component<BoxCollider>(vec2(50, 50)); +	Asset player_head_asset {"asset/barry/defaultHead.png"}; +	Sprite & player_head_sprite = player.add_component<Sprite>( +		player_head_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 1, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	player.add_component<Animator>( +		player_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	player.add_component<CircleCollider>(25, vec2(0, -20)); +	Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; +	Sprite & player_jetpack_sprite = player.add_component<Sprite>( +		player_jetpack_asset, +		Sprite::Data { +			.sorting_in_layer = SORT_IN_LAY_PLAYER, +			.order_in_layer = 2, +			.size = vec2(0, 60), +			.position_offset = vec2(-20, 0), +		} +	); +	player_jetpack_sprite.active = false; +	player.add_component<Animator>( +		player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); +	player.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = PLAYER_GRAVITY_SCALE, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), +		.collision_layers +		= {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, +		.collision_layer = COLL_LAY_PLAYER, +	}); +	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; +	player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; +} diff --git a/game/PlayerSubScene.h b/game/player/PlayerSubScene.h index bf94c32..bf94c32 100644 --- a/game/PlayerSubScene.h +++ b/game/player/PlayerSubScene.h diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp index 91c9c64..be7eda6 100644 --- a/src/crepe/system/InputSystem.cpp +++ b/src/crepe/system/InputSystem.cpp @@ -216,7 +216,7 @@ bool InputSystem::is_mouse_inside_button(  	if (!button.data.world_space) {  		actual_pos += cam_transform.position;  	} -	vec2 half_dimensions = button.dimensions / 2; +	vec2 half_dimensions = button.dimensions * transform.scale / 2;  	return mouse_pos.x >= actual_pos.x - half_dimensions.x  		   && mouse_pos.x <= actual_pos.x + half_dimensions.x |