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-rw-r--r--src/crepe/api/BoxCollider.cpp4
-rw-r--r--src/crepe/api/BoxCollider.h3
-rw-r--r--src/crepe/api/CircleCollider.cpp4
-rw-r--r--src/crepe/api/CircleCollider.h3
-rw-r--r--src/crepe/api/Rigidbody.h2
-rw-r--r--src/test/CollisionTest.cpp12
6 files changed, 15 insertions, 13 deletions
diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp
index c097a24..a893d41 100644
--- a/src/crepe/api/BoxCollider.cpp
+++ b/src/crepe/api/BoxCollider.cpp
@@ -4,7 +4,7 @@
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..d643e7f 100644
--- a/src/crepe/api/BoxCollider.h
+++ b/src/crepe/api/BoxCollider.h
@@ -13,7 +13,8 @@ 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..90ab5e7 100644
--- a/src/crepe/api/CircleCollider.cpp
+++ b/src/crepe/api/CircleCollider.cpp
@@ -2,7 +2,7 @@
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..22da836 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -13,7 +13,8 @@ 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/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
index 2ad65fa..ff9e7cc 100644
--- a/src/test/CollisionTest.cpp
+++ b/src/test/CollisionTest.cpp
@@ -69,10 +69,10 @@ public:
.offset = {0, 0},
});
// Create a box with an inner size of 10x10 units
- world.add_component<BoxCollider>(vec2{0, -100}, vec2{100, 100}); // Top
- world.add_component<BoxCollider>(vec2{0, 100}, vec2{100, 100}); // Bottom
- world.add_component<BoxCollider>(vec2{-100, 0}, vec2{100, 100}); // Left
- world.add_component<BoxCollider>(vec2{100, 0}, vec2{100, 100}); // right
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, -100}); // Top
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, 100}); // Bottom
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{-100, 0}); // Left
+ world.add_component<BoxCollider>(vec2{100, 100}, vec2{100, 0}); // right
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
@@ -84,7 +84,7 @@ public:
.offset = {0, 0},
.collision_layers = {0},
});
- game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10});
+ game_object1.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0});
BehaviorScript & script_object1
= game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1);
script_object1_ref = static_cast<CollisionHandler *>(script_object1.script.get());
@@ -100,7 +100,7 @@ public:
.offset = {0, 0},
.collision_layers = {0},
});
- game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10});
+ game_object2.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0});
BehaviorScript & script_object2
= game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2);
script_object2_ref = static_cast<CollisionHandler *>(script_object2.script.get());