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-rw-r--r--src/crepe/api/BoxCollider.cpp3
-rw-r--r--src/crepe/api/BoxCollider.h2
-rw-r--r--src/crepe/api/CircleCollider.cpp3
-rw-r--r--src/crepe/api/CircleCollider.h2
-rw-r--r--src/crepe/api/Rigidbody.h2
-rw-r--r--src/example/game.cpp26
6 files changed, 13 insertions, 25 deletions
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
index c097a24..302bdd2 100644
--- a/src/crepe/api/BoxCollider.cpp
+++ b/src/crepe/api/BoxCollider.cpp
@@ -4,7 +4,6 @@
using namespace crepe;
-BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & offset,
- const vec2 & dimensions)
+BoxCollider::BoxCollider(game_object_id_t game_object_id,const vec2 & dimensions,const vec2 & offset)
: Collider(game_object_id, offset),
dimensions(dimensions) {}
diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h
index 1ac4d46..a507e0c 100644
--- a/src/crepe/api/BoxCollider.h
+++ b/src/crepe/api/BoxCollider.h
@@ -13,7 +13,7 @@ namespace crepe {
*/
class BoxCollider : public Collider {
public:
- BoxCollider(game_object_id_t game_object_id, const vec2 & offset, const vec2 & dimensions);
+ BoxCollider(game_object_id_t game_object_id, const vec2 & dimensions,const vec2 & offset= {0,0});
//! Width and height of the box collider
vec2 dimensions;
diff --git a/src/crepe/api/CircleCollider.cpp b/src/crepe/api/CircleCollider.cpp
index a4271e9..e542275 100644
--- a/src/crepe/api/CircleCollider.cpp
+++ b/src/crepe/api/CircleCollider.cpp
@@ -2,7 +2,6 @@
using namespace crepe;
-CircleCollider::CircleCollider(game_object_id_t game_object_id, const vec2 & offset,
- float radius)
+CircleCollider::CircleCollider(game_object_id_t game_object_id, float radius, const vec2 & offset)
: Collider(game_object_id, offset),
radius(radius) {}
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index c7bf66e..ea40068 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -13,7 +13,7 @@ namespace crepe {
*/
class CircleCollider : public Collider {
public:
- CircleCollider(game_object_id_t game_object_id, const vec2 & offset, float radius);
+ CircleCollider(game_object_id_t game_object_id, float radius, const vec2 & offset= {0,0});
//! Radius of the circle collider.
float radius;
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index b08c8db..6900295 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -139,7 +139,7 @@ public:
* Each element represents a layer ID, and the GameObject will only detect
* collisions with other GameObjects that belong to these layers.
*/
- std::set<int> collision_layers;
+ std::set<int> collision_layers = {0};
};
public:
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 8ea50ea..60c9088 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -176,19 +176,11 @@ public:
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::STATIC,
.offset = {0, 0},
- .collision_layers = {0},
});
- world.add_component<BoxCollider>(
- vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)},
- vec2{world_collider, world_collider});
- ; // Top
- world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2},
- vec2{world_collider, world_collider}); // Bottom
- world.add_component<BoxCollider>(
- vec2{0 - (screen_size_width / 2 + world_collider / 2), 0},
- vec2{world_collider, world_collider}); // Left
- world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0},
- vec2{world_collider, world_collider}); // right
+ world.add_component<BoxCollider>(vec2{world_collider, world_collider},vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top
+ world.add_component<BoxCollider>(vec2{world_collider, world_collider},vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom
+ world.add_component<BoxCollider>(vec2{world_collider, world_collider},vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left
+ world.add_component<BoxCollider>(vec2{world_collider, world_collider},vec2{screen_size_width / 2 + world_collider / 2, 0}); // right
world.add_component<Camera>(
ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)},
vec2{screen_size_width, screen_size_height},
@@ -207,10 +199,9 @@ public:
.constraints = {0, 0, 0},
.elastisity_coefficient = 1,
.offset = {0, 0},
- .collision_layers = {0},
});
// add box with boxcollider
- game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
+ game_object1.add_component<BoxCollider>(vec2{20, 20});
game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
Asset img1{"asset/texture/square.png"};
@@ -219,7 +210,7 @@ public:
});
//add circle with cirlcecollider deactiveated
- game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
+ game_object1.add_component<CircleCollider>(10).active = false;
Asset img2{"asset/texture/circle.png"};
game_object1
.add_component<Sprite>(img2,
@@ -239,10 +230,9 @@ public:
.constraints = {0, 0, 0},
.elastisity_coefficient = 1,
.offset = {0, 0},
- .collision_layers = {0},
});
// add box with boxcollider
- game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
+ game_object2.add_component<BoxCollider>(vec2{20, 20});
game_object2.add_component<BehaviorScript>().set_script<MyScript2>();
game_object2.add_component<Sprite>(img1, Sprite::Data{
@@ -250,7 +240,7 @@ public:
});
//add circle with cirlcecollider deactiveated
- game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false;
+ game_object2.add_component<CircleCollider>(10).active = false;
game_object2
.add_component<Sprite>(img2,