diff options
-rw-r--r-- | src/crepe/PhysicsSystem.cpp | 12 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/example/Physics.cpp | 9 |
3 files changed, 12 insertions, 10 deletions
diff --git a/src/crepe/PhysicsSystem.cpp b/src/crepe/PhysicsSystem.cpp index d9930a8..93b20f1 100644 --- a/src/crepe/PhysicsSystem.cpp +++ b/src/crepe/PhysicsSystem.cpp @@ -36,12 +36,12 @@ void PhysicsSystem::update() { rigidbody.velocity_y += force.force_y; } - std::cout << "before transform.postion.x " << transform.postion.x << std::endl; - std::cout << "before transform.postion.y " << transform.postion.y << std::endl; - transform.postion.x += rigidbody.velocity_x; - transform.postion.y += rigidbody.velocity_y; - std::cout << "after transform.postion.x " << transform.postion.x << std::endl; - std::cout << "after transform.postion.y " << transform.postion.y << std::endl; + std::cout << "before transform.postion.x " << transform.position.x << std::endl; + std::cout << "before transform.postion.y " << transform.position.y << std::endl; + transform.position.x += rigidbody.velocity_x; + transform.position.y += rigidbody.velocity_y; + std::cout << "after transform.postion.x " << transform.position.x << std::endl; + std::cout << "after transform.postion.y " << transform.position.y << std::endl; } } break; diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index f2d45eb..cca4994 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -10,7 +10,6 @@ target_sources(crepe PUBLIC Color.cpp Texture.cpp AssetManager.cpp - Collider.cpp Sprite.cpp ) diff --git a/src/example/Physics.cpp b/src/example/Physics.cpp index 6499fb0..ee75c5c 100644 --- a/src/example/Physics.cpp +++ b/src/example/Physics.cpp @@ -1,7 +1,7 @@ #include <iostream> #include <thread> #include <chrono> -#include "Transform.h" +#include <crepe/api/Transform.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Force.h> #include "PhysicsSystem.h" @@ -19,8 +19,11 @@ int main(int argc, char* argv[]) { GameObject * game_object[2]; game_object[1] = new GameObject(2, "Name", "Tag", 0); // not found not used game_object[0] = new GameObject(5, "Name", "Tag", 0); - Position position = {0, 0}; - game_object[0]->add_component<Transform>(position,0,0); + Point point = { + .x = 0, + .y = 0, + }; + game_object[0]->add_component<Transform>(point,0,0); game_object[0]->add_component<Rigidbody>(1, 1 , BodyType::Dynamic); game_object[0]->add_component<Force>(1 , 0); physicsSystem.update(); |